Unigine::Viewport Class
Header: | #include <UnigineViewport.h> |
A Viewport class is used to render a scene with the specified settings.
There are two main use cases of the Viewport class:
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Integrate the engine to a 3rd party renderer (or vice versa) and render the image anywhere (via the render() method): to the external library, App interface, TextureRender interface (a frame buffers abstraction), etc.
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To render the image to the TextureRender interface, do the following:
// mono rendering // initialization ViewportPtr viewport = Viewport::create(); TextureRenderPtr texturerender = TextureRender::create(); TexturePtr texture = Texture::create(); texture->create2D(512,512,Texture::FORMAT_RGBA8,Texture::USAGE_RENDER); // create 512 x 512 render target CameraPtr camera = Camera::create(); // set modelview & projection matrices to camera instance // rendering texturerender->enable(); texturerender->setColorTexture(0,texture); viewport->render(camera); texturerender->disable();
To render the image to the TextureRender interface in the stereo mode, do the following:
// stereo rendering // initialization ViewportPtr viewport = Viewport::create(); TextureRenderPtr texturerender = TextureRender::create(); TexturePtr left_texture = Texture::create(); TexturePtr right_texture = Texture::create(); // create two 512 x 512 render target for each eye left_texture->create2D(512,512,Texture::FORMAT_RGBA8,Texture::USAGE_RENDER); right_texture->create2D(512,512,Texture::FORMAT_RGBA8,Texture::USAGE_RENDER); CameraPtr left_eye = Camera::create(); CameraPtr right_eye = Camera::create(); // set modelview & projection matrices for each eyes // rendering texturerender->enable(); texturerender->setColorTexture(0,left_texture); texturerender->setColorTexture(0,right_texture); viewport->renderStereo(left_eye,right_eye,"post_stereo_separate"); // use "post_stereo_separate" material in order to render to both textures texturerender->disable();
- To render the image to the App interface, check the App samples (source -> plugins -> App -> App*
App* samples are available only for the Professional and Sim Unigine SDKs.
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- Render a scene to the image (data will be transfered from GPU memory to CPU memory) or texture (data stays in the GPU memory).
- To render the scene to the Texture interface, use the renderTexture2D(camera,texture) method.
- To render the scene to the Image interface, use the following methods:
- Render a node to the image (data will be transfered from GPU memory to CPU memory) or texture (data stays in the GPU memory).
- To render the node to the Texture interface, use the renderNodeTexture2D(camera,node,texture) method.
- To render the node to the Image interface, use the following methods:
To set any viewport as a main, use the setViewport() method of the Render class.
Viewport Class
Members
static ViewportPtr create()
Creates a new viewport with default settings.void setAspectCorrection(int correction)
Sets the aspect correction for current viewport. 1 enables correction, 0 disables.Arguments
- int correction - 1 to enable aspect correction, 0 to disable.
int getAspectCorrection()
Return the value indicating if the aspect correction enabled for current viewport.Return value
1 if the aspect correction enabled, otherwise 0.void setFirstFrame(int frame)
Sets a value indicating if the first frame should be enabled over the current frame.Arguments
- int frame - 1 to set the first frame flag; otherwise, 0.
int getFirstFrame()
Returns a value indicating if the first frame is enabled over the current frame.Return value
1 if the first frame flag is set; otherwise, 0.int getID()
Returns the viewport ID.Return value
Viewport ID.void setMode(int mode)
Sets the rendering mode for the current viewport. It can be one of the stereo or panoramic modes or the default mode.Arguments
- int mode - A rendering mode.
int getMode()
Returns the rendering mode set for the current viewport. It can be one of the stereo or panoramic modes or the default mode.Return value
The current rendering mode.void setNodeEnvironmentTextureName(const char * name)
Sets a name for the environment texture.Arguments
- const char * name - A texture name.
void setNodeLightUsage(int usage)
Sets the type of lighting for the render node.Arguments
- int usage - The lighting type. Can be one of the following:
int getNodeLightUsage()
Returns the type of lighting of the render node.Return value
The lighting type. Can be one of the following:int isPanorama180()
Returns a value indicating if a 180-degree panoramic rendering is enabled.Return value
1 if a 180-degree panoramic rendering is enabled; otherwise, 0.int isPanorama360()
Returns a value indicating if a 360-degree panoramic rendering is enabled.Return value
1 if a 360-degree panoramic rendering is enabled; otherwise, 0.void setSkipFlags(int flags)
Sets the skip flag for the current viewport.Arguments
- int flags - A skip flag.
