API Documentation
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Renderer Class Reference

An object that renders a specific Camera object, typically run on a different thread than the main UI thread. Rendering takes place between calls to the GraphicsUpdater. If there is more than one QTGraphicsWindow, there may be more than one Renderer running at a time. More...

#include <Renderer.h>

Public Member Functions

void addModel (const UUID &model)
 
void addScene (const UUID &model)
 
void cleanup ()
 
void clearModels ()
 
const DynamicPointer< GraphicsDevice > & device () const
 
void ensureLastRenderComplete ()
 
GraphicsUpdateArgumentsgetArguments ()
 
fltp08 getFPS () const
 
Time getFrameStartTime () const
 
void grabImage (Image *image)
 
void grabImageNextRender (Image *image)
 
void init (DesignObjectLookup *lookup)
 
bool isActive ()
 
ProgressInfolog ()
 
uint04 multisample () const
 
void pause (TimeSpan span)
 
DynamicPointer< GraphicsPipelinepipeline () const
 
void removeModel (const UUID &model)
 
void render (bool wait_until_needed, bool force_render=true)
 
 Renderer (const DynamicPointer< GraphicsPipeline > &pipeline, const ConstPointer< Camera > &camera, WindowInstance *instance, ProgressInfo *log)
 
void renderLoop ()
 
void requestRedraw ()
 
void run ()
 
void setActive (bool is_active)
 
virtual void setCamera (const ConstPointer< Camera > &camera)
 
void setFPS (fltp08 fps)
 
void setOverrideMaterial (UUID material)
 
void setPostRenderFunction (const std::function< void()> &function)
 
void setupSurface ()
 
void setWindowInstance (WindowInstance *window)
 
void updateArgs (bool force_render)
 
void updatePipeline ()
 
GraphicsUpdaterupdater () const
 
void updateSingleThreaded ()
 
virtual ~Renderer ()
 

Detailed Description

An object that renders a specific Camera object, typically run on a different thread than the main UI thread. Rendering takes place between calls to the GraphicsUpdater. If there is more than one QTGraphicsWindow, there may be more than one Renderer running at a time.


Constructor & Destructor Documentation

◆ Renderer()

Renderer ( const DynamicPointer< GraphicsPipeline > & pipeline,
const ConstPointer< Camera > & camera,
WindowInstance * instance,
ProgressInfo * log )

◆ ~Renderer()

virtual ~Renderer ( )
virtual

Member Function Documentation

◆ addModel()

void addModel ( const UUID & model)

◆ addScene()

void addScene ( const UUID & model)

◆ cleanup()

void cleanup ( )
inline

◆ clearModels()

void clearModels ( )

◆ device()

const DynamicPointer< GraphicsDevice > & device ( ) const

◆ ensureLastRenderComplete()

void ensureLastRenderComplete ( )

◆ getArguments()

GraphicsUpdateArguments & getArguments ( )
inline

◆ getFPS()

fltp08 getFPS ( ) const
inline

◆ getFrameStartTime()

Time getFrameStartTime ( ) const
inline

◆ grabImage()

void grabImage ( Image * image)

◆ grabImageNextRender()

void grabImageNextRender ( Image * image)

◆ init()

void init ( DesignObjectLookup * lookup)

◆ isActive()

bool isActive ( )
inline

◆ log()

ProgressInfo * log ( )
inline

◆ multisample()

uint04 multisample ( ) const

◆ pause()

void pause ( TimeSpan span)

◆ pipeline()

DynamicPointer< GraphicsPipeline > pipeline ( ) const
inline

◆ removeModel()

void removeModel ( const UUID & model)

◆ render()

void render ( bool wait_until_needed,
bool force_render = true )

◆ renderLoop()

void renderLoop ( )

◆ requestRedraw()

void requestRedraw ( )

◆ run()

void run ( )

◆ setActive()

void setActive ( bool is_active)

◆ setCamera()

virtual void setCamera ( const ConstPointer< Camera > & camera)
virtual

◆ setFPS()

void setFPS ( fltp08 fps)
inline

◆ setOverrideMaterial()

void setOverrideMaterial ( UUID material)

◆ setPostRenderFunction()

void setPostRenderFunction ( const std::function< void()> & function)
inline

◆ setupSurface()

void setupSurface ( )

◆ setWindowInstance()

void setWindowInstance ( WindowInstance * window)

◆ updateArgs()

void updateArgs ( bool force_render)

◆ updatePipeline()

void updatePipeline ( )

◆ updater()

GraphicsUpdater * updater ( ) const
inline

◆ updateSingleThreaded()

void updateSingleThreaded ( )

The documentation for this class was generated from the following file: