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Unigine::Render Class

Header: #include <UnigineRender.h>

Provides access to Unigine rendering functions. For example, it is used by AppWall application to render onto multiple monitors.

See Also#

  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/rendering/ folder

Render Class

Enums

PASS#

NameDescription
PASS_WIREFRAME = 0Wireframe pass.
PASS_VISUALIZER_SOLID = 1Visualizer pass.
PASS_DEFERRED = 2Deferred pass.
PASS_AUXILIARY = 3Auxiliary pass.
PASS_EMISSION = 4Emission pass.
PASS_REFLECTION = 5Reflection pass.
PASS_REFRACTION = 6Refraction pass.
PASS_TRANSPARENT_BLUR = 7Transparent blur pass.
PASS_AMBIENT = 8Ambient pass.
PASS_LIGHT_VOXEL_PROBE = 9Light voxel probe pass.
PASS_LIGHT_ENVIRONMENT_PROBE = 10Light environment probe pass.
PASS_LIGHT_OMNI = 11Omni light pass.
PASS_LIGHT_PROJ = 12Proj light pass.
PASS_LIGHT_WORLD = 13World light pass.
PASS_SHADOW = 14Shadow pass.
PASS_DEPTH_PRE_PASS = 15Depth pre-pass.
PASS_POST = 16Post materials pass.
PASS_OBJECT_POST = 17Object post materials pass.
PASS_CUSTOM_0 = 18Custom pass (unassigned).
PASS_CUSTOM_1 = 19Custom pass (unassigned).
PASS_CUSTOM_2 = 20Custom pass (unassigned).
PASS_CUSTOM_3 = 21Custom pass (unassigned).
PASS_CUSTOM_4 = 22Custom pass (unassigned).
PASS_CUSTOM_5 = 23Custom pass (unassigned).
PASS_CUSTOM_6 = 24Custom pass (unassigned).
PASS_CUSTOM_7 = 25Custom pass (unassigned).
PASS_CUSTOM_8 = 26Custom pass (unassigned).
PASS_CUSTOM_9 = 27Custom pass (unassigned).
PASS_CUSTOM_10 = 28Custom pass (unassigned).
PASS_CUSTOM_11 = 29Custom pass (unassigned).
PASS_CUSTOM_12 = 30Custom pass (unassigned).
PASS_CUSTOM_13 = 31Custom pass (unassigned).
PASS_CUSTOM_14 = 32Custom pass (unassigned).
PASS_CUSTOM_15 = 33Custom pass (unassigned).
PASS_CUSTOM_16 = 34Custom pass (unassigned).
PASS_CUSTOM_17 = 35Custom pass (unassigned).
PASS_CUSTOM_18 = 36Custom pass (unassigned).
PASS_CUSTOM_19 = 37Custom pass (unassigned).
PASS_CUSTOM_20 = 38Custom pass (unassigned).
PASS_CUSTOM_21 = 39Custom pass (unassigned).
PASS_CUSTOM_22 = 40Custom pass (unassigned).
PASS_CUSTOM_23 = 41Custom pass (unassigned).
PASS_CUSTOM_24 = 42Custom pass (unassigned).
PASS_CUSTOM_25 = 43Custom pass (unassigned).
PASS_CUSTOM_26 = 44Custom pass (unassigned).
PASS_CUSTOM_27 = 45Custom pass (unassigned).
PASS_CUSTOM_28 = 46Custom pass (unassigned).
PASS_CUSTOM_29 = 47Custom pass (unassigned).
PASS_CUSTOM_30 = 48Custom pass (unassigned).
PASS_CUSTOM_31 = 49Custom pass (unassigned).
PASS_CUSTOM_32 = 50Custom pass (unassigned).
NUM_PASSES = 51Total number of rendering passes.

CORRECT_ROUGHNESS#

NameDescription
CORRECT_ROUGHNESS_DISABLED = 0Disabled roughness correction.
CORRECT_ROUGHNESS_LOW = 1Roughness correction of minimum quality.
CORRECT_ROUGHNESS_MEDIUM = 2Roughness correction of medium quality.
CORRECT_ROUGHNESS_HIGH = 3Roughness correction of high quality.
CORRECT_ROUGHNESS_ULTRA = 4Roughness correction of ultra-high quality.

CALLBACK#

NameDescription
CALLBACK_BEGIN = 0Beginning of the callback range.
CALLBACK_BEGIN_OPACITY_GBUFFER = 1Callback before filling the Gbuffer.
CALLBACK_END_OPACITY_GBUFFER = 2Callback after filling the Gbuffer.
CALLBACK_BEGIN_OPACITY_DECALS = 3Callback before the opacity decals rendering stage.
CALLBACK_END_OPACITY_DECALS = 4Callback after the opacity decals rendering stage.
CALLBACK_BEGIN_CURVATURE = 5Callback before the SSBevel effect rendering stage.
CALLBACK_END_CURVATURE = 6Callback after the SSBevel effect rendering stage.
CALLBACK_BEGIN_CURVATURE_COMPOSITE = 7Callback before the curvature rendering stage for the SSDirt effect.
CALLBACK_END_CURVATURE_COMPOSITE = 8Callback after the curvature rendering stage for the SSDirt effect.
CALLBACK_BEGIN_SSRTGI = 9Callback before the SSRTGI rendering stage.
CALLBACK_END_SSRTGI = 10Callback after the SSRTGI rendering stage.
CALLBACK_BEGIN_OPACITY_LIGHTS = 11Callback before the opacity lightgs rendering stage.
CALLBACK_END_OPACITY_LIGHTS = 12Callback after the opacity lightgs rendering stage.
CALLBACK_BEGIN_OPACITY_VOXEL_PROBES = 13Callback before the opacity voxel probes rendering stage.
CALLBACK_END_OPACITY_VOXEL_PROBES = 14Callback after the opacity voxel probes rendering stage.
CALLBACK_BEGIN_OPACITY_ENVIRONMENT_PROBES = 15Callback before the opacity environment probes rendering stage.
CALLBACK_END_OPACITY_ENVIRONMENT_PROBES = 16Callback after the opacity environment probes rendering stage.
CALLBACK_BEGIN_AUXILIARY_BUFFER = 17Callback before filling the auxiliary buffer.
CALLBACK_END_AUXILIARY_BUFFER = 18Callback after filling the auxiliary buffer.
CALLBACK_BEGIN_REFRACTION_BUFFER = 19Callback before filling the refraction buffer.
CALLBACK_END_REFRACTION_BUFFER = 20Callback after filling the refraction buffer.
CALLBACK_BEGIN_TRANSPARENT_BLUR_BUFFER = 21Callback before filling the transparent blur buffer.
CALLBACK_END_TRANSPARENT_BLUR_BUFFER = 22Callback after filling the transparent blur buffer.
CALLBACK_BEGIN_SSR = 23Callback before the SSR rendering stage.
CALLBACK_END_SSR = 24Callback after the SSR rendering stage.
CALLBACK_BEGIN_SSAO = 25Callback before the SSAO rendering stage.
CALLBACK_END_SSAO = 26Callback after the SSAO rendering stage.
CALLBACK_BEGIN_SSGI = 27Callback before the SSGI rendering stage.
CALLBACK_END_SSGI = 28Callback after the SSGI rendering stage.
CALLBACK_BEGIN_COMPOSITE_DEFERRED = 29Callback before the clouds deferred composite stage.
CALLBACK_END_COMPOSITE_DEFERRED = 30Callback after the clouds deferred composite stage.
CALLBACK_BEGIN_TRANSPARENT = 31Callback before the transparent objects rendering stage.
CALLBACK_BEGIN_CLOUDS = 32Callback before the clouds rendering stage.
CALLBACK_END_CLOUDS = 33Callback after the clouds rendering stage.
CALLBACK_BEGIN_WATER = 34Callback before the water rendering stage.
CALLBACK_BEGIN_WATER_DECALS = 35Callback before the water decals rendering stage.
CALLBACK_END_WATER_DECALS = 36Callback after the water decals rendering stage.
CALLBACK_BEGIN_WATER_LIGHTS = 37Callback before the water lights rendering stage.
CALLBACK_END_WATER_LIGHTS = 38Callback after the water lights rendering stage.
CALLBACK_BEGIN_WATER_VOXEL_PROBES = 39Callback before the water voxel probes rendering stage.
CALLBACK_END_WATER_VOXEL_PROBES = 40Callback after the water voxel probes rendering stage.
CALLBACK_BEGIN_WATER_ENVIRONMENT_PROBES = 41Callback before the water environment probes rendering stage.
CALLBACK_END_WATER_ENVIRONMENT_PROBES = 42Callback after the water environment probes rendering stage.
CALLBACK_END_WATER = 43Callback after the water rendering stage.
CALLBACK_END_TRANSPARENT = 44Callback after the transparent objects rendering stage.
CALLBACK_BEGIN_SRGB_CORRECTION = 45Callback before the sRGB correction stage.
CALLBACK_END_SRGB_CORRECTION = 46Callback after the sRGB correction stage.
CALLBACK_BEGIN_ADAPTATION_COLOR_AVERAGE = 47Callback before the calculation of automatic exposure and white balance correction.
CALLBACK_END_ADAPTATION_COLOR_AVERAGE = 48Callback after the calculation of automatic exposure and white balance correction.
CALLBACK_BEGIN_ADAPTATION_COLOR = 49Callback before the color adaptation rendering stage (automatic exposure and white balance correction).
CALLBACK_END_ADAPTATION_COLOR = 50Callback after the color adaptation rendering stage (automatic exposure and white balance correction).
CALLBACK_BEGIN_TAA = 51Callback before the Temporal Anti-Aliasing (TAA) pass.
CALLBACK_END_TAA = 52Callback after the Temporal Anti-Aliasing (TAA) pass.
CALLBACK_BEGIN_CAMERA_EFFECTS = 53Callback before the camera effects stage.
CALLBACK_END_CAMERA_EFFECTS = 54Callback after the camera effects stage.
CALLBACK_BEGIN_POST_MATERIALS = 55Callback before the post materials rendering stage.
CALLBACK_END_POST_MATERIALS = 56Callback after the post materials rendering stage.
CALLBACK_BEGIN_DEBUG_MATERIALS = 57Callback before the debug materials stage.
CALLBACK_END_DEBUG_MATERIALS = 58Callback after the debug materials stage.
CALLBACK_BEGIN_VISUALIZER = 59Callback before the visualizer rendering stage.
CALLBACK_END_VISUALIZER = 60Callback after the visualizer rendering stage.
CALLBACK_END = 61End of the callback range.
NUM_CALLBACKS = 62Callback counter.

