5#ifndef QSSG_RENDER_IMPL_RENDERABLE_OBJECTS_H
6#define QSSG_RENDER_IMPL_RENDERABLE_OBJECTS_H
19#include <QtQuick3DRuntimeRender/private/qssgrendermodel_p.h>
20#include <QtQuick3DRuntimeRender/private/qssgrenderdefaultmaterial_p.h>
21#include <QtQuick3DRuntimeRender/private/qssgrendercustommaterial_p.h>
22#include <QtQuick3DRuntimeRender/private/qssgrenderparticles_p.h>
23#include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h>
24#include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h>
25#include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
26#include <QtQuick3DRuntimeRender/private/qssgrenderableimage_p.h>
27#include <QtQuick3DRuntimeRender/private/qssgrenderlight_p.h>
28#include <QtQuick3DRuntimeRender/private/qssgrenderreflectionprobe_p.h>
29#include <QtQuick3DRuntimeRender/private/qssgrenderclippingfrustum_p.h>
31#include <QtQuick3DUtils/private/qssginvasivelinkedlist_p.h>
255 float inMinThreshold = -1,
256 float inMaxThreshold = -1)
327 int reflectionProbeIndex = -1;
constexpr QFlags operator&(int mask) const noexcept
constexpr QFlags & setFlag(QSSGRenderableObjectFlag flag, bool on=true) noexcept
The QMatrix4x4 class represents a 4x4 transformation matrix in 3D space.
Class representing 3D range or axis aligned bounding box.
The QVector3D class represents a vector or vertex in 3D space.
Combined button and popup list for selecting options.
#define Q_STATIC_ASSERT(Condition)
QGenericMatrix< 3, 3, float > QMatrix3x3
GLboolean GLboolean GLboolean b
GLsizei const GLfloat * v
[13]
GLenum GLenum GLsizei const GLuint GLboolean enabled
#define Q_ASSERT_X(cond, x, msg)
@ HasAttributeTexCoordLightmap
@ HasAttributeMorphTarget
@ HasAttributeJointAndWeight
std::array< QMatrix4x4, 2 > QSSGRenderMvpArray
QVarLengthArray< QSSGShaderLight, 16 > QSSGShaderLightList
#define Q_DECLARE_TYPEINFO(TYPE, FLAGS)
QSvgRenderer * renderer
[0]
QSSGRenderMvpArray modelViewProjections
const QSSGRenderModel & model
QSSGModelContext(const QSSGRenderModel &inModel, const QMatrix4x4 &globalTransform, const QSSGRenderCameraDataList &allCameraData)
QSSGDataRef< QSSGSubsetRenderable > subsets
QSSGRenderableImage * colorTable
const QSSGShaderLightListView & lights
QSSGRenderableImage * firstImage
const QSSGRenderParticles & particles
QMatrix4x4 viewProjection
std::optional< QSSGClippingFrustum > clippingFrustum
bool usesBoneTexture() const
void calculateMVPAndNormalMatrix(const QMatrix4x4 &inViewProjection, QMatrix4x4 &outMVP, QMatrix3x3 &outNormalMatrix) const
QSSGShaderLightListView lights
QSSGRenderableNodeEntry(QSSGRenderNode &inNode)
QSSGRenderableNodeEntry()=default
QMatrix4x4 globalTransform
QVector< QSSGRenderGraphObject * > materials
void setPointsTopology(bool v)
bool hasAttributeTexCoordLightmap() const
void setRendersWithLightmap(bool inRendersWithLightmap)
void setHasAttributeTexCoord1(bool b)
void setHasAttributePosition(bool b)
void setCompletelyTransparent(bool inTransparent)
bool receivesReflections() const
void setHasAttributeJointAndWeight(bool b)
bool hasAttributePosition() const
bool hasTransparency() const
void setHasAttributeNormal(bool b)
void setHasAttributeColor(bool b)
bool hasAttributeNormal() const
void setHasAttributeTangent(bool b)
bool receivesShadows() const
void setHasAttributeMorphTarget(bool b)
bool isCompletelyTransparent() const
void setHasAttributeTexCoordLightmap(bool b)
void setHasAttributeTexCoord0(bool b)
bool hasAttributeBinormal() const
void setCastsReflections(bool inCastsReflections)
bool hasAttributeMorphTarget() const
void setCastsShadows(bool inCastsShadows)
bool hasAttributeJointAndWeight() const
bool requiresScreenTexture() const
bool castsReflections() const
bool usedInBakedLighting() const
bool hasAttributeColor() const
void setReceivesReflections(bool inReceivesReflections)
void setUsedInBakedLighting(bool inUsedInBakedLighting)
bool hasAttributeTangent() const
void setRequiresScreenTexture(bool v)
bool castsShadows() const
bool hasAttributeTexCoord1() const
bool hasAttributeTexCoord0() const
bool isPointsTopology() const
void setHasTransparency(bool inHasTransparency)
bool rendersWithLightmap() const
void setHasAttributeBinormal(bool b)
void setDirty(bool inDirty)
void setReceivesShadows(bool inReceivesShadows)
QSSGRenderableObjectHandle(QSSGRenderableObject *o, float camDistSq)
QSSGRenderableObjectHandle()=default
const QSSGBounds3 & bounds
const QMatrix4x4 & globalTransform
QSSGRenderableObjectFlags renderableFlags
@ CustomMaterialMeshSubset
@ DefaultMaterialMeshSubset
QSSGDepthDrawMode depthWriteMode
QVector3D worldCenterPoint
QSSGRenderableObject(Type ty, QSSGRenderableObjectFlags inFlags, const QVector3D &inWorldCenterPt, const QMatrix4x4 &inGlobalTransform, const QSSGBounds3 &inBounds, float inDepthBias, float inMinThreshold=-1, float inMaxThreshold=-1)
bool operator<(const QSSGShaderLight &o) const
QVector3D probeCubeMapCenter
const QSSGShaderLightListView & lights
QSSGShaderReflectionProbe reflectionProbe
const QSSGRenderSubset & subset
float distanceFromReflectionProbe
const QSSGRenderGraphObject & getMaterial() const
QSSGShaderDefaultMaterialKey shaderDescription
QSSGRenderableImage * firstImage
const QSSGModelContext & modelContext
const QSSGRenderGraphObject & material