Qt 6.x
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qssgrenderer_p.h File Reference
#include <QtQuick3DRuntimeRender/private/qssgrenderableobjects_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendermodel_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderdefaultmaterial_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderlayer_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderray_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercamera_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderclippingfrustum_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderdefaultmaterialshadergenerator_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderbuffermanager_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderpickresult_p.h>
#include <QtQuick3DRuntimeRender/private/qssgshadermapkey_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderpass_p.h>
#include <QtQuick3DUtils/private/qssgbounds3_p.h>
#include <QtQuick3DUtils/private/qssgdataref_p.h>
+ Include dependency graph for qssgrenderer_p.h:

Go to the source code of this file.

Classes

class  QSSGRenderer
 

Namespaces

namespace  RenderHelpers
 

Functions

std::pair< QSSGBoxPoints, QSSGBoxPointsRenderHelpers::calculateSortedObjectBounds (const QVector< QSSGRenderableObjectHandle > &sortedOpaqueObjects, const QVector< QSSGRenderableObjectHandle > &sortedTransparentObjects)
 
void RenderHelpers::rhiRenderShadowMap (QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRhiGraphicsPipelineState &ps, QSSGRenderShadowMap &shadowMapManager, const QSSGRenderCamera &camera, const QSSGShaderLightList &globalLights, const QVector< QSSGRenderableObjectHandle > &sortedOpaqueObjects, QSSGRenderer &renderer, const QSSGBoxPoints &castingObjectsBox, const QSSGBoxPoints &receivingObjectsBox)
 
void RenderHelpers::rhiRenderReflectionMap (QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGRhiGraphicsPipelineState *ps, QSSGRenderReflectionMap &reflectionMapManager, const QVector< QSSGRenderReflectionProbe * > &reflectionProbes, const QVector< QSSGRenderableObjectHandle > &reflectionPassObjects, QSSGRenderer &renderer)
 
bool RenderHelpers::rhiPrepareDepthPass (QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, QSSGLayerRenderData &inData, const QVector< QSSGRenderableObjectHandle > &sortedOpaqueObjects, const QVector< QSSGRenderableObjectHandle > &sortedTransparentObjects, QSSGRhiDrawCallDataKey::Selector ubufSel, int samples)
 
void RenderHelpers::rhiRenderDepthPass (QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &ps, const QVector< QSSGRenderableObjectHandle > &sortedOpaqueObjects, const QVector< QSSGRenderableObjectHandle > &sortedTransparentObjects, bool *needsSetViewport)
 
bool RenderHelpers::rhiPrepareAoTexture (QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex)
 
void RenderHelpers::rhiRenderAoTexture (QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderer &renderer, QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiGraphicsPipelineState &ps, const SSAOMapPass::AmbientOcclusion &ao, const QSSGRhiRenderableTexture &rhiAoTexture, const QSSGRhiRenderableTexture &rhiDepthTexture, const QSSGRenderCamera &camera)
 
bool RenderHelpers::rhiPrepareScreenTexture (QSSGRhiContext *rhiCtx, const QSize &size, bool wantsMips, QSSGRhiRenderableTexture *renderableTex)
 
void RenderHelpers::rhiPrepareGrid (QSSGRhiContext *rhiCtx, QSSGRenderLayer &layer, QSSGRenderCamera &inCamera, QSSGRenderer &renderer)
 
void RenderHelpers::rhiPrepareSkyBox (QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCamera &inCamera, QSSGRenderer &renderer)
 
void RenderHelpers::rhiPrepareSkyBoxForReflectionMap (QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCamera &inCamera, QSSGRenderer &renderer, QSSGReflectionMapEntry *entry, int cubeFace)
 
Q_QUICK3DRUNTIMERENDER_EXPORT void RenderHelpers::rhiPrepareRenderable (QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGRenderableObject &inObject, QRhiRenderPassDescriptor *renderPassDescriptor, QSSGRhiGraphicsPipelineState *ps, QSSGShaderFeatures featureSet, int samples, QSSGRenderCamera *inCamera=nullptr, QMatrix4x4 *alteredModelViewProjection=nullptr, int cubeFace=-1, QSSGReflectionMapEntry *entry=nullptr)
 
Q_QUICK3DRUNTIMERENDER_EXPORT void RenderHelpers::rhiRenderRenderable (QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &state, QSSGRenderableObject &object, bool *needsSetViewport, int cubeFace=-1)
 
bool RenderHelpers::rhiPrepareDepthTexture (QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex)
 
QRect RenderHelpers::correctViewportCoordinates (const QRectF &layerViewport, const QRect &deviceRect)