Memento-like structure for holding everything we need to know in order to render some geometry in the scene.
#include <Rendering/OpenGL/wsglrenderitem.h>
◆ SortingKey
◆ RenderItemFlag
Flags for various properties of the render item.
Enumerator |
---|
IsSymbol | |
IsManipulatorSymbol | |
IsInteractive | |
IsDepthTested | |
◆ WSGLRenderItem() [1/2]
◆ WSGLRenderItem() [2/2]
◆ ~WSGLRenderItem()
◆ clearAllGlyphs()
◆ clearGlyphs()
◆ getClipRegions()
◆ getDepthLayer()
unsigned char getDepthLayer |
( |
| ) |
const |
◆ getElementGlyph()
◆ getElementGlyphs() [1/2]
◆ getElementGlyphs() [2/2]
◆ getElementTypesGlyphed()
◆ getGeometry() [1/2]
◆ getGeometry() [2/2]
◆ getGlyph()
◆ getGlyphs()
◆ getMeshModelLibrary() [1/2]
◆ getMeshModelLibrary() [2/2]
◆ getModelId()
const QString & getModelId |
( |
| ) |
const |
◆ getModelName()
const QString & getModelName |
( |
| ) |
const |
◆ getNodeGlyph()
◆ getNodeGlyphs()
◆ getOpIdPath()
const QString & getOpIdPath |
( |
| ) |
const |
◆ getShader() [1/2]
◆ getShader() [2/2]
const Shader * getShader |
( |
| ) |
const |
◆ getSortingKey()
◆ getWorldBoundingBox()
◆ getWorldTransform()
◆ hasElementGlyphs()
◆ hasGlyphs()
◆ hasNodeGlyphs()
bool hasNodeGlyphs |
( |
| ) |
const |
◆ isDepthTested()
bool isDepthTested |
( |
| ) |
const |
◆ isInteractive()
bool isInteractive |
( |
| ) |
const |
◆ isManipulatorSymbol()
bool isManipulatorSymbol |
( |
| ) |
const |
◆ isSymbol()
- Returns
- True if the render item is a symbol, false if it is a genuine, bonafide model instance.
◆ operator=()
◆ releaseAllCachedData()
void releaseAllCachedData |
( |
| ) |
|
Releases all of the cached data associated with the render item, namely, VBOs, GlyphCacheItems and Textures.
◆ render()
Renders the geometric primitives contained within the render item. Assumes that a shader has been activated prior to rendering and that the current framebuffer state is valid.
- Parameters
-
renderer | The renderer with which this item is going to be rendered. Not const because depending on the element types being rendered, render state may need to be altered in order to correctly visualise the element type. |
elementFilter | Used to filter out certain element types from the rendered item. |
ignorePickFilter | If true, then the pick filter will not be taken into account during the render (e.g. picking a given elt type doesn't mean we should not render complete glyphs) |
- Returns
- True if the render was successful, false otherwise.
Reimplemented in WSGLFacetedGeometry, and WSGLNodeGeometry.
◆ setClipRegions()
◆ setElementGlyphs()
◆ setFlags()
void setFlags |
( |
RenderItemFlags |
flags | ) |
|
◆ setGeometry()
◆ setGlyphs()
◆ setMeshModelLibrary()
◆ setModelId()
void setModelId |
( |
const QString & |
id | ) |
|
◆ setModelName()
void setModelName |
( |
const QString & |
name | ) |
|
◆ setNodeGlyphs()
◆ setOpIdPath()
void setOpIdPath |
( |
const QString & |
path | ) |
|
◆ setShader()
void setShader |
( |
Shader * |
shader | ) |
|
◆ setSortingKey()
◆ setWorldBoundingBox()
◆ setWorldTransform()
◆ ID_ATTRIB_LOCATION
const unsigned ID_ATTRIB_LOCATION = 2 |
|
static |
◆ NORMAL_ATTRIB_LOCATION
const unsigned NORMAL_ATTRIB_LOCATION = 1 |
|
static |
◆ VERTEX_ATTRIB_LOCATION
const unsigned VERTEX_ATTRIB_LOCATION = 0 |
|
static |