<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <!-- qsgmaterial.cpp --> <title>RenderState Class | Qt Quick 5.9</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.9</td><td ><a href="qtquick-index.html">Qt Quick</a></td><td ><a href="qtquick-module.html">C++ Classes</a></td><td >RenderState</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right">Qt 5.9.4 Reference Documentation</td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"> <div class="toc"> <h3><a name="toc">Contents</a></h3> <ul> <li class="level1"><a href="#public-types">Public Types</a></li> <li class="level1"><a href="#public-functions">Public Functions</a></li> <li class="level1"><a href="#details">Detailed Description</a></li> </ul> </div> <div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">RenderState Class</h1> <span class="small-subtitle">(<a href="qsgmaterialshader-renderstate.html">QSGMaterialShader::RenderState</a>)<br/></span> <!-- $$$RenderState-brief --> <p>The <a href="qsgmaterialshader-renderstate.html">QSGMaterialShader::RenderState</a> encapsulates the current rendering state during a call to <a href="qsgmaterialshader.html#updateState">QSGMaterialShader::updateState</a>(). <a href="#details">More...</a></p> <!-- @@@RenderState --> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> Header:</td><td class="memItemRight bottomAlign"> <span class="preprocessor">#include <RenderState></span> </td></tr><tr><td class="memItemLeft rightAlign topAlign"> qmake:</td><td class="memItemRight bottomAlign"> QT += quick</td></tr></table></div><ul> <li><a href="qsgmaterialshader-renderstate-members.html">List of all members, including inherited members</a></li> </ul> <a name="public-types"></a> <h2 id="public-types">Public Types</h2> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#DirtyState-enum">DirtyState</a></b> { DirtyMatrix, DirtyOpacity, DirtyCachedMaterialData, DirtyAll }</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> flags </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#DirtyState-enum">DirtyStates</a></b></td></tr> </table></div> <a name="public-functions"></a> <h2 id="public-functions">Public Functions</h2> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> QMatrix4x4 </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#combinedMatrix">combinedMatrix</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QOpenGLContext *</td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#context">context</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> float </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#determinant">determinant</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> float </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#devicePixelRatio">devicePixelRatio</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QRect </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#deviceRect">deviceRect</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> DirtyStates </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#dirtyStates">dirtyStates</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#isCachedMaterialDataDirty">isCachedMaterialDataDirty</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#isMatrixDirty">isMatrixDirty</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#isOpacityDirty">isOpacityDirty</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QMatrix4x4 </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#modelViewMatrix">modelViewMatrix</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> float </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#opacity">opacity</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QMatrix4x4 </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#projectionMatrix">projectionMatrix</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QRect </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterialshader-renderstate.html#viewportRect">viewportRect</a></b>() const</td></tr> </table></div> <a name="details"></a> <!-- $$$RenderState-description --> <div class="descr"> <h2 id="details">Detailed Description</h2> <p>The <a href="qsgmaterialshader-renderstate.html">QSGMaterialShader::RenderState</a> encapsulates the current rendering state during a call to <a href="qsgmaterialshader.html#updateState">QSGMaterialShader::updateState</a>().</p> <p>The render state contains a number of accessors that the shader needs to respect in order to conform to the current state of the scene graph.</p> <p>The instance is only valid inside a call to <a href="qsgmaterialshader.html#updateState">QSGMaterialShader::updateState</a>() and should not be used outisde this function.</p> </div> <!-- @@@RenderState --> <div class="types"> <h2>Member Type Documentation</h2> <!-- $$$DirtyState$$$DirtyMatrix$$$DirtyOpacity$$$DirtyCachedMaterialData$$$DirtyAll --> <h3 class="flags" id="DirtyState-enum"><a name="DirtyState-enum"></a>enum RenderState::<span class="name">DirtyState</span><br/>flags RenderState::<span class="name">DirtyStates</span></h3> <div class="table"><table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr> <tr><td class="topAlign"><code>QSGMaterialShader::RenderState::DirtyMatrix</code></td><td class="topAlign tblval"><code>0x0001</code></td><td class="topAlign">Used to indicate that the matrix has changed and must be updated.</td></tr> <tr><td class="topAlign"><code>QSGMaterialShader::RenderState::DirtyOpacity</code></td><td class="topAlign tblval"><code>0x0002</code></td><td class="topAlign">Used to indicate that the opacity has changed and must be updated.