69 VisibleNodes.Add_Tail(node);
94 RendererListContainer[a]=0;
112 for (
int pass=0;pass<=MaxPass;++pass) {
113 WWASSERT(RendererListContainer[pass]);
114 if (RendererListContainer[pass]) RendererListContainer[pass]->Add_Visible_Node(
this);
121 if (cont) MaxPass=
max(MaxPass,pass);
183 virtual void Flush();
MultiListObjectClass(void)
RendererListContainerClass(int pass)
void Add_Visible_Node(ShdRendererNodeClass *node)
ShdRendererNodeList & Peek_Linked_Nodes()
void Register_Renderer(ShdRendererNodeClass *node)
virtual ~RendererListContainerClass()
virtual ~ShdDX8RendererClass()
virtual ShdRendererNodeClass * Register_Mesh(ShdMeshClass *mesh, ShdSubMeshClass *sub_mesh)
virtual ShdRendererNodeClass * Register_Mesh(ShdMeshClass *mesh, ShdSubMeshClass *sub_mesh)=0
virtual ~ShdRendererClass()
static ShdRendererClass * Peek_Instance()
static void Init_Shaders()
static void Shutdown_Shaders()
void Set_Renderer_List_Container(RendererListContainerClass *cont, int pass)
virtual ~ShdRendererNodeClass()
virtual bool Greater_Than(const ShdRendererNodeClass &, int pass) const =0
virtual void Render(RenderInfoClass &rinfo)=0
virtual void Apply_Shared_Shader_Settings(ShdRendererNodeClass *prev_node, int pass)=0
virtual void Flush(int pass)=0
RendererListContainerClass * Peek_Renderer_List_Container(int pass)
#define REF_PTR_RELEASE(x)
#define REF_PTR_SET(dst, src)
MultiListIterator< ShdRendererNodeClass > ShdRendererNodeListIterator
MultiListClass< ShdRendererNodeClass > ShdRendererNodeList
MultiListClass< RendererListContainerClass > RendererListContainerList
MultiListIterator< RendererListContainerClass > RendererListContainerIterator