engine.wall Functions
This set of functions is available when the AppWall plugin is loaded. This plugin allows rendering Unigine viewport into the configurable number of windows.
If the plugin is loaded together with the engine, the HAS_APP_WALL definition is set. This definition can be used, for example, to avoid errors if the plugin is not loaded: the code in which the plugin functions are executed can be wrapped around as follows:
#ifdef HAS_APP_WALL
// engine.wall functions
#endif
Gui engine.wall.getGui (int x, int y)
Returns a GUI instance to draw interface on the specified monitor.Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
Return value
GUI instance.int engine.wall.getHeight ()
Returns the number of AppWall monitors in a vertical column (how many rows of monitors there are).Return value
Number of AppWall monitors.void engine.wall.getModelview (int x, int y)
Gets the current model-view matrix used for the specified monitor.Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
int engine.wall.getPrimaryX ()
Returns the number of the monitor in a horizontal row, which is the primary and can render GUI, wireframe and other additional information.Return value
Monitor number in a horizontal row.int engine.wall.getPrimaryY ()
Returns the number of the monitor in a vertical column, which is the primary and can render GUI, wireframe and other additional information.Return value
Monitor number in a vertical column.void engine.wall.getProjection (int x, int y)
Gets the current projection matrix used for the specified monitor.Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
int engine.wall.getWidth ()
Returns the number of AppWall monitors in a horizontal row.Return value
Number of AppWall monitors.int engine.wall.isEnabled (int x, int y)
Returns a value indicating if the specified AppWall monitor is enabled for viewport rendering.Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
Return value
Returns 1 if the monitor is enabled for rendering; otherwise, 0.void engine.wall.setEnabled (int x, int y, int enable)
Enables the specified AppWall monitor for viewport rendering.Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
- int enable - 1 to enable the monitor for rendering; 0 to disable it.
void engine.wall.setMaterials (int x, int y, string materials)
Sets postprocess materials to be applied to the specified monitor.Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
- string materials - Postprocess materials (comma-separated list).
void engine.wall.setModelview (int x, int y, mat4 modelview)
Sets the model-view matrix for the specified monitor.Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
- mat4 modelview - Model-view matrix.
void engine.wall.setPrimary (int x, int y)
Sets the monitor to be the primary display that can render GUI, wireframe and other additional information.Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
void engine.wall.setProjection (int x, int y, mat4 projection)
Sets the projection matrix for the specified monitor.Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
- mat4 projection - Projection matrix.
void engine.wall.setReflectionMask (int x, int y, int mask)
Sets a bit mask for rendering reflections on the specified monitor. Reflections are rendered in the viewport if masks of reflective materials match this one (one matching bit is enough).Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
- int mask - Integer, each bit of which is a mask.
void engine.wall.setViewportMask (int x, int y, int mask)
Sets a viewport bit mask for the specified monitor. Object surfaces, materials, decals, lights and GUI objects will be rendered into this viewport only if their viewport mask matches this one (one matching bit is enough).Arguments
- int x - Monitor number in a horizontal row.
- int y - Monitor number in a vertical column.
- int mask - Integer, each bit of which is a mask.
Last update: 2017-07-03
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