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@orillusion/core


Class: RenderShaderCollect ​

Defined in: src/gfx/renderJob/collect/RenderShaderCollect.ts:15

Per-view registry of renderable nodes indexed by their shader passes. Groups RenderNodes by geometry+pass key so the renderer can batch draws that share the same pipeline, and keeps a flat per-view node lookup by instance id.

Constructors ​

Constructor ​

new RenderShaderCollect(): RenderShaderCollect

Returns ​

RenderShaderCollect

Properties ​

renderShaderUpdateList ​

renderShaderUpdateList: Map<View3D, RenderShaderList>

Defined in: src/gfx/renderJob/collect/RenderShaderCollect.ts:17

Per-view map of geometry+pass key to the nodes drawn with that pass.


renderNodeList ​

renderNodeList: Map<View3D, Map<string, RenderNode>>

Defined in: src/gfx/renderJob/collect/RenderShaderCollect.ts:19

Per-view flat lookup of every render node by its instance id.

Methods ​

collect_add() ​

collect_add(node): void

Defined in: src/gfx/renderJob/collect/RenderShaderCollect.ts:22

Register node (and all its material passes) into this view's render lists.

Parameters ​

node ​

RenderNode

Returns ​

void


collect_remove() ​

collect_remove(node): void

Defined in: src/gfx/renderJob/collect/RenderShaderCollect.ts:55

Remove node's per-pass entries from this view's render lists.

Parameters ​

node ​

RenderNode

Returns ​

void


removeView() ​

removeView(view): void

Defined in: src/gfx/renderJob/collect/RenderShaderCollect.ts:73

Drop all entries for view (called on view/engine teardown).

Parameters ​

view ​

View3D

Returns ​

void