int getSkipFlags()
Returns the skip flag set for the current viewport.Return value
A skip flag.int isStereo()
Returns a value indicating if the stereo rendering is enabled for the current viewport (one of the stereo modes is set).Return value
1 if the stereo rendering is enabled; otherwise, 0.void setStereoDistance(float distance)
Sets the focal distance for stereo rendering (distance in the world space to the point where two views line up, i.e. to the zero parallax plane).Arguments
- float distance - A focal distance in units.
float getStereoDistance()
Returns the focal distance for stereo rendering (distance in the world space to the point where two views line up, i.e. to the zero parallax plane).Return value
A focal distance in units.void setStereoOffset(float offset)
Updates the virtual camera offset (an offset after the perspective projection).Arguments
- float offset - A virtual camera offset in units.
float getStereoOffset()
Returns the virtual camera offset (an offset after the perspective projection).Return value
A virtual camera offset in units.void setStereoRadius(float radius)
Updates the radius for stereo (the half of the separation distance between the cameras (i.e. between eyes)).Arguments
- float radius - A stereo radius in units. If a negative value is provided, 0 will be used instead.
float getStereoRadius()
Returns the current radius for stereo (the half of the separation distance between the cameras (i.e. between eyes)).Return value
Stereo radius in units.int checkSkipFlags(int flags)
Returns a value indicating if the specified skip flag is set for the current viewport.Arguments
- int flags - A skip flag to check.
Return value
1 if the skip flag is set; otherwise, 0.void render(const Ptr<Camera> & camera)
Renders an image from the specified camera. This method is used to integrate the engine to a 3rd party renderer.
To render an image from the camera to the TextureRender interface, do the following:
camera = Camera::create();
texturerender->enable();
viewport->render(camera);
texturerender->disable();
Arguments
- const Ptr<Camera> & camera - A camera an image from which should be rendered.
void renderImage2D(const Ptr<Camera> & camera, const Ptr<Image> & image)
Renders an image from the camera into the given 2D image.Arguments
- const Ptr<Camera> & camera - A camera, an image from which should be rendered.
- const Ptr<Image> & image - A 2D image.
void renderImage2D(const Ptr<Camera> & camera, const Ptr<Image> & image, int width, int height, int hdr = 0)
Renders an image from the camera into the 2D image of the specified size.Arguments
- const Ptr<Camera> & camera - A camera, an image from which should be rendered.
- const Ptr<Image> & image - A 2D image.
- int width - Width of the 2D image.
- int height - Height of the 2D image.
- int hdr - HDR flag.
void renderImageCube(const Ptr<Camera> & camera, const Ptr<Image> & image, int size, int hdr = 0, int local_space = 0)
Renders the image from the camera into the cube map of the specified size.Arguments
- const Ptr<Camera> & camera - A camera, an image from which should be rendered.
- const Ptr<Image> & image - A cube map.
- int size - A cube map edge size.
- int hdr - HDR flag.
- int local_space - A flag indicating if the camera angle should be used for the cube map rendering.
void renderImageCube(const Ptr<Camera> & camera, const Ptr<Image> & image)
Renders the image from the camera into the cube map.Arguments
- const Ptr<Camera> & camera - A camera, an image from which should be rendered.
- const Ptr<Image> & image - A cube map.
void renderNode(const Ptr<Camera> & camera, const Ptr<Node> & node)
Renders the given node with all children into the current rendering target.Arguments
- const Ptr<Camera> & camera - A camera, an image from which should be rendered.
- const Ptr<Node> & node - A node to be rendered.
void renderNodeImage2D(const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Image> & image, int width, int height, int hdr)
Renders the given node with all children into the 2D image of the specified size.Arguments
- const Ptr<Camera> & camera - A camera, an image from which should be rendered.
- const Ptr<Node> & node - A pointer to the node to be rendered.
- const Ptr<Image> & image - A pointer to the 2D image.
