4#ifndef QSSGRENDERHELPERS_P_H
5#define QSSGRENDERHELPERS_P_H
18#include <QtQuick3DRuntimeRender/qtquick3druntimerenderglobal.h>
20#include <QtQuick3DUtils/private/qssgaosettings_p.h>
21#include <QtQuick3DRuntimeRender/private/qssgrenderableobjects_p.h>
55 const QVector<QSSGRenderReflectionProbe *> &reflectionProbes,
72 bool *needsSetViewport);
119 QMatrix4x4 *alteredModelViewProjection =
nullptr,
126 bool *needsSetViewport,
134 return QRect(layerViewport.x(),
y, layerViewport.width(), layerViewport.height());
The QMatrix4x4 class represents a 4x4 transformation matrix in 3D space.
\inmodule QtCore\reentrant
\inmodule QtCore\reentrant
constexpr int bottom() const noexcept
Returns the y-coordinate of the rectangle's bottom edge.
Combined button and popup list for selecting options.
void rhiPrepareGrid(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCameraList &cameras, QSSGRenderer &renderer)
bool rhiPrepareScreenTexture(QSSGRhiContext *rhiCtx, const QSize &size, bool wantsMips, QSSGRhiRenderableTexture *renderableTex)
void rhiPrepareSkyBoxForReflectionMap(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCamera &inCamera, QSSGRenderer &renderer, QSSGReflectionMapEntry *entry, QSSGRenderTextureCubeFace cubeFace)
void rhiRenderAoTexture(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderer &renderer, QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiGraphicsPipelineState &ps, const QSSGAmbientOcclusionSettings &ao, const QSSGRhiRenderableTexture &rhiAoTexture, const QSSGRhiRenderableTexture &rhiDepthTexture, const QSSGRenderCamera &camera)
std::pair< QSSGBoxPoints, QSSGBoxPoints > calculateSortedObjectBounds(const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects)
bool rhiPrepareAoTexture(QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex)
bool rhiPrepareDepthTexture(QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex)
Q_QUICK3DRUNTIMERENDER_EXPORT void rhiRenderRenderable(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &state, QSSGRenderableObject &object, bool *needsSetViewport, QSSGRenderTextureCubeFace cubeFace=QSSGRenderTextureCubeFaceNone)
void rhiRenderShadowMap(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRhiGraphicsPipelineState &ps, QSSGRenderShadowMap &shadowMapManager, const QSSGRenderCamera &camera, const QSSGShaderLightList &globalLights, const QSSGRenderableObjectList &sortedOpaqueObjects, QSSGRenderer &renderer, const QSSGBoxPoints &castingObjectsBox, const QSSGBoxPoints &receivingObjectsBox)
bool rhiPrepareDepthPass(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, QSSGLayerRenderData &inData, const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects, int samples, int viewCount)
QRect correctViewportCoordinates(const QRectF &layerViewport, const QRect &deviceRect)
void rhiPrepareSkyBox(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCameraList &cameras, QSSGRenderer &renderer)
Q_QUICK3DRUNTIMERENDER_EXPORT void rhiPrepareRenderable(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGRenderableObject &inObject, QRhiRenderPassDescriptor *renderPassDescriptor, QSSGRhiGraphicsPipelineState *ps, QSSGShaderFeatures featureSet, int samples, int viewCount, QSSGRenderCamera *alteredCamera=nullptr, QMatrix4x4 *alteredModelViewProjection=nullptr, QSSGRenderTextureCubeFace cubeFace=QSSGRenderTextureCubeFaceNone, QSSGReflectionMapEntry *entry=nullptr)
void rhiRenderReflectionMap(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGRhiGraphicsPipelineState *ps, QSSGRenderReflectionMap &reflectionMapManager, const QVector< QSSGRenderReflectionProbe * > &reflectionProbes, const QSSGRenderableObjectList &reflectionPassObjects, QSSGRenderer &renderer)
void rhiRenderDepthPass(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects, bool *needsSetViewport)
GLenum GLuint GLintptr GLsizeiptr size
[1]
std::array< QVector3D, 8 > QSSGBoxPoints
QSSGRenderTextureCubeFace
constexpr QSSGRenderTextureCubeFace QSSGRenderTextureCubeFaceNone
QSvgRenderer * renderer
[0]