Special type of render item for rendering items that are drawn many times in different parts of the scene, slightly differently.
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| WSGLInstancedItem (const QString &modelId, const QString &modelName) |
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| ~WSGLInstancedItem () override |
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void | addInstance (unsigned index, const Mesh::TransformMatrix &localTransform, bool isBillboarded=false) |
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void | clearInstances () |
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Mesh::TransformMatrix | computeInstanceWorldMatrix (const Mesh::TransformMatrix &mView, const Mesh::TransformMatrix &mParentWorld, int instanceIndex) |
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Mesh::TransformMatrix | computeInstanceWorldViewMatrix (const Mesh::TransformMatrix &mView, const Mesh::TransformMatrix &mParentWorld, int instanceIndex) |
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const QBitArray & | getInstanceIsBillboarded () const |
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bool | getInstanceIsBillboarded (int instanceIndex) const |
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const Mesh::TransformMatrix & | getInstanceLocalTransform (int instanceIndex) const |
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const QVector< Mesh::TransformMatrix > & | getInstanceLocalTransforms () const |
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unsigned | getInstanceNodeIndex (int instanceIndex) const |
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const QVector< unsigned > & | getInstanceNodeIndices () const |
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unsigned | numInstances () |
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| WSGLRenderItem (const QString &modelId, const QString &name) |
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| WSGLRenderItem (const WSGLRenderItem &) |
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virtual | ~WSGLRenderItem () |
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void | clearAllGlyphs () |
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void | clearGlyphs () |
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const ClipRegionList & | getClipRegions () const |
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unsigned char | getDepthLayer () const |
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WSGLInstancedItem * | getElementGlyph (const Mesh::ElementType::Type *elementType, int i) const |
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const ElementGlyphSets & | getElementGlyphs () const |
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const WSGLGlyphSetPtr & | getElementGlyphs (const Mesh::ElementType::Type *elementType) const |
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Mesh::ElementType::List | getElementTypesGlyphed () const |
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WSGLGeometry * | getGeometry () |
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const WSGLGeometry * | getGeometry () const |
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WSGLInstancedItem * | getGlyph (int i) const |
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const WSGLGlyphSuperSetPtr & | getGlyphs () const |
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Mesh::MeshModelLibrary & | getMeshModelLibrary () |
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const Mesh::MeshModelLibrary & | getMeshModelLibrary () const |
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const QString & | getModelId () const |
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const QString & | getModelName () const |
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WSGLInstancedItem * | getNodeGlyph (int i) const |
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const WSGLGlyphSetPtr & | getNodeGlyphs () const |
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const QString & | getOpIdPath () const |
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Shader * | getShader () |
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const Shader * | getShader () const |
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SortingKey | getSortingKey () const |
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const Mesh::BoundingBoxMinimal & | getWorldBoundingBox () const |
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const Mesh::TransformMatrix & | getWorldTransform () const |
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bool | hasElementGlyphs (const Mesh::ElementType::Type *elementType=nullptr) const |
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bool | hasGlyphs () const |
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bool | hasNodeGlyphs () const |
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bool | isDepthTested () const |
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bool | isInteractive () const |
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bool | isManipulatorSymbol () const |
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bool | isSymbol () const |
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WSGLRenderItem & | operator= (const WSGLRenderItem &) |
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void | releaseAllCachedData () |
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virtual bool | render (WSGLRenderer &renderer, const WSGLRenderElementsFilter *elementFilter=nullptr, bool ignorePickFilter=false) |
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void | setClipRegions (const ClipRegionList &list) |
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void | setElementGlyphs (const Mesh::ElementType::Type *elementType, const WSGLGlyphSetPtr &glyphs) |
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void | setFlags (RenderItemFlags flags) |
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void | setGeometry (WSGLGeometry *geometry) |
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void | setGlyphs (const WSGLGlyphSuperSetPtr &glyphs) |
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void | setMeshModelLibrary (Mesh::MeshModelLibrary &) |
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void | setModelId (const QString &) |
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void | setModelName (const QString &) |
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void | setNodeGlyphs (const WSGLGlyphSetPtr &glyphs) |
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void | setOpIdPath (const QString &path) |
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void | setShader (Shader *shader) |
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void | setSortingKey (const SortingKey &key) |
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void | setWorldBoundingBox (const Mesh::BoundingBoxMinimal &bb) |
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void | setWorldTransform (const Mesh::TransformMatrix &matrix) |
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