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<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 -->
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<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>
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<h2 id="public-types">Public Types</h2>
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<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 }</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>
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<h2 id="public-functions">Public Functions</h2>
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<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#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>
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<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>
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<!-- @@@RenderState -->
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<h2>Member Type Documentation</h2>
<!-- $$$DirtyState$$$DirtyMatrix$$$DirtyOpacity -->
<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"><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"><code>0x0002</code></td><td class="topAlign">Used to indicate that the opacity has changed and must be updated.</td></tr>
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<p>The DirtyStates type is a typedef for <a href="">QFlags</a><DirtyState>. It stores an OR combination of DirtyState values.</p>
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<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>
<!-- @@@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 -->
<!-- $$$isMatrixDirty[overload1]$$$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 -->
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