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nodelookuputil.h
Go to the documentation of this file.
1
#pragma once
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//------------------------------------------------------------------------------
14
#include "
util/stringatom.h
"
15
#include "
models/nodes/shaderstatenode.h
"
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#include "
models/modelcontext.h
"
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#include "
models/nodes/modelnode.h
"
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#include "
resources/resourceid.h
"
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//------------------------------------------------------------------------------
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namespace
RenderUtil
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{
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class
NodeLookupUtil
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{
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public
:
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static
Models::ShaderStateNode::Instance*
LookupStateNodeInstance
(
const
GraphicsEntityId
& entity,
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const
Util::String
& nodeName,
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bool
checkResourceState =
true
);
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private
:
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// gets the names of modelNode and all its children's children children children
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static
Util::Array<Util::String>
RecursiveGetNodeNames
(
const
Ptr<Models::ModelNode>
& modelNode
/*rootNode*/
,
const
Util::FourCC
& fourcc);
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static
Util::String
currentNodeLayer
;
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};
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}
// namespace RenderUtil
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//------------------------------------------------------------------------------
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Ptr
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition
ptr.h:38
RenderUtil::NodeLookupUtil
Helper class to find specific nodes and nodeinstances inside a graphicsentity.
Definition
nodelookuputil.h:24
RenderUtil::NodeLookupUtil::RecursiveGetNodeNames
static Util::Array< Util::String > RecursiveGetNodeNames(const Ptr< Models::ModelNode > &modelNode, const Util::FourCC &fourcc)
RenderUtil::NodeLookupUtil::currentNodeLayer
static Util::String currentNodeLayer
Definition
nodelookuputil.h:34
RenderUtil::NodeLookupUtil::LookupStateNodeInstance
static Models::ShaderStateNode::Instance * LookupStateNodeInstance(const GraphicsEntityId &entity, const Util::String &nodeName, bool checkResourceState=true)
find state node instance
Util::Array
Nebula's dynamic array class.
Definition
array.h:61
Util::FourCC
A four-character-code is a quasi-human-readable 32-bit-id.
Definition
fourcc.h:19
modelcontext.h
modelnode.h
RenderUtil
Helpers to create geometry.
Definition
drawfullscreenquad.cc:10
resourceid.h
shaderstatenode.h
stringatom.h
Graphics::GraphicsEntityId
The graphics entity is only an Id, to which we can attach GraphicsContexts.
Definition
graphicsentity.h:16
Util.String
Nebula's universal string class.
Definition
String.cs:8
code
render
renderutil
nodelookuputil.h
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