Members


void beginDebugGroup ( const char * name ) #

Starts a GPU debug group with a specified name in Microprofiler.

Arguments

  • const char * name - Name of debug group.

void endDebugGroup ( ) #

Ends a GPU debug group previously started via the beginDebugGroup() method.

size_t getMaxTextureBufferSize ( ) #

Returns the maximum size of the texture buffer.

Return value

Maximum size of the texture buffer.

void setAlphaFade ( bool fade ) #

Enables or disables alpha-blend fading (dithering) for objects. Enabling the feature allows for objects LODs to be smoothly blended into each other over a fade distance.

Arguments

  • bool fade - 1 to enable alpha fading (dithering) for objects, 0 to disable it. The default value is 1.

bool isAlphaFade ( ) #

Returns a value indicating if alpha-blend fading (dithering) is enabled for objects. When the feature is enabled, objects LODs are smoothly blended into each other over a fade distance.

Return value

1 if alpha fading is enabled; otherwise, 0.

void setAnimationLeaf ( float leaf ) #

Sets the global scale for rotation angle of vegetation leaves.

Arguments

  • float leaf - Global leaf rotation angle. If a negative value is provided, 0 will be used instead.

float getAnimationLeaf ( ) #

Returns the current scale for rotation angle of vegetation leaves.

Return value

Global leaf rotation angle.

float getAnimationOldTime ( ) #

Returns the previous render animation time for vegetation.

Return value

Animation time in milliseconds.

void setAnimationScale ( float scale ) #

Sets the global scale for rotation speed of vegetation leaves.

Arguments

  • float scale - Global leaf rotation speed.

float getAnimationScale ( ) #

Returns the current global scale for rotation speed of vegetation leaves.

Return value

Global leaf rotation speed.

void setAnimationStem ( float stem ) #

Sets the global scale for movement amplitude of vegetation stems.

Arguments

  • float stem - Global stem amplitude scale. If a negative value is provided, 0 will be used instead.

float getAnimationStem ( ) #

Returns the current global scale for movement amplitude of vegetation stems.

Return value

Global stem amplitude scale.

void setAnimationTime ( float time ) #

Sets the render animation time for vegetation.

Arguments

  • float time - Animation time in milliseconds.

float getAnimationTime ( ) #

Returns the render animation time for vegetation.

Return value

Animation time in milliseconds.

void setAnimationWind ( const Math::vec3 & wind ) #

Sets the direction of wind for all vegetation (grass and trees). It is a multiplier for the stem offset (in grass, stem and leaves materials).

Arguments

  • const Math::vec3 & wind - Offset for vegetation under wind by X, Y and Z axes.

Math::vec3 getAnimationWind ( ) #

Returns the current direction of wind for all vegetation (grass and trees). It is a multiplier for the stem offset (in grass, stem and leaves materials).

Return value

Offset for vegetation under wind by X, Y and Z axes.

void setBorder ( const Math::vec2 & border ) #

Sets width and height of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.

Arguments

  • const Math::vec2 & border - Vector with components representing border sizes: X - width, Y - height.

Math::vec2 getBorder ( ) #

Returns current width and height of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.

Return value

Vector with components representing border sizes: X - width, Y - height.

int getAPI ( ) #

Returns the current Graphics API, or API_UNKNOWN if API cannot be identified.

Return value

The Graphics API flag (see API_* variables).

void setAuxiliary ( bool auxiliary ) #

Enables or disables the auxiliary render buffer usage. The buffer should be enabled for render and post post-processes to work.

Arguments

  • bool auxiliary - 1 to use the auxiliary buffer, 0 not to use. The default value is 1.

bool isAuxiliary ( ) #

Returns a value indicating if auxiliary render buffer is used. The buffer should be enabled for render and post post-processes to work.

Return value

1 if the auxiliary buffer is used; otherwise, 0.

void setBackgroundColor ( const Math::vec4 & color ) #

Sets the background color by using given vector.

Arguments

  • const Math::vec4 & color - A background color vector.

Math::vec4 getBackgroundColor ( ) #

Returns the background color vector.

Return value

A background color vector.

void setBentNormalRayTracing ( bool tracing ) #

Enables or disables ray-traced bent normals calculation. The use of SSRTGI for bent normals allows for smooth ambient lighting.
Notice
Ray-traced bent normals calculation available only when the SSRTGI technique is enabled.

Arguments

  • bool tracing - 1 to enable ray-traced bent normals calculation, 0 to disable. The default value is 1.

bool isBentNormalRayTracing ( ) #

Returns a value indicating if ray-traced bent normals calculation is enabled. The use of SSRTGI for bent normals allows for smooth ambient lighting.
Notice
Ray-traced bent normals calculation available only when the SSRTGI technique is enabled.

Return value

1 if ray-traced bent normals calculation is enabled; otherwise, 0.

void setBentNormalFixOverlitAreas ( bool areas ) #

Enables or disables correction of overlit areas for bent normals calculation.
Notice
  • This option may significantly affect performance, so disable it when it's not necessary.
  • Ray-traced bent normals calculation available only when the SSRTGI technique is enabled.

Arguments

  • bool areas - 1 to enable correction of overlit areas for bent normals calculation, 0 to disable it. The default value is 0.

bool isBentNormalFixOverlitAreas ( ) #

Returns a value indicating if correction of overlit areas for bent normals calculation is enabled.
Notice
  • This option may significantly affect performance, so disable it when it's not necessary.
  • Ray-traced bent normals calculation available only when the SSRTGI technique is enabled.

Return value

1 if correction of overlit areas for bent normals calculation is enabled; otherwise, 0.

void setBentNormalRayTracingDenoise ( bool denoise ) #

Enables or disables noise reduction for ray-traced bent normals calculation. This option reduces noise by using the blur effect.
Notice
Ray-traced bent normals calculation available only when the SSRTGI technique is enabled.

Arguments

  • bool denoise - 1 to enable noise reduction for ray-traced bent normals calculation, 0 to disable. The default value is 1.

bool isBentNormalRayTracingDenoise ( ) #

Returns a value indicating if noise reduction for ray-traced bent normals calculation is enabled. This option reduces noise by using blur effect.
Notice
Ray-traced bent normals calculation available only when the SSRTGI technique is enabled.

Return value

1 if noise reduction for ray-traced bent normals calculation is enabled; otherwise, 0.

void setBentNormalRayTracingThreshold ( float threshold ) #

Sets the threshold value for the ray-traced bent normals calculation.
Notice
Ray-traced bent normals calculation available only when the SSRTGI technique is enabled.

Arguments

  • float threshold - Bent normals ray tracing threshold value. The default value is 1.0f.

float getBentNormalRayTracingThreshold ( ) #

Returns the current threshold value for the ray-traced bent normals calculation.
Notice
Ray-traced bent normals calculation available only when the SSRTGI technique is enabled.

Return value

Bent normal ray tracing threshold value. The default value is 1.0f.

Ptr<Texture> getBlack2DArrayTexture ( ) #

Returns black 2D array texture.

Return value

Black 2D array texture.

Ptr<Texture> getBlack2DTexture ( ) #

Returns black 2D texture.

Return value

Black 2D texture.

Ptr<Texture> getBlack3DTexture ( ) #

Returns black 3D texture.

Return value

Black 3D texture.

Ptr<Texture> getBlackCubeTexture ( ) #

Returns black Cube texture.

Return value

Black Cube texture.

void setBloom ( bool bloom ) #

Enables or disables the bloom effect.

Arguments

  • bool bloom - 1 value to enable the bloom effect, 0 to disable.

bool isBloom ( ) #

Returns a value indicating if the bloom effect is enabled.

Return value

1 if the bloom effect is enabled; otherwise, 0.

void setBloomPasses ( int passes ) #

Sets the number of passes for the bloom effect. During the pass a bloom texture is generating. Up to 8 bloom textures can be generated: each texture has lower resolution (original size, original size /2, original size /4, so forth) with bloom effect. After that, all these bloom textures with the different resolution are composed for the final bloom texture.

Arguments

  • int passes - Number of bloom passes. The default value is 8. The higher the value the smoother is the effect. However, this option significantly affects performance.

int getBloomPasses ( ) #

Returns the current number of passes for the bloom effect. During the pass a bloom texture is generating. Up to 8 bloom textures can be generated: each texture has lower resolution (original size, original size /2, original size /4, so forth) with bloom effect. After that, all these bloom textures with the different resolution are composed for the final bloom texture.

Return value

Number of bloom passes.

void setBloomPower ( float power ) #

Sets the power of the bloom effect.
  • At the minimum value of 0.0f, the bloom effect is blurred.
  • At the maximum value of 1.0f, the bloom effect is more contrast.

Arguments

  • float power - Bloom power value within the [0.0f; 1.0f] range. The default value is 0.7f.

float getBloomPower ( ) #

Returns the power of the bloom effect.
  • At the minimum value of 0.0f, the bloom effect is blurred.
  • At the maximum value of 1.0f, the bloom effect is more contrast.

Return value

Bloom power value within the [0.0f; 1.0f] range.

void setBloomResolution ( int resolution ) #

Sets the resolution of the bloom effect.

