Unigine::TextureRender Class
Header: | #include <UnigineTextures.h> |
A container to which an image is rendered (a framebuffer abstraction).
TextureRender Class
Members
static TextureRenderPtr create ( )
TextureRender constructor.void setColorTexture( int slot, const Ptr<Texture> & texture )
Sets a color texture.Arguments
- int slot - Color texture slot.
- const Ptr<Texture> & texture - Color texture pointer.
void setColorTexture( int slot, const Ptr<Texture> & texture, int array_slice, int texture_slice, int mip_level )
Sets a color texture.Arguments
- int slot - Color texture slot.
- const Ptr<Texture> & texture - Color texture pointer.
- int array_slice - Array slice.
- int texture_slice - Texture slice.
- int mip_level - Texture mip level.
Ptr<Texture> getColorTexture( int num )
Returns a color texture.Arguments
- int num - Color texture number.
Return value
Color texture pointer.int isCompleted( )
Checks render texture completed status.Return value
Returns 1 if the render texture is completed.int getDepth( )
Returns the render texture depth.Return value
Render texture depth.void setDepthTexture( const Ptr<Texture> & texture )
Sets depth texture.Arguments
- const Ptr<Texture> & texture - Depth texture pointer.
void setDepthTexture( const Ptr<Texture> & texture, int array_slice, int texture_slice, int mip_level )
Sets a depth texture.Arguments
- const Ptr<Texture> & texture - Texture pointer.
- int array_slice
- int texture_slice
- int mip_level - Mip level.
Ptr<Texture> getDepthTexture( )
Returns a depth texture.Return value
Depth texture pointer.int isEnabled( )
Checks render texture enabled status.Return value
1 if the render texture is enabled.int getHeight( )
Returns the render texture height.Return value
Render texture height.int getNumFaces( )
Returns a number of faces in the texture render.Return value
Number of faces.int getNumLayers( )
Returns a number of layers in the texture render.Return value
Number of layers.int getType( )
Gets the texture type.Return value
Texture type.const char * getTypeName( )
Gets the texture type name.Return value
Texture type name.void setUnorderedAccessBuffer( int slot, const Ptr<StructuredBuffer> & buffer )
Sets an unordered access structured buffer.Arguments
- int slot - StructuredBuffer slot.
- const Ptr<StructuredBuffer> & buffer - A pointer to StructuredBuffer.
Ptr<StructuredBuffer> getUnorderedAccessBuffer( int slot )
Returns an unordered access structured buffer.Arguments
- int slot - StructuredBuffer slot.
Return value
A pointer to StructuredBuffer.void setUnorderedAccessTexture( int slot, const Ptr<Texture> & texture, int writeonly )
Sets an unordered access texture to the device.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Texture pointer.
- int writeonly - Sets a texture initializer in shader:
- 1 — use INIT_W_TEXTURE
- 0 — use INIT_RW_TEXTURE
Ptr<Texture> getUnorderedAccessTexture( int slot )
Returns an unordered access texture.Arguments
- int slot - Texture slot.
Return value
Texture pointer.int getWidth( )
Returns the render texture width.Return value
Render rexture width.void clear( )
Clears render texture.int create2D( int width, int height, int flags = 0 )
Creates 2D render texture.Arguments
- int width - Render texture width.
- int height - Render texture height.
- int flags - Render texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.int create2DArray( int width, int height, int num_layers, int flags = 0 )
Creates 2D Array render texture.Arguments
- int width - Render texture width.
- int height - Render texture height.
- int num_layers - Render texture layers.
- int flags - Render texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.int create3D( int width, int height, int depth, int flags = 0 )
Creates 3D render texture.Arguments
- int width - Render texture width.
- int height - Render texture height.
- int depth - Render texture depth.
- int flags - Render texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.int createCube( int width, int height, int flags = 0 )
Creates Cube render texture.Arguments
- int width - Render texture width.
- int height - Render texture height.
- int flags - Render texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.int createCubeArray( int width, int height, int num_layers, int flags = 0 )
Creates Cube Array render texture.Arguments
- int width - Render texture width.
- int height - Render texture height.
- int num_layers - Render texture layers.
- int flags - Render texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.void destroy( )
Destroys render texture.void disable( )
Disables render texture.void enable( int flags = 0 )
Enables render texture.Arguments
- int flags - Discard flags.
void flush( )
Flushes render texture.void unbindColorTexture( int slot = -1 )
Unbinds a render target texture from a device by slot (if slot = -1 — unbinds all).Arguments
- int slot - Texture slot.
void unbindDepthTexture( )
Unbinds a depth texture from a device.void unbindUnorderedAccessBuffer( int slot = -1 )
Unbinds an unordered access buffer from a device by slot (if slot = -1 — unbinds all).Arguments
- int slot - Texture slot.
void unbindUnorderedAccessTexture( int slot = -1 )
Unbinds an unordered access texture from a device by slot (if slot = -1 — unset all).Arguments
- int slot - Texture slot.
void unbindAll( )
Last update:
2019-04-30
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