- int width - Image width.
- int height - Image height.
- int hdr - HDR flag.
void renderNodeImage2D(const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Image> & image)
Renders the given node with all children into the 2D image of the specified size.Arguments
- const Ptr<Camera> & camera - A camera, an image from which should be rendered.
- const Ptr<Node> & node - A pointer to the node to be rendered.
- const Ptr<Image> & image - A pointer to the 2D image.
void renderNodeTexture2D(const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Texture> & texture)
Renders the given node with all children into the 2D image of the specified size.Arguments
- const Ptr<Camera> & camera - A camera, an image from which should be rendered.
- const Ptr<Node> & node - A pointer to the node to be rendered.
- const Ptr<Texture> & texture - A pointer to the texture.
void renderStereo(const Ptr<Camera> & camera_left, const Ptr<Camera> & camera_right, const char * stereo_material)
Renders a stereo image in the current viewport.Arguments
- const Ptr<Camera> & camera_left - A camera that renders an image for the left eye.
- const Ptr<Camera> & camera_right - A camera that renders an image for the right eye.
- const char * stereo_material - Stereo materials.
void renderTexture2D(const Ptr<Camera> & camera, const Ptr<Texture> & texture)
Renders an image from the camera into the texture.Arguments
- const Ptr<Camera> & camera - A camera, an image from which should be rendered.
- const Ptr<Texture> & texture - A pointer to the texture.
int MODE_DEFAULT
Description
Enables the default stereo mode - no stereo and panoramic rendering in the current viewport is available. This mode is set by default for a new viewport.int MODE_PANORAMA_180_CURVED
Description
Enables rendering of the viewport as a 180-degree panorama with curved edges.int MODE_PANORAMA_180_FISHEYE
Description
Enables rendering of the viewport as a 180-degree spherical panorama (fisheye).int MODE_PANORAMA_180_LINEAR
Description
Enables rendering of the viewport as a 180-degree linear panorama without distortion at the edges.int MODE_PANORAMA_360_CURVED
Description
Enables rendering of the viewport as a 360-degree panorama with curved edges.int MODE_PANORAMA_360_FISHEYE
Description
Enables rendering of the viewport as a 360-degree spherical panorama (fisheye).int MODE_PANORAMA_360_LINEAR
Description
Enables rendering of the viewport as a 360-degree linear panorama without distortion at the edges.int MODE_STEREO_ANAGLYPH
Description
Enables the anaglyph stereo mode that is viewed with red-cyan anaglyph glasses.int MODE_STEREO_HORIZONTAL
Description
Enables the horizontal stereo mode that is supported on mobile devices.int MODE_STEREO_INTERLACED
Description
Enables the interlaced stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.int MODE_STEREO_REPLICATE
Description
Enables the separate images stereo mode. This mode serves to output two separate images for each of the eye. It can be used with any VR/AR output devices that support separate images output, e.g. for 3D video glasses or helmets (HMD).int MODE_STEREO_SEPARATE
Description
Enables the replicate images stereo mode.int MODE_STEREO_VERTICAL
Description
Enables the vertical stereo mode that is supported on mobile devices.int SKIP_DYNAMIC_REFLECTIONS
Description
Skip rendering of dynamic reflections in the viewport.int SKIP_FORMAT_RG11B10
Description
Skip rendering of RG11B10 formats in the viewport.int SKIP_POSTEFFECTS
Description
Skip rendering of post effects in the viewport.int SKIP_SHADOWS
Description
Skip shadows rendering in the viewport.int SKIP_SRGB
Description
Skip rendering of the srgb color space.int SKIP_VELOCITY_BUFFER
Description
Skip rendering to the velocity buffer for the viewport.int SKIP_VISUALIZER
Description
Skip rendering of the visualizer in the viewport. This flag is set by default for a new viewport.int USAGE_AUX_LIGHT
Description
Use lighting from the auxiliary virtual scene containing one LightWorld (with 45, 45 and 45 degrees slope angles), scattering is not used.int USAGE_NODE_LIGHT
Description
Use the node lighting.int USAGE_WORLD_LIGHT
Description
Use lighting from the LightWorld set in the current loaded world.Last update: 2017-07-03
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