Arguments

  • int resolution - Resolution of the bloom effect:
    • 0 - quarter resolution.
    • 1 - half resolution (by default).
    • 2 - full resolution.

int getBloomResolution ( ) #

Returns the current resolution of the bloom effect.

Return value

Resolution of the bloom effect:
  • 0 - quarter resolution.
  • 1 - half resolution (by default).
  • 2 - full resolution.

void setBloomScale ( float scale ) #

Sets the scale of the bloom effect.

Arguments

  • float scale - Bloom scale value within the [0.0f; 1.0f] range. The default value is 0.3f.

float getBloomScale ( ) #

Returns the scale of the bloom effect.

Return value

Bloom scale value within the [0.0f; 1.0f] range.

void setBudget ( float budget ) #

Sets the render budget value, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.

Arguments

  • float budget - Budget value in seconds. The default value is 1/60.

float getBudget ( ) #

Returns current render budget value, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.

Return value

Budget value in seconds. The default value is 1/60.

void setCameraEffectsThreshold ( float threshold ) #

Sets the threshold, which is used to detect if an object should be blurred in the HDR mode.

Arguments

  • float threshold - HDR threshold. If a negative value is provided, 0 will be used instead.

float getCameraEffectsThreshold ( ) #

Returns the brightness threshold, which is used to detect if an object should be blurred in the HDR mode.

Return value

HDR threshold.

void setClearBufferMask ( int mask ) #

Sets the buffer cleanup mask. This mask determines which buffers are to be cleared next time the Engine::render() is called. Thus, you can determine the contents of which buffers is to be kept, avoiding situations, when necessary data is cleared.
Source code (C++)
Render::setClearBufferMask(RenderState::BUFFER_ALL); 
// color, depth & stencil buffers will be cleared
Render::setClearBufferMask(RenderState::BUFFER_NONE); 
// no buffers will be cleared (useful if you want to embed the engine somewhere)
Render::setClearBufferMask(RenderState::BUFFER_DEPTH); 
// only the depth buffer will be cleared

// masks can be combined:
Render::setClearBufferMask(BUFFER_COLOR | BUFFER_STENCIL); 
// color and stencil buffer will be cleared

// there is a separate BUFFER_DEPTH_STENCIL mask for convenience
Render::clearBufferMask(BUFFER_DEPTH_STENCIL);

Arguments

int getClearBufferMask ( ) #

Returns current buffer cleanup mask. This mask determines which buffers are to be cleared next time the Engine::render() is called. This method can be used to save current buffer cleanup mask to restore it later.

Return value

Buffer mask: one of the RenderState::BUFFER_* variables.

void setCloudDistortionTexture ( int texture ) #

Sets a value indicating which texture type is to be used for clouds distortion.
Notice
To set the value via the console, use render_clouds_distortion_textureconsole command.

Arguments

  • int texture - One of the following values:
    • 0 - 2D Texture - more performance-friendly, but may cause an excessive vertical extrusion of clouds.
    • 1 - 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.

int getCloudDistortionTexture ( ) #

Returns a value indicating which texture type is currently used for clouds distortion.
Notice
To get the value via the console, use render_clouds_distortion_textureconsole variable.

Return value

One of the following values:
  • 0 - 2D Texture - more performance-friendly, but may cause an excessive vertical extrusion of clouds.
  • 1 - 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.

void setCloudsDownsamplingRendering ( int rendering ) #

Sets downsampling rendering for clouds. This parameter determines clouds resolution based on current screen resolution. It has a significant impact on performance.

Arguments

  • int rendering - One of the following values:
    • 0 - full.
    • 1 - half (by default).
    • 2 - quarter.

int getCloudsDownsamplingRendering ( ) #

Returns current downsampling rendering setting for clouds. This parameter determines clouds resolution based on current screen resolution. It has a significant impact on performance.

Return value

One of the following values:
  • 0 - full.
  • 1 - half (by default).
  • 2 - quarter.

void setCloudsDynamicCoverageArea ( float area ) #

Sets dynamic coverage area for clouds. This parameter determines visibility distance for coverage of FieldWeather objects.
Notice
Increasing dynamic coverage area leads to reduction of quality of FieldWeather coverage texture and loss of details. This effect can be mitigated by increasing dynamic coverage resolution using setCloudsDynamicCoverageResolution() method.

Arguments

  • float area - Dynamic coverage area, in units. The default value is 10 000.

float getCloudsDynamicCoverageArea ( ) #

Returns current dynamic coverage area for clouds. This parameter determines visibility distance for coverage of FieldWeather objects.

Return value

Dynamic coverage area, in units.

void setCloudsDynamicCoverageResolution ( int resolution ) #

Sets dynamic coverage resolution for clouds. This parameter determines the quality of dynamic coverage texture for FieldWeather objects. Higher values make it possible to preserve texture details at high distances.
Notice
Increased resolution significantly affects performance.

Arguments

  • int resolution - One of the following values:
    • 0 - 128 x 128.
    • 1 - 256 x 256 (by default).
    • 2 - 512 x 512.
    • 3 - 1024 x 1024.
    • 4 - 2048 x 2048.

int getCloudsDynamicCoverageResolution ( ) #

Returns current dynamic coverage resolution setting for clouds. This parameter determines the quality of dynamic coverage texture for FieldWeather objects. Higher values make it possible to preserve texture details at high distances.

Return value

One of the following values:
  • 0 - 128 x 128.
  • 1 - 256 x 256 (by default).
  • 2 - 512 x 512.
  • 3 - 1024 x 1024.
  • 4 - 2048 x 2048.

void setCloudsGroundShadows ( bool shadows ) #

Enables or disables rendering of shadows from the clouds on the ground.

Arguments

  • bool shadows - 1 to enable rendering of shadows from the clouds on the ground, 0 to disable it. The default value is 1.

bool isCloudsGroundShadows ( ) #

Returns a value indicating if rendering of shadows from the clouds on the ground is enabled.

Return value

1 if rendering of shadows from the clouds on the ground is enabled; otherwise, 0.

void setCloudsInterleavedRendering ( int rendering ) #

Enables or disables interleaved rendering mode for clouds.
Notice
In cases when clouds are viewed from the ground, or from above (at significant distance) and viewer's velocities are less than 200 units per second, this parameter can be used to provide a significant gain in performance.

Arguments

  • int rendering - Interleaved rendering mode for clouds:
    • 0 - disabled (by default).
    • 1 - 2 x 2.
    • 2 - 4 x 4.
    • 3 - 8 x 8.

int getCloudsInterleavedRendering ( ) #

Returns the value indicating current interleaved rendering mode for clouds. This feature can be used to gain performance when enabled. See getCloudsInterleavedRendering().

Return value

One of the following values:
  • 0 - disabled (by default).
  • 1 - 2 x 2.
  • 2 - 4 x 4.
  • 3 - 8 x 8.

void setCloudsLightingConeRadius ( float radius ) #

Sets lighting cone sampling radius for clouds lighting.
Notice
Low values may result in unnatural behavior as the position of the sun changes.

Arguments

  • float radius - Lighting cone radius in range [0.0f; 1.0f]. The default value is 0.3.

float getCloudsLightingConeRadius ( ) #

Returns the current lighting cone sampling radius for clouds lighting.

Return value

Lighting cone radius in range [0.0f; 1.0f].

void setCloudsLightingQuality ( int quality ) #

Sets lighting quality for clouds. This parameter determines the number of samples used to calculate lighting for clouds.
Notice
This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.

Arguments

  • int quality - One of the following values:
    • 0 - 1 sample, low quality.
    • 1 - 3 samples, medium quality (by default).
    • 2 - 5 samples, high quality.
    • 3 - 6 samples, ultra quality.

int getCloudsLightingQuality ( ) #

Returns the current lighting quality setting for clouds. This parameter determines the number of samples used to calculate lighting for clouds.

Return value

One of the following values:
  • 0 - 1 sample, low quality.
  • 1 - 3 samples, medium quality (by default).
  • 2 - 5 samples, high quality.
  • 3 - 6 samples, ultra quality.

void setCloudsLightingTraceLength ( float length ) #

Sets the lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.

Arguments

  • float length - Lighting trace length in range [1.0f; 2048.0f], in units. The default value is 230.0f.

float getCloudsLightingTraceLength ( ) #

Returns the current lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.

Return value

Lighting trace length, in units.

void setCloudsNoiseIterations ( float iterations ) #

Sets the value of the noise iterations parameter for clouds. This parameter determines the amount of jitter, that is used to reduce banding effect due to insufficient number of steps.

Arguments

  • float iterations - New value of the noise iterations parameter for clouds. The default value is 0.1f.

float getCloudsNoiseIterations ( ) #

Returns the current value of the noise iterations parameter for the clouds. This parameter determines the amount of jitter, that is used to reduce banding effect due to insufficient number of steps.

Return value

Current value of the noise iterations parameter for clouds. The default value is 0.1f.

void setCloudsNoiseLighting ( float lighting ) #

Sets the value of the noise lighting parameter for clouds. This parameter determines the amount of jitter for tracing steps of lighting calculation, that is used to reduce banding effect due to insufficient number of steps.

Arguments

  • float lighting - New value of the noise lighting parameter for clouds. The default value is 0.3f.

float getCloudsNoiseLighting ( ) #

Returns the current value of the noise lighting parameter for the clouds. This parameter determines the amount of jitter for tracing steps of lighting calculation, that is used to reduce banding effect due to insufficient number of steps.

Return value

Current value of the noise lighting parameter for clouds. The default value is 0.3f.

void setCloudsNoiseStep ( float step ) #

Sets the value of the noise step parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.

Arguments

  • float step - New value of the noise step parameter for clouds. The default value is 0.3f.

float getCloudsNoiseStep ( ) #

Returns the current value of the noise step parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.

Return value

Current value of the noise step parameter for clouds. The default value is 0.3f.

void setCloudsNoiseStepSkip ( float skip ) #

Sets the value of the noise step skip parameter for clouds. This parameter determines the amount of jitter in the areas between clouds, that is used to reduce banding effect due to insufficient number of steps.

Arguments

  • float skip - New value of the noise step skip parameter for clouds. The default value is 0.3f.

float getCloudsNoiseStepSkip ( ) #

Returns the current value of the noise step skip parameter for clouds. This parameter determines the amount of jitter in the areas between clouds, that is used to reduce banding effect due to insufficient number of steps.

Return value

Current value of the noise step skip parameter for clouds. The default value is 0.3f.

void setCloudsSamplesCount ( int count ) #

Sets the number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering.

Arguments

  • int count - Number of samples:
    • 0 - low.
    • 1 - medium.
    • 2 - high (by default).
    • 3 - ultra.

int getCloudsSamplesCount ( ) #

Returns the current number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering.

Return value

One of the following values:
  • 0 - low.
  • 1 - medium.
  • 2 - high (by default).
  • 3 - ultra.

void setCloudsSamplingQuality ( int quality ) #

Sets sampling quality for clouds. This parameter sets the number of noise samples that affects the cloud shape processing quality. The higher the value, the less visual artifacts.
Notice
Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.

Arguments

  • int quality - Sampling quality:
    • 0 - low quality (higher cloud density).
    • 1 - medium quality (by default).
    • 2 - high quality.
    • 3 - ultra quality (lower density, the clouds are softer).

int getCloudsSamplingQuality ( ) #

Returns the current sampling quality set for clouds. This parameter sets the number of noise samples that affects the cloud shape processing quality. The higher the value, the less visual artifacts.

Return value

Sampling quality:
  • 0 - low quality (higher cloud density).
  • 1 - medium quality (by default).
  • 2 - high quality.
  • 3 - ultra quality (lower density, the clouds are softer).

void setCloudsShadowShafts ( bool shafts ) #

Enables or disables shadow shafts for clouds.

Arguments

  • bool shafts - 1 to enable shadow shafts for clouds, 0 to disable. The default value is 1.

bool isCloudsShadowShafts ( ) #

Returns the value indicating if shadow shafts for clouds are enabled.

Return value

1 if shadow shafts for clouds are enabled; otherwise, 0.

void setCloudsSimplifiedDepthTest ( bool test ) #

Enables or disables simplified depth test for clouds.

Arguments

  • bool test - 1 to enable simplified depth test for clouds, 0 to disable. The default value is 1.

bool isCloudsSimplifiedDepthTest ( ) #

Returns the value indicating if simplified depth test for clouds is enabled.

Return value

1 if simplified depth test for clouds is enabled; otherwise, 0.

void setCloudsSoftIntersection ( float intersection ) #

Sets the soft intersection distance for clouds.

Arguments

  • float intersection - Soft intersection distance (in meters) within the [0.0f; 100000.0f] range. The default value is 100.0f.

float getCloudsSoftIntersection ( ) #

Returns the current soft intersection distance for clouds.

Return value

Soft intersection distance for clouds, in meters.

void setCloudsTransparentOrder ( bool order ) #

Enables or disables rendering of clouds after all transparent objects (except water).

Arguments

  • bool order - 1 to enable rendering of clouds after transparent, 0 to disable. The default value is 0.

bool isCloudsTransparentOrder ( ) #

Returns the value indicating if clouds are rendered after all transparent objects (except water).

Return value

1 if clouds are rendered after transparent; otherwise, 0.

void setClutterDistance ( float distance ) #

Sets the distance, at which (and farther) objects with "clutter" flag on will not be rendered.

Arguments

  • float distance - Distance, in units.

float getClutterDistance ( ) #

Returns a distance, at which (and farther) objects with "clutter" flag on will not be rendered.

Return value

Distance, in units.

void setColorBrightness ( float brightness ) #

Sets the current brightness of the scene.

Arguments

  • float brightness - Brightness. The provided value is saturated in the range [-1.0f; 1.0f].

float getColorBrightness ( ) #

Returns the current overall brightness of the scene.

Return value

Current brightness.

void setColorContrast ( float contrast ) #

Sets the current contrast of the scene.

Arguments

  • float contrast - Contrast. The provided value is saturated in the range [-1.0f; 1.0f].

float getColorContrast ( ) #

Returns the current overall contrast of the scene.

Return value

Current contrast.

void setColorGamma ( float gamma ) #

Sets the current gamma of the scene.

Arguments

  • float gamma - Gamma. The provided value is saturated in the range [0.5f; 1.5f].

float getColorGamma ( ) #

Returns the current overall gamma of the scene.

Return value

Current gamma.

void setColorSaturation ( float saturation ) #

Sets the current saturation of the scene.

Arguments

  • float saturation - Saturation. The provided value is saturated in the range [0.0f; 2.0f].

float getColorSaturation ( ) #

Returns the current overall saturation of the scene.

Return value

Current saturation.

int setColorTextureImage ( const Ptr<Image> & image ) #

Sets a new color transformation image (LUT). This function resets a LUT texture name to null if it has been previously set via setColorTextureName().
Source code (C++)
ImagePtr lut;
ImagePtr lut_0;
ImagePtr lut_1;

if (!lut) {
	lut = Image::create();
	lut_0 = Image::create("unigine_project/textures/lookup_first.dds");
	lut_1 = Image::create("unigine_project/textures/lookup_second.dds");
}

float k = sin(Game::getTime() * 2.0f) * 0.5f + 0.5f;

lut->copy(lut_0,0);
lut->blend(lut_1, 0, 0, 0, 0, lut->getWidth(), lut->getHeight(), k);

Render::setColorTextureImage(lut);

Arguments

  • const Ptr<Image> & image - Color transformation image.

Return value

1 if the image is set successfully; otherwise, 0.

int getColorTextureImage ( const Ptr<Image> & image ) #

Return the current color transformation image (LUT).

Arguments

  • const Ptr<Image> & image - Image to store the color transformation texture in.

Return value

1 if an image is successfully received; otherwise, 0.

void setColorTextureName ( const char * name ) #

Sets the name of a new color transformation texture (LUT).

Arguments

  • const char * name - Name of the file with the texture. If NULL (0) is passed, the texture is cleared.

const char * getColorTextureName ( ) #

Returns the name of the current color transformation texture (LUT).

Return value

Name of the current color transformation texture.

void setColorWhite ( const Math::vec4 & white ) #

Sets the current white balance of the scene.

Arguments

  • const Math::vec4 & white - White balance. The provided value is saturated in the range [vec4_epsilon;vec4_one].

Math::vec4 getColorWhite ( ) #

Returns the current white balance of the scene.

Return value

Current white balance.

void setCompositeMaterial ( const char * material ) #

Sets a custom composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.

Arguments

  • const char * material - Composite material name.

const char * getCompositeMaterial ( ) #

Returns a name of the current composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.

Return value

Name of the current composite material.

void setCross ( bool cross ) #

Enables or disables cross flares.

Arguments

  • bool cross - 1 to enable cross flares, 0 to disable.

bool isCross ( ) #

Returns a value indicating if cross flares are enabled.

Return value

1 if cross flares are enabled; otherwise, 0.

void setCrossAngle ( float angle ) #

Sets the cross flares orientation angle.

Arguments

  • float angle - Angle in degrees.

float getCrossAngle ( ) #

Returns the cross flares orientation angle.

Return value

Angle between flare shafts in degrees.

void setCrossColor ( const Math::vec4 & color ) #

Sets the color of the cross flares.

Arguments

  • const Math::vec4 & color - Color of cross flares.

Math::vec4 getCrossColor ( ) #

Returns the color of the cross flares.

Return value

Color of the cross flares.

void setCrossLength ( float length ) #

Sets the length of a cross flare. Increasing this value also leads to fading of the shafts across their length.

Arguments

  • float length - Length of a cross flare relative to the screen width.

float getCrossLength ( ) #

Returns the length of a cross flare.

Return value

Length of a cross flare relative to the screen width.

void setCrossScale ( float scale ) #

Sets a multiplier for color of cross flares.

Arguments

  • float scale - Cross color scale. If a negative value is provided, 0 will be used instead.

float getCrossScale ( ) #

Returns the current multiplier for color of cross flares.

Return value

Cross color scale.

void setCrossShafts ( int shafts ) #

Sets the number of shafts in a cross flare.
  • The minimum number of shafts is 2.
  • The maximum number of shafts is 32 (high number of flares can cause FPS drop on low-performance hardware).

Arguments

  • int shafts - The number of a cross flares. The provided value is saturated in the range [2; 32].

int getCrossShafts ( ) #

Returns the number of shafts in a cross flare.
  • The minimum number of shafts is 2.
  • The maximum number of shafts is 32 (high number of flares can cause FPS drop on low-performance hardware).

Return value

Number of cross flares.

void setCrossThreshold ( float threshold ) #

Sets the brightness threshold for areas to produce flare: the higher the threshold value, the brighter the area should be to produce a flare.

Arguments

  • float threshold - Cross flares threshold.

float getCrossThreshold ( ) #

Returns the current brightness threshold for areas to produce flare.

Return value

Cross flares threshold.

void setData ( const char * data ) #

Sets user data associated with the render. This string is written directly into a *.world file. Namely, into the data child tag of the render tag, for example:
Source code (XML)
<world version="1.21">
	<render>
		<data>User data</data>
	</render>
</world>

Arguments

  • const char * data - New user data. The data can contain an XML formatted string.

const char * getData ( ) #

Returns user data associated with the render. This string is written directly into a *.world file. Namely, into the data child tag of the render tag, for example:
Source code (XML)
<world version="1.21">
	<render>
		<data>User data</data>
	</render>
</world>

Return value

User data. The data can contain an XML formatted string.

void setDebug ( bool debug ) #

Enables or disables rendering of debug materials (the debug_materials material). Debug materials can be used for debugging of image generation stages. For example, you can render only SSR, or only cubemaps and so on.

Arguments

  • bool debug - 1 to enable rendering of debug materials, 0 to disable it. The default value is 0.

bool isDebug ( ) #

Returns the value indicating whether debug materials (the debug_materials material) are rendered or not. Debug materials can be used for debugging of image generation stages.

Return value

1 if debug materials are rendered; otherwise, 0.

void setDebugMaterials ( const char * materials ) #

Updates the list of debug materials to be rendered.
Notice
Rendering of debug materials must be enabled (see the setDebug() method).

Arguments

  • const char * materials - List of debug materials (a comma separated string, e.g., "mat_1, mat_2, ... mat_n").

const char * getDebugMaterials ( ) #

Returns the list of debug materials to be rendered as a string constant.
Notice
Rendering of debug materials must be enabled (see the setDebug() method).

Return value

List of debug materials (a comma separated string, e.g., "mat_1, mat_2, ... mat_n").

void setDecalDistance ( float distance ) #

Sets the distance, at which (and farther) decals will not be rendered.

Arguments

  • float distance - Distance in units.

float getDecalDistance ( ) #

Returns the distance, at which (and farther) decals will not be rendered.

Return value

Distance in units.

void setDecals ( bool decals ) #

Enables or disables rendering of decals.

Arguments

  • bool decals - 1 to enable rendering of decals, 0 to disable it. The default value is 1.

bool isDecals ( ) #

Returns the value indicating if rendering of decals is enabled.

Return value

1 if rendering of decals is enabled; otherwise, 0.

void setDeferredMaterial ( const char * material ) #

Updates the list of materials that will be used on the Deferred Composite stage of rendering sequence. A debug material can be put here in order to be added to the final image.

Arguments

  • const char * material - List of composite deferred materials (a comma separated string, e.g., "mat_1, mat_2, ... mat_n").

const char * getDeferredMaterial ( ) #

Returns the list of materials that are used on the Deferred Composite stage of rendering sequence.

Return value

List of deferred materials (a comma separated string, e.g., "mat_1, mat_2, ... mat_n").

void setDirtScale ( float scale ) #

Sets the scale of lens dirt effect modulating the pattern of lens flares. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.

Arguments

  • float scale - Dirt scale value within the [0.0f; 1.0f] range. The default value is 0.5f.

float getDirtScale ( ) #

Returns the scale of lens dirt effect modulating the pattern of lens flares.

Return value

Dirt scale value within the [0.0f; 1.0f] range.

void setDirtTextureName ( const char * name ) #

Sets the texture that modulates the pattern of lens flares. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.

Arguments

  • const char * name - Name of the lens flares modulation texture.

const char * getDirtTextureName ( ) #

Returns the name of the current texture that modulates the pattern of lens flares. For example, it can be used to create an effect of light reflections or unclean optics when the camera looks at the sun.

Return value

Name of the lens flares modulation texture.

void setDistanceScale ( float scale ) #

Sets the global distance scale for all distance parameters: shadow distance, light distance, LOD distances, etc.

Arguments

  • float scale - Global distance scale.

float getDistanceScale ( ) #

Returns the current global distance scale for all distance parameters: shadow distance, world lights shadows, LOD distances, etc.

Return value

Global distance scale.

void setDOF ( bool dof ) #

Enables or disables the DOF (Depth Of Field) effect.

Arguments

  • bool dof - 1 to enable the DOF effect, 0 to disable it. The default value is 0.

bool isDOF ( ) #

Returns the value indicating if the DOF (Depth Of Field) effect is enabled.

Return value

1 if the DOF effect is enabled; otherwise, 0.

void setDOFBlur ( float blur ) #

Sets the intensity of blur for the DOF (Depth Of Field) effect.

Arguments

  • float blur - DOF blur intensity value. The default value is 1.0f.

float getDOFBlur ( ) #

Returns the intensity of blur for the DOF (Depth Of Field) effect.

Return value

DoF blur intensity value.

void setDOFBokehMode ( int mode ) #

Sets the shape of the Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
Notice
For the DOF effect, the Bokeh effect is enabled by default.

Arguments

  • int mode - The Bokeh shape:
    • 0 - ring (by default).
    • 1 - circle.

int getDOFBokehMode ( ) #

Returns the current shape of the Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
Notice
For the DOF effect, the Bokeh effect is enabled by default.

Return value

The Bokeh shape:
  • 0 - ring (by default).
  • 1 - circle.

void setDOFChromaticAberration ( float aberration ) #

Sets the intensity of chromatic aberration for the DOF (Depth Of Field) effect.

Arguments

  • float aberration - DOF chromatic aberration intensity value. The default value is 0.0f.

float getDOFChromaticAberration ( ) #

Returns the intensity of chromatic aberration for the DOF (Depth Of Field) effect.

Return value

DOF chromatic aberration intensity value.

void setDOFFarDistance ( float distance ) #

Sets the far DOF limit of the camera: the distance between the camera and the furthest element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Arguments

  • float distance - Far DOF limit value in units.

float getDOFFarDistance ( ) #

Returns the far DOF limit of the camera: the distance between the camera and the furthest element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Return value

Far DOF limit value in units.

void setDOFFarFocalOffset ( float offset ) #

Sets the offset from the focal to the farthest blurred zone for the DOF effect. In other words, the distance when background (far) is in focus.

Arguments

  • float offset - Far DOF focal offset value in units.

float getDOFFarFocalOffset ( ) #

Returns the offset from the focal to the farthest blurred zone. In other words, the distance when background (far) is in focus.

Return value

Far DOF focal offset value in units.

void setDOFFocalDistance ( float distance ) #

Sets the focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.

Arguments

  • float distance - Focal distance in units. If a negative value is provided, 0 will be used instead.

float getDOFFocalDistance ( ) #

Returns the focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.

Return value

Focal distance in units.

void setDOFFocusImprovement ( bool improvement ) #

Enables or disables focus improvement for the DOF (Depth Of Field) effect. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.

Arguments

  • bool improvement - 1 to enable focus improvement for the DOF effect, 0 to disable it. The default value is 0.

bool isDOFFocusImprovement ( ) #

Returns a value indicating if the focus improvement option is enabled for the DOF (Depth Of Field) effect. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.

Return value

1 if focus improvement is enabled for the DOF effect; otherwise, 0.

void setDOFIncreasedAccuracy ( bool accuracy ) #

Enables or disables increased accuracy for the DOF (Depth Of Field) effect. Enabling the parameter allows for increasing accuracy of focusing calculation.

Arguments

  • bool accuracy - 1 to enable increased accuracy for the DOF effect, 0 to disable it. The default value is 0.

bool isDOFIncreasedAccuracy ( ) #

Returns a value indicating if the increased accuracy option is enabled for the DOF (Depth Of Field) effect. When enabled, focusing calculation is performed with increased accuracy.

Return value

1 if increased accuracy is enabled for the DOF effect; otherwise, 0.

void setDOFNearDistance ( float distance ) #

Sets the near DOF limit of the camera: the distance between the camera and the first element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Arguments

  • float distance - Near DOF limit value in units.

float getDOFNearDistance ( ) #

Returns the near DOF limit of the camera: the distance between the camera and the first element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Return value

Near DOF limit value in units.

void setDOFNearFocalOffset ( float offset ) #

Sets the offset from the focal to the nearest blurred zone. In other words, the distance when foreground (far) is in focus.

Arguments

  • float offset - Near DOF focal offset value in units.

float getDOFNearFocalOffset ( ) #

Returns the offset from the focal to the nearest blurred zone. In other words, the distance when foreground (far) is in focus.

Return value

Near DOF focal offset value in units.

void setDOFQuality ( int quality ) #

Sets the quality of the DOF (Depth Of Field) effect.

Arguments

  • int quality - The value indicating quality of the DOF effect:
    • 0 - low quality.
    • 1 - medium quality (by default).
    • 2 - high quality.
    • 3 - ultra quality.

int getDOFQuality ( ) #

Returns the value indicating the quality of the DOF (Depth Of Field) effect.

Return value

The value indicating quality of the DOF effect:
  • 0 - low quality.
  • 1 - medium quality (by default).
  • 2 - high quality.
  • 3 - ultra quality.

void setDOFResolution ( int resolution ) #

Sets the resolution of the DOF (Depth Of Field) effect.

Arguments

  • int resolution - Resolution of the DOF effect:
    • 0 - quarter resolution.
    • 1 - half resolution.
    • 2 - full resolution (by default).

int getDOFResolution ( ) #

Returns the resolution of the DOF (Depth Of Field) effect.

Return value

Resolution of the DOF effect:
  • 0 - quarter resolution.
  • 1 - half resolution.
  • 2 - full resolution (by default).

void setEnabled ( int arg1 ) #

Enables or disables the render.

Arguments

  • int arg1 - 1 to enable the render, 0 to disable it.

int isEnabled ( ) #

Returns a value indicating if the render is enabled.

Return value

1 if the render is enabled; otherwise, 0.

void setEnvironment ( bool environment ) #

Enables or disables rendering of environment of the scene.
Notice
To enable/disable environment rendering, use also render_environmentconsole command.

Arguments

  • bool environment - 1 to enable rendering of environment, 0 to disable it. The default value is 1.

bool isEnvironment ( ) #

Returns the value indicating if rendering of environment of the scene is enabled.
Notice
To check if environment rendering is enabled, use also render_environmentconsole variable.

Return value

1 rendering of environment is enabled; otherwise, 0.

void setEnvironmentCubemapBlendMode ( int mode ) #

Sets the environment cubemap blending mode.

Arguments

  • int mode - Cubemap blending mode:
    • 0 - alpha blend (by default).
    • 1 - additive blend.
    • 2 - multiply.
    • 3 - overlay.

int getEnvironmentCubemapBlendMode ( ) #

Returns the current environment cubemap blending mode.

Return value

Cubemap blending mode:
  • 0 - alpha blend (by default).
  • 1 - additive blend.
  • 2 - multiply.
  • 3 - overlay.

void setEnvironmentHazeMode ( int mode ) #

Sets the mode for the haze effect.
Notice
To set the haze mode via console, use the render_environment_hazeconsole command.

Arguments

  • int mode - Haze mode: one of the HAZE_* variables.

int getEnvironmentHazeMode ( ) #

Returns the current mode set for the haze effect.
Notice
To check the haze mode via console, use the render_environment_hazeconsole variable.

Return value

Haze mode: one of the HAZE_* variables.

void setExposure ( float exposure ) #

Sets the camera exposure (a multiplier of the scene luminance and brightness). It determines the resulting amount of luminance:
  • By the minimum value of 0.0f, the image is rendered black.
  • The higher the value, the more luminance and the brighter the scene lit.

Arguments

  • float exposure - Multiplier of the scene luminance and brightness.

float getExposure ( ) #

Returns the current camera exposure (a multiplier of the scene luminance and brightness.). It determines the resulting amount of luminance:
  • By the minimum value of 0.0f, the image is rendered black.
  • The higher the value, the more luminance and the brighter the scene lit.

Return value

Current multiplier of the scene luminance and brightness.

void setExposureAdaptation ( float adaptation ) #

Sets the time for the camera to adjust exposure. If 0.0f is set, instant adaptation will be used.

Arguments

  • float adaptation - Period of exposure adaptation in seconds. If a too small or even negative value is provided, 1E-6 will be used instead.

float getExposureAdaptation ( ) #

Returns the current the time set for the camera to adjust exposure. If the 0.0f is returned, it means that instant adaptation is used.

Return value

Period of exposure adaptation in seconds.

float getExposureInterpolation ( ) #

Returns the current exposure interpolation (the engine ifps multiplied by the exposure adaptation speed). The method can be used for automatic exposure adaptation.

Return value

Exposure interpolation.

void setExposureMaxLuminance ( float luminance ) #

Sets the maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the lower the value, the brighter the adapted image will be. The parameter can take on negative values.
Notice
If the specified value is less than the current minimum luminance, the minimum luminance value will be changed to the specified maximum luminance so that they are equal.

Arguments

  • float luminance - Maximum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

float getExposureMaxLuminance ( ) #

Returns the maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the lower the value, the brighter the adapted image is.

Return value

Maximum luminance.

void setExposureMinLuminance ( float luminance ) #

Sets the minimum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the higher the value, the darker the adapted image will be. The parameter can take on negative values.
Notice
If the specified value is greater than the current maximum luminance, the maximum luminance value will be changed to the specified minimum luminance so that they are equal.

Arguments

  • float luminance - Minimum luminance. The provided value is clamped to the range [-10.0f; 10.0f].

float getExposureMinLuminance ( ) #

Returns the minimum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the higher the value, the darker the adapted image is.

Return value

Minimum luminance.

void setExposureMode ( int mode ) #

Sets the mode of the adaptive exposure effect.

Arguments

  • int mode - The value indicating the exposure mode:
    • 0 - a static exposure. The amount of luminance is determined by the setExposure().
    • 1 - adaptive logarithmic mapping technique.
    • 2 - adaptive quadratic mapping technique.

int getExposureMode ( ) #

Returns current adaptive exposure mode:
  • 0 - a static exposure. The amount of luminance is determined by the setExposure().
  • 1 - adaptive logarithmic mapping technique.
  • 2 - adaptive quadratic mapping technique.

Return value

The type of the exposure mode.

void setFadeColor ( const Math::vec4 & color ) #

Sets the current fade color for the scene on the screen. By gradually changing this value it is possible to create "fade in" and "fade out" effects depending on the w component of the given vector. For example, when the following vectors are passed the result will be:
  • vec4(1,1,1,1) - a fully white screen. Positive w results in additive blending.
  • vec4(0.5,0.5,0.5,1) - light colors on the screen.
  • vec4(1,0,0,1) - R channel for all screen colors is to its maximum; G and B without changes.
  • vec4(0,0,0,0) - there is no fading (no color alterations are done to the screen).
  • vec4(1,1,1,-1) - a fully black screen. Negative w results in scene colors * (1 - RGB), where RGB is the first three components of the passed vector.
  • vec4(0.5,0.5,0.5,-1) - dark colors on the screen.

Arguments

  • const Math::vec4 & color - Fade color for the scene on the screen. The provided vector represents RGB channel values (first three components) and a fading coefficient (w component). All components are saturated in the range [-1; 1].

Math::vec4 getFadeColor ( ) #

Returns the current fade color of the scene.

Return value

The current fade color.

void setFieldDistance ( float distance ) #

Sets the distance, at which (and farther) Field nodes will not be rendered.

Arguments

  • float distance - Distance in units.

float getFieldDistance ( ) #

Returns the distance, at which (and farther) Field nodes will not be rendered.

Return value

Distance in units.

void setFieldHeightResolution ( int resolution ) #

Sets the resolution of the FieldHeight.

Arguments

  • int resolution - One of the following values:
    • 0 - 128 x 128.
    • 1 - 256 x 256.
    • 2 - 512 x 512 (by default).
    • 3 - 1024 x 1024.
    • 4 - 2048 x 2048.
    • 5 - 4096 x 4096.
    • 6 - 8192 x 8192.

int getFieldHeightResolution ( ) #

Returns the value indicating the resolution of the FieldHeight.

Return value

One of the following values:
  • 0 - 128 x 128.
  • 1 - 256 x 256.
  • 2 - 512 x 512 (by default).
  • 3 - 1024 x 1024.
  • 4 - 2048 x 2048.
  • 5 - 4096 x 4096.
  • 6 - 8192 x 8192.

void setFieldPrecision ( bool precision ) #

Sets the precision of textures used for field objects.

Arguments

  • bool precision - Textures' precision:
    • 0 - 16-bit precision R16 texture (by default).
    • 1 - 32-bit precision R32F texture.

bool isFieldPrecision ( ) #

Returns the value indicating the current precision of textures used for field objects.

Return value

Textures' precision:
  • 0 - 16-bit precision R16 texture (by default).
  • 1 - 32-bit precision R32F texture.

void setFieldShorelineResolution ( int resolution ) #

Set resolution of the texture into which all textures set for all FieldShoreline objects are rendered.

Arguments

  • int resolution - General FieldShoreline texture resolution:
    • 0 - 128 x 128 (by default).
    • 1 - 256 x 256.
    • 2 - 512 x 512.
    • 3 - 1024 x 1024.
    • 4 - 2048 x 2048.
    • 5 - 4096 x 4096.
    • 6 - 8192 x 8192.

int getFieldShorelineResolution ( ) #

Returns resolution of the texture into which all textures set for all FieldShoreline objects are rendered.

Return value

General FieldShoreline texture resolution:
  • 0 - 128 x 128 (by default).
  • 1 - 256 x 256.
  • 2 - 512 x 512.
  • 3 - 1024 x 1024.
  • 4 - 2048 x 2048.
  • 5 - 4096 x 4096.
  • 6 - 8192 x 8192.

void setFilmic ( bool filmic ) #

Enables or disables the filmic tonemapping effect.

Arguments

  • bool filmic - 1 to enable the filmic tonemapping effect, 0 to disable it. The default value is 1.

bool isFilmic ( ) #

Returns a value indicating if the filmic tonemapping effect is enabled.

Return value

1 if the filmic tonemapping effect is enabled; otherwise, 0.

void setFilmicLinearAngle ( float angle ) #

Sets the Linear Angle filmic tonemapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.

Arguments

  • float angle - Linear Angle value.

float getFilmicLinearAngle ( ) #

Returns the current Linear Angle filmic tone mapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.

Return value

Linear Angle value.

void setFilmicLinearScale ( float scale ) #

Sets the Linear Strength filmic tonemapping parameter value that is used to change gray values. The Linear Scale controls the length of the tone mapping curve linear part.

Arguments

  • float scale - Linear Strength value.

float getFilmicLinearScale ( ) #

Returns the current Linear Strength filmic tone mapping parameter value that is used to change gray values. The Linear Scale controls the length of the tone mapping curve linear part.

Return value

Linear Strength value.

void setFilmicShoulderScale ( float scale ) #

Sets the Shoulder Strength filmic tonemapping parameter value that is used to change bright values.

Arguments

  • float scale - Shoulder Strength value.

float getFilmicShoulderScale ( ) #

Returns the current Shoulder Strength filmic tonemapping parameter value that is used to change bright values.

Return value

Shoulder Strength value.

void setFilmicToeDenominator ( float denominator ) #

Sets the Toe Denominator filmic tonemapping parameter value.

Arguments

  • float denominator - Toe Denominator value.

float getFilmicToeDenominator ( ) #

Returns the current Toe Denominator filmic tonemapping parameter value.

Return value

Toe Denominator value.

void setFilmicToeNumerator ( float numerator ) #

Sets the Toe Numerator filmic tonemapping parameter value.

Arguments

  • float numerator - Toe Numerator value.

float getFilmicToeNumerator ( ) #

Sets the Toe Numerator filmic tonemapping parameter value.

Return value

Toe Numerator value.

void setFilmicToeScale ( float scale ) #

Sets the Toe Scale filmic tonemapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).

Arguments

  • float scale - Toe scale value.

float getFilmicToeScale ( ) #

Returns the current Toe Scale filmic tonemapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).

Return value

Toe scale value.

void setFilmicWhiteLevel ( float level ) #

Sets the Linear White Point filmic tonemapping parameter value, which is mapped as pure white in the resulted image.

Arguments

  • float level - Linear White Point value.

float getFilmicWhiteLevel ( ) #

Returns the current Linear White Point filmic tonemapping parameter value.

Return value

Linear White Point value.

void setFilmicSaturationRecovery ( float recovery ) #

Sets the color saturation recovery value for the filmic tonemapper.

Arguments

  • float recovery - Color saturation recovery value to be set, in the [0.0f, 1.0f] range. The default value is 0.75f.
    • 0.0f - standard filmic tonemapping, no saturation recovery is performed.
    • 1.0f - color saturation is recovered to the full extent.
    Notice
    When the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f

float getFilmicSaturationRecovery ( ) #

Returns the current color saturation recovery value value for the filmic tonemapper.

Return value

Current color saturation recovery value in the [0.0f, 1.0f] range. The default value is 0.75f.
  • 0.0f - standard filmic tonemapping, no saturation recovery is performed.
  • 1.0f - color saturation is recovered to the full extent.
Notice
When the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f

void setFirstFrame ( bool frame ) #

Sets a value indicating if the first frame should be enabled over the current frame.

Arguments

  • bool frame - 1 to enable the first frame flag, 0 - to disable.

bool isFirstFrame ( ) #

Returns a value indicating if the first frame is enabled over the current frame.

Return value

1 if the first frame flag is enabled; otherwise, 0.

bool isFlipped ( ) #

Checks render orientation.
Source code (C++)
TexturePtr texture;
TexturePtr texture_2;
float uv_x, uv_y;
//...					
float flip_sign = (Render::isFlipped() ? -1.0f : 1.0f);
float translate_x = 2.0f * uv_x - 1.0f;
float translate_y = flip_sign * (2.0f * uv_y - 1.0f);
float scale_x = texture->getWidth() / texture_2->getWidth();
float scale_y = texture->getHeight() / texture_2->getHeight();

Math::mat4 transform = Math::translate(translate_x, translate_y, 0.0f) * Math::scale(scale_x, scale_y, 1.0f);

Return value

1 if the render is flipped; otherwise, 0.

void setFXAAIntensity ( float intensity ) #

Sets the intensity of the FXAA. Intensity specifies the sample offset of FXAA fragment. The higher the value, the more blurred image will be.

Arguments

  • float intensity - Intensity value of the FXAA to be set.

float getFXAAIntensity ( ) #

Returns the intensity value of the FXAA. Intensity specifies the sample offset of FXAA fragment.

Return value

Intensity value of the FXAA

void setGbufferLightmap ( bool lightmap ) #

Enables or disables storing lightmap data in the GBuffer.
Notice
The feature can be enabled/disabled by using the render_gbuffer_lightmapconsole command.

Arguments

  • bool lightmap - 1 to enable storing lightmap data in the GBuffer, 0 to disable it. The default value is 1.

bool isGbufferLightmap ( ) #

Returns a value indicating if lightmap data is stored in the GBuffer.
Notice
To check if the feature is enabled, use the render_gbuffer_lightmapconsole variable.

Return value

1 if lightmap data is stored in the GBuffer; otherwise, 0.

int getGPUMemory ( ) #

Returns an amount of memory provided by the current GPU.

Return value

Amount of memory in Mbytes.

int getGPUName ( ) #

Returns the name of the current GPU.

Return value

GPU name flag.

Ptr<Texture> getGray2DArrayTexture ( ) #

Returns gray 2D array texture.

Return value

Gray 2D array texture.

Ptr<Texture> getGray2DTexture ( ) #

Returns gray 2D texture.

Return value

Gray 2D texture.

Ptr<Texture> getGray3DTexture ( ) #

Returns gray 3D texture.

Return value

Gray 3D texture.

Ptr<Texture> getGrayCubeTexture ( ) #

Returns gray Cube texture.

Return value

Gray Cube texture.

void setLens ( bool lens ) #

Enables or disables lens flares.

Arguments

  • bool lens - Positive integer to enable lens flares, 0 to disable.

bool isLens ( ) #

Returns a value indicating if lens flares are enabled.

Return value

Positive integer if lens flares are enabled; otherwise, 0.

void setLensColor ( const Math::vec4 & color ) #

Sets the color of a lens flares.

Arguments

  • const Math::vec4 & color - Color of lens flares.

Math::vec4 getLensColor ( ) #

Returns the color of a lens flare.

Return value

Color of a lens flare.

void setLensDispersion ( const Math::vec3 & dispersion ) #

Sets the color displacement for red, green, and blue channels of the lens flares. Can be used to create light dispersion (chromatic aberrations).

Arguments

  • const Math::vec3 & dispersion - Lens dispersion displacement per channel. If a negative value is set for a channel, 0 will be used instead.

Math::vec3 getLensDispersion ( ) #

Returns the current color displacement for red, green and blue channels of the lens flares. Can be used to create light dispersion (chromatic aberrations).

Return value

Lens dispersion displacement per channel.

void setLensLength ( float length ) #

Sets a length indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed.

Arguments

  • float length - Length of the radial lens flare. The provided value is saturated in the range [0.0f; 1.0f].

float getLensLength ( ) #

Returns the current length indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed.

Return value

Length of the lens flare.

void setLensRadius ( float radius ) #

Sets a radius of the spherical lens flares on the screen.

Arguments

  • float radius - Radius of the spherical lens flares. The provided value is saturated in the range [0.0f; 1.0f], where 1.0f is a screen-wide radius (a lens flare is not visible).

float getLensRadius ( ) #

Returns the current radius of the spherical lens flares on the screen.

Return value

Radius of the spherical lens flares.

void setLensScale ( float scale ) #

Sets the multiplier for color of HDR lens flares.

Arguments

  • float scale - Lens color scale. If a negative value is provided, 0.0f will be used instead.

float getLensScale ( ) #

Returns the current multiplier for color of HDR lens flares.

Return value

Lens color scale.

void setLensThreshold ( float threshold ) #

Sets the brightness threshold for lens flares.

Arguments

  • float threshold - Lens flares threshold.

float getLensThreshold ( ) #

Returns the current brightness threshold for lens flares.

Return value

Lens flares threshold.

void setLightDistance ( float distance ) #

Sets the distance, at which (and farther) dynamic lights will not be rendered.

Arguments

  • float distance - Distance in units.

float getLightDistance ( ) #

Returns the distance, at which (and farther) dynamic lights will not be rendered.

Return value

Distance in units.

void setLightsForwardPerObjectEnv ( int env ) #

Sets the maximum number of environment probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is recommended to use not more than 4 environment probes per object.
Notice
To set the value via the Console, use the render_lights_forward_per_object_envconsole command.

Arguments

  • int env - Maximum number of environment probes per object within the [0; 128] range. The default value is 4.

int getLightsForwardPerObjectEnv ( ) #

Returns the current maximum number of environment probes per object (available only for materials rendered in the forward rendering pass).
Notice
To get the value via the Console, use the render_lights_forward_per_object_envconsole variable.

Return value

Maximum number of environment probes per object within the [0; 128] range.

void setLightsForwardPerObjectOmni ( int omni ) #

Sets the maximum number of omni lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is recommended to use not more than 4 omni lights per object.
Notice
To set the value via the console, use the render_lights_forward_per_object_omniconsole command.

Arguments

  • int omni - Maximum number of omni lights per object within the [0; 128] range. The default value is 4.

int getLightsForwardPerObjectOmni ( ) #

Returns the current maximum number of omni lights per object (available only for materials rendered in the forward rendering pass).
Notice
To get the value via the console, use the render_lights_forward_per_object_omniconsole variable.

Return value

Maximum number of omni lights per object within the [0; 128] range.

void setLightsForwardPerObjectProj ( int proj ) #

Sets the maximum number of projected lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is recommended to use not more than 4 projected lights per object.
Notice
To set the value via the console, use the render_lights_forward_per_object_projconsole command.

Arguments

  • int proj - Maximum number of projected lights per object within the [0; 128] range. The default value is 4.

int getLightsForwardPerObjectProj ( ) #

Returns the current maximum number of projected lights per object (available only for materials rendered in the forward rendering pass).
Notice
To get the value via the console, use the render_lights_forward_per_object_projconsole variable.

Return value

Maximum number of projected lights per object within the [0; 128] range.

void setLightsForwardPerObjectVoxel ( int voxel ) #

Sets the maximum number of voxel probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is recommended to use not more than 4 projected lights per object.
Notice
To set the value via the console, use the render_lights_forward_per_object_voxelconsole command.

Arguments

  • int voxel - Maximum number of voxel probes per object within the [0; 128] range.

int getLightsForwardPerObjectVoxel ( ) #

Returns the current maximum number of voxel probes per object (available only for materials rendered in the forward rendering pass).
Notice
To get the value via the console, use the render_lights_forward_per_object_voxelconsole variable.

Return value

Maximum number of voxel probes per object within the [0; 128] range.

void setLightsForwardPerObjectWorld ( int world ) #

Sets the maximum number of world lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is recommended to use not more than 4 world lights per object.
Notice
To set the value via the console, use the render_lights_forward_per_object_worldconsole command.

Arguments

  • int world - Maximum number of world lights per object within the [0; 128] range. The default value is 4.

int getLightsForwardPerObjectWorld ( ) #

Returns the current maximum number of world lights per object (available only for materials rendered in the forward rendering pass).
Notice
To get the value via the console, use the render_lights_forward_per_object_worldconsole variable.

Return value

Maximum number of world lights per object within the [0; 128] range.

void setLightsInterleaved ( bool interleaved ) #

Sets a value indicating if interleaved mode for rendering lights during the deferred pass is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance).
Notice
To enable/disable this feature via the Console, use the render_lights_interleavedconsole command.

Arguments

  • bool interleaved - 1 to enable interleaved lights rendering mode, 0 to disable it.

bool isLightsInterleaved ( ) #

Returns a value indicating if interleaved mode for rendering lights during the deferred pass is enabled.

Return value

1 if interleaved lights rendering mode is enabled; otherwise, 0.

void setLightsInterleavedCatmullResampling ( bool resampling ) #

Sets a value indicating if the Catmull-Rom resampling for interleaved lights rendering mode is enabled. This mode allows you to reduce image blurring when the camera moves forward/backward.

Arguments

  • bool resampling - 1 to enable the Catmull-Rom resampling for interleaved lights rendering mode, 0 to disable it.

bool isLightsInterleavedCatmullResampling ( ) #

Returns a value indicating if the Catmull-Rom resampling for interleaved lights rendering mode is enabled.

Return value

1 if the Catmull-Rom resampling for interleaved lights rendering mode is enabled; otherwise, 0.

void setLightsInterleavedColorClamping ( int clamping ) #

Sets the color clamping mode to be used for interleaved lights rendering mode. This mode is used to reduce ghosting effect: higher values increase clamping intensity but may cause flickering on rippled reflective surfaces (as this mode is not so good at object's edges). When disabled, shadows and reflections have a lag as they are several frames behind.

Arguments

  • int clamping - Color clamping mode to be used, one of the following values:
    • 0 - color clamping is disabled
    • 1 - low clamping
    • 2 - medium clamping
    • 3 - high clamping

int getLightsInterleavedColorClamping ( ) #

Returns the current color clamping mode used for interleaved lights rendering mode.

Return value

Current color clamping mode, one of the following values:
  • 0 - color clamping is disabled
  • 1 - low clamping
  • 2 - medium clamping
  • 3 - high clamping

void setLightsLensFlares ( bool flares ) #

Enables or disables rendering of per-light lens flares.
Notice
To set the value via the console, use the render_lights_lens_flaresconsole command.

Arguments

  • bool flares - 1 to enable rendering of per-light lens flares, 0 to disable it. The default value is 1.

bool isLightsLensFlares ( ) #

Returns the value indicating if rendering of per-light lens flares is enabled.
Notice
To get the value via the console, use the render_lights_lens_flaresconsole variable.

Return value

1 if rendering of per-light lens flares is enabled; otherwise, 0.

void setLightsMaxPerBatch ( int batch ) #

Sets the maximum number of lights rendered by a tile per batch call. With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.
Notice
To set the value via the console, use the render_lights_max_per_batchconsole command.

Arguments

  • int batch - Maximum number of lights per batch within the [0; 1024] range. The default value is 1024.
    Notice
    0 disables batching optimization.

int getLightsMaxPerBatch ( ) #

Returns the current maximum number of lights rendered by a tile per batch call. With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.
Notice
To get the value via the console, use the render_lights_max_per_batchconsole variable.

Return value

Maximum number of lights per batch within the [0; 1024] range.
Notice
0 means batching optimization is disabled.

void setLightsTileGridSize ( int size ) #

Sets the number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles that render lights in batches. The optimization works only for omni lights with point shape and without shadows.
Notice
To set the value via the console, use the render_lights_tile_grid_sizeconsole command.

Arguments

  • int size - Number of grid tiles per axis within the [1; 32] range. The default value is 8.

int getLightsTileGridSize ( ) #

Returns the current number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles that render lights in batches. The optimization works only for omni lights with point shape and without shadows.
Notice
To get the value via the console, use the render_lights_tile_grid_sizeconsole variable.

Return value

Number of grid tiles per axis within the [1; 32] range.

int getMaxFieldAnimations ( ) #

Returns the maximum limit of FieldAnimation nodes allowed to be used in shaders.

Return value

Maximum number of FieldAnimation nodes allowed.
Notice
Higher values will affect shader compilation time and performance

int getMaxFieldHeights ( ) #

Returns the maximum limit of FieldHeight nodes allowed to be used in shaders.

Return value

Maximum number of FieldHeight nodes allowed.
Notice
Higher values will affect shader compilation time and performance

int getMaxFieldShorelines ( ) #

Returns the maximum limit of FieldShoreline nodes allowed to be used in shaders.

Return value

Maximum number of FieldShoreline nodes allowed.
Notice
Higher values will affect shader compilation time and performance

int getMaxFieldSpacers ( ) #

Returns the maximum limit of FieldSpacer nodes allowed to be used in shaders.

Return value

Maximum number of FieldSpacer nodes allowed.
Notice
Higher values will affect shader compilation time and performance

void setMotionBlur ( bool blur ) #

Enables or disables the motion blur effect.

Arguments

  • bool blur - 1 to enable the motion blur effect, 0 to disable it. The default value is 1.

bool isMotionBlur ( ) #

Returns a value indicating if the motion blur effect is enabled.

Return value

1 if the motion blur effect is enabled; otherwise, 0.

void setMotionBlurCameraVelocity ( bool velocity ) #

Sets a value indicating if camera velocity contributes to the motion blur effect.

Arguments

  • bool velocity - 1 to take camera velocity into account in the motion blur effect; 0 to take into account velocities of objects only.

bool isMotionBlurCameraVelocity ( ) #

Returns a value indicating if camera velocity contributes to the motion blur effect.

Return value

1 camera velocity contributes to the motion blur effect; 0 only velocities of objects are taken into account in the motion blur effect.

void setMotionBlurMaxVelocity ( float velocity ) #

Sets the maximum possible amount of motion blur for moving physical objects. When their body velocity exceeds the set value, they will be blurred as if they have the maximum velocity set by the parameter. This parameter should be used:
  • To avoid excessive blurring of fast moving objects.
  • To save performance, as increasing the object's velocity leads increasing the radius of the motion blur effect that drops performance at too high values.

Arguments

  • float velocity - Maximum scaled velocity of moving physical bodies used for the motion blur effect.

float getMotionBlurMaxVelocity ( ) #

Returns the current maximum possible amount of motion blur for moving physical objects.

Return value

Maximum scaled velocity of moving physical bodies used for the motion blur effect.

void setMotionBlurNeatSilhouettes ( bool silhouettes ) #

Enables or disables the neat silhouettes option for motion blur. This option keeps contours of objects in front of the camera unblurred.

Arguments

  • bool silhouettes - 1 to enable the neat silhouettes option for motion blur, 0 to disable it. The default value is 1.

bool isMotionBlurNeatSilhouettes ( ) #

Returns a value indicating if neat silhouettes option for motion blur is enabled. This option keeps contours of objects in front of the camera unblurred.

Return value

1 if the neat silhouettes option is enabled; otherwise, 0.

void setMotionBlurNoiseIntensity ( float intensity ) #

Sets the intensity of the noise used in the motion blur.

Arguments

  • float intensity - Noise intensity value within the [0.0f; 1.0f] range. The default value is 0.25f.

float getMotionBlurNoiseIntensity ( ) #

Returns the current intensity of the noise used in the motion blur.

Return value

Noise intensity.

void setMotionBlurNumSteps ( int steps ) #

Sets the number of steps used in the motion blur. The higher the value, the more correct the motion blur effect is. At low values, moving objects may look doubled, however, performance will increase.

Arguments

  • int steps - Number of steps in range [2;64]. The default value is 4.

int getMotionBlurNumSteps ( ) #

Returns the current number of steps used in the motion blur. The higher the value, the more correct the motion blur effect is. At low values, moving objects may look doubled, however, performance will increase.

Return value

Number of steps.

void setMotionBlurVelocityScale ( float scale ) #

Sets amount of motion blur for moving physical bodies. The higher the value, the more blurred the objects will appear when moving.

Arguments

  • float scale - Scale of bodies' linear and angular velocities used for the motion blur. If a negative value is provided, 0 will be used instead.

float getMotionBlurVelocityScale ( ) #

Returns the current amount of motion blur for moving physical bodies. The higher the value, the more blurred the objects will appear when moving.

Return value

Scale of bodies' linear and angular velocities used for the motion blur.

int getNumDecals ( ) #

Returns the number of rendered per frame decals that can be currently seen in the viewport (during all of the rendering passes).

Return value

The number of decals.

int getNumDips ( ) #

Returns the number of draw calls used in the current scene. See Rendering Profiler article for details.

Return value

The number of draw calls.

int getNumInstances ( ) #

Returns the maximum number of instances that can be rendered for each of the following node types:
Notice
Returned value depends on the graphics API used.

Return value

Maximum number of instances that can be rendered.

int getNumLights ( ) #

Returns the number of light passes rendered per frame. It means that the value contains the number of all light sources that are currently seen illuminating something in the viewport and also includes additional passes for rendering lights in the reflecting surfaces (if dynamical reflections are used). See Rendering Profiler article for details.

Return value

The number of light passes.

int getNumMaterials ( ) #

Returns the number of materials set per frame (during all of the rendering passes) in the current scene.

Return value

The number of materials.

int getNumPrimitives ( ) #

Returns the number of geometric rendered per frame primitives that can be currently seen in the viewport. See Rendering Profiler article for details.

Return value

The number of primitives.

int getNumProcedurals ( ) #

Returns the number of procedurals that can be currently seen in the viewport.

Return value

The number of procedurals.

int getNumReflections ( ) #

Returns the number of reflections drawn per frame that can be currently seen in the viewport. In case of cubemap reflections, if all six faces are updated, six reflections are rendered per each frame.

Return value

The number of reflections.

long long getNumShaders ( ) #

Returns the number of shaders set per frame. See Rendering Profiler article for details.

Return value

The number of shaders.

int getNumShadows ( ) #

Returns the number of shadow passes rendered per frame. See Rendering Profiler article for details.

Return value

The number of shadow passes.

int getNumSurfaces ( ) #

Returns the number of rendered per frame surfaces that can be currently seen in the viewport (in all rendering passes). See Rendering Profiler article for details.

Return value

Number of surfaces.

int getNumTriangles ( ) #

Returns the number of rendered per frame triangles that can be currently seen in the viewport. See Rendering Profiler