Nebula
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nodelookuputil.h
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1#pragma once
2//------------------------------------------------------------------------------
14#include "util/stringatom.h"
16#include "models/modelcontext.h"
19
20//------------------------------------------------------------------------------
21namespace RenderUtil
22{
24{
25public:
27 static Models::ShaderStateNode::Instance* LookupStateNodeInstance(const GraphicsEntityId& entity,
28 const Util::String& nodeName,
29 bool checkResourceState = true);
30
31private:
32 // gets the names of modelNode and all its children's children children children
33 static Util::Array<Util::String> RecursiveGetNodeNames(const Ptr<Models::ModelNode>& modelNode /*rootNode*/, const Util::FourCC & fourcc);
35};
36
37} // namespace RenderUtil
38//------------------------------------------------------------------------------
39
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition ptr.h:38
Helper class to find specific nodes and nodeinstances inside a graphicsentity.
Definition nodelookuputil.h:24
static Util::Array< Util::String > RecursiveGetNodeNames(const Ptr< Models::ModelNode > &modelNode, const Util::FourCC &fourcc)
static Util::String currentNodeLayer
Definition nodelookuputil.h:34
static Models::ShaderStateNode::Instance * LookupStateNodeInstance(const GraphicsEntityId &entity, const Util::String &nodeName, bool checkResourceState=true)
find state node instance
Nebula's dynamic array class.
Definition array.h:60
A four-character-code is a quasi-human-readable 32-bit-id.
Definition fourcc.h:19
Helpers to create geometry.
Definition drawfullscreenquad.cc:10
The graphics entity is only an Id, to which we can attach GraphicsContexts.
Definition graphicsentity.h:16
Nebula's universal string class.
Definition string.h:50