</td></tr> <tr><td class="topAlign"><code>QSGMaterialShader::RenderState::DirtyCachedMaterialData</code></td><td class="topAlign tblval"><code>0x0004</code></td><td class="topAlign">Used to indicate that the cached material data have changed and must be updated.</td></tr> <tr><td class="topAlign"><code>QSGMaterialShader::RenderState::DirtyAll</code></td><td class="topAlign tblval"><code>0xFFFF</code></td><td class="topAlign">Used to indicate that everything needs to be updated.</td></tr> </table></div> <p>The DirtyStates type is a typedef for <a href="">QFlags</a><DirtyState>. It stores an OR combination of DirtyState values.</p> <!-- @@@DirtyState --> </div> <div class="func"> <h2>Member Function Documentation</h2> <!-- $$$combinedMatrix[overload1]$$$combinedMatrix --> <h3 class="fn" id="combinedMatrix"><a name="combinedMatrix"></a><span class="type">QMatrix4x4</span> RenderState::<span class="name">combinedMatrix</span>() const</h3> <p>Returns the matrix combined of modelview matrix and project matrix.</p> <!-- @@@combinedMatrix --> <!-- $$$context[overload1]$$$context --> <h3 class="fn" id="context"><a name="context"></a><span class="type">QOpenGLContext</span> *RenderState::<span class="name">context</span>() const</h3> <p>Returns the QOpenGLContext that is being used for rendering</p> <!-- @@@context --> <!-- $$$determinant[overload1]$$$determinant --> <h3 class="fn" id="determinant"><a name="determinant"></a><span class="type">float</span> RenderState::<span class="name">determinant</span>() const</h3> <p>Returns the modelview determinant to be used for rendering.</p> <!-- @@@determinant --> <!-- $$$devicePixelRatio[overload1]$$$devicePixelRatio --> <h3 class="fn" id="devicePixelRatio"><a name="devicePixelRatio"></a><span class="type">float</span> RenderState::<span class="name">devicePixelRatio</span>() const</h3> <p>Returns the ratio between physical pixels and device-independent pixels to be used for rendering.</p> <!-- @@@devicePixelRatio --> <!-- $$$deviceRect[overload1]$$$deviceRect --> <h3 class="fn" id="deviceRect"><a name="deviceRect"></a><span class="type">QRect</span> RenderState::<span class="name">deviceRect</span>() const</h3> <p>Returns the device rect of the surface being rendered to</p> <!-- @@@deviceRect --> <!-- $$$dirtyStates[overload1]$$$dirtyStates --> <h3 class="fn" id="dirtyStates"><a name="dirtyStates"></a><span class="type"><a href="qsgmaterialshader-renderstate.html#DirtyState-enum">DirtyStates</a></span> RenderState::<span class="name">dirtyStates</span>() const</h3> <p>Returns which rendering states that have changed and needs to be updated for geometry rendered with this material to conform to the current rendering state.</p> <!-- @@@dirtyStates --> <!-- $$$isCachedMaterialDataDirty[overload1]$$$isCachedMaterialDataDirty --> <h3 class="fn" id="isCachedMaterialDataDirty"><a name="isCachedMaterialDataDirty"></a><span class="type">bool</span> RenderState::<span class="name">isCachedMaterialDataDirty</span>() const</h3> <!-- @@@isCachedMaterialDataDirty --> <!-- $$$isMatrixDirty[overload1]$$$isMatrixDirty --> <h3 class="fn" id="isMatrixDirty"><a name="isMatrixDirty"></a><span class="type">bool</span> RenderState::<span class="name">isMatrixDirty</span>() const</h3> <p>Returns <code>true</code> if the <a href="qsgmaterialshader-renderstate.html#dirtyStates">dirtyStates</a>() contain the dirty matrix state, otherwise returns <code>false</code>.</p> <!-- @@@isMatrixDirty --> <!-- $$$isOpacityDirty[overload1]$$$isOpacityDirty --> <h3 class="fn" id="isOpacityDirty"><a name="isOpacityDirty"></a><span class="type">bool</span> RenderState::<span class="name">isOpacityDirty</span>() const</h3> <p>Returns <code>true</code> if the <a href="qsgmaterialshader-renderstate.html#dirtyStates">dirtyStates</a>() contains the dirty opacity state, otherwise returns <code>false</code>.</p> <!-- @@@isOpacityDirty --> <!-- $$$modelViewMatrix[overload1]$$$modelViewMatrix --> <h3 class="fn" id="modelViewMatrix"><a name="modelViewMatrix"></a><span class="type">QMatrix4x4</span> RenderState::<span class="name">modelViewMatrix</span>() const</h3> <p>Returns the model view matrix.</p> <p>If the material has the RequiresFullMatrix flag set, this is guaranteed to be the complete transform matrix calculated from the scenegraph.</p> <p>However, if this flag is not set, the renderer may choose to alter this matrix. For example, it may pre-transform vertices on the CPU and set this matrix to identity.</p> <p>In a situation such as the above, it is still possible to retrieve the actual matrix determinant by setting the RequiresDeterminant flag in the material and calling the <a href="qsgmaterialshader-renderstate.html#determinant">determinant</a>() accessor.</p> <!-- @@@modelViewMatrix --> <!-- $$$opacity[overload1]$$$opacity --> <h3 class="fn" id="opacity"><a name="opacity"></a><span class="type">float</span> RenderState::<span class="name">opacity</span>() const</h3> <p>Returns the accumulated opacity to be used for rendering.</p> <!-- @@@opacity --> <!-- $$$projectionMatrix[overload1]$$$projectionMatrix --> <h3 class="fn" id="projectionMatrix"><a name="projectionMatrix"></a><span class="type">QMatrix4x4</span> RenderState::<span class="name">projectionMatrix</span>() const</h3> <p>Returns the projection matrix.</p> <!-- @@@projectionMatrix --> <!-- $$$viewportRect[overload1]$$$viewportRect --> <h3 class="fn" id="viewportRect"><a name="viewportRect"></a><span class="type">QRect</span> RenderState::<span class="name">viewportRect</span>() const</h3> <p>Returns the viewport rect of the surface being rendered to.</p> <!-- @@@viewportRect --> </div> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>