#include <qssgrhiparticles_p.h>
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static void | updateUniformsForParticles (const QSSGLayerRenderData &inData, QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiContext *rhiCtx, char *ubufData, QSSGParticlesRenderable &renderable, const QSSGRenderCameraList &cameras) |
static void | updateUniformsForParticleModel (QSSGRhiShaderPipeline &shaderPipeline, char *ubufData, const QSSGRenderModel *model, quint32 offset) |
static void | rhiPrepareRenderable (QSSGRhiShaderPipeline &shaderPipeline, QSSGPassKey passKey, QSSGRhiContext *rhiCtx, QSSGRhiGraphicsPipelineState *ps, QSSGParticlesRenderable &renderable, const QSSGLayerRenderData &inData, QRhiRenderPassDescriptor *renderPassDescriptor, int samples, int viewCount, QSSGRenderCamera *alteredCamera=nullptr, QSSGRenderTextureCubeFace cubeFace=QSSGRenderTextureCubeFaceNone, QSSGReflectionMapEntry *entry=nullptr) |
static void | rhiRenderRenderable (QSSGRhiContext *rhiCtx, QSSGParticlesRenderable &renderable, bool *needsSetViewport, QSSGRenderTextureCubeFace cubeFace, const QSSGRhiGraphicsPipelineState &state) |
static void | prepareParticlesForModel (QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiContext *rhiCtx, QSSGRhiShaderResourceBindingList &bindings, const QSSGRenderModel *model) |
Definition at line 34 of file qssgrhiparticles_p.h.
◆ prepareParticlesForModel()
◆ rhiPrepareRenderable()
void QSSGParticleRenderer::rhiPrepareRenderable |
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QSSGRhiShaderPipeline & | shaderPipeline, |
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QSSGPassKey | passKey, |
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QSSGRhiContext * | rhiCtx, |
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QSSGRhiGraphicsPipelineState * | ps, |
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QSSGParticlesRenderable & | renderable, |
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const QSSGLayerRenderData & | inData, |
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QRhiRenderPassDescriptor * | renderPassDescriptor, |
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int | samples, |
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int | viewCount, |
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QSSGRenderCamera * | alteredCamera = nullptr, |
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QSSGRenderTextureCubeFace | cubeFace = QSSGRenderTextureCubeFaceNone, |
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QSSGReflectionMapEntry * | entry = nullptr ) |
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◆ rhiRenderRenderable()
◆ updateUniformsForParticleModel()
◆ updateUniformsForParticles()
The documentation for this class was generated from the following files: