My Project
PaintEngineGPUState.h
1 #pragma once
2 #include "PainterState.h"
3 
4 namespace ParaEngine
5 {
7  {
8  public:
11  virtual ~CPaintEngineGPUState();
12 
14  virtual void SetSpriteTransform(const Matrix4 * pMatrix = NULL);
15 
17  virtual void SetSpriteUseWorldMatrix(bool bEnable);
18 
19  virtual bool IsSpriteUseWorldMatrix();
20 
21  public:
22  bool m_bSpriteUseWorldMatrix : 1;
23  bool isNew : 1;
24  bool needsClipBufferClear : 1;
25  bool clipTestEnabled : 1;
26  bool canRestoreClip : 1;
27  bool matrixChanged : 1;
28  bool compositionModeChanged : 1;
29  bool opacityChanged : 1;
30  bool renderHintsChanged : 1;
31  bool clipChanged : 1;
32  bool currentClip : 8;
33 
34  int32 m_nStencilValue;
35  QRect rectangleClip;
36  };
37 }
different physics engine has different winding order.
Definition: EventBinding.h:32
when concerting QRect with QRectF and RECT, we ensure that their left, top and width, height are the same.
Definition: ParaRect.h:16
Definition: PainterState.h:25
Definition: other.hpp:41
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: ParaMatrix4.h:23
virtual void SetSpriteTransform(const Matrix4 *pMatrix=NULL)
set the global transform to sprite object.
Definition: PaintEngineGPUState.cpp:47
Definition: PaintEngineGPUState.h:6
virtual void SetSpriteUseWorldMatrix(bool bEnable)
set sprite use world matrix.
Definition: PaintEngineGPUState.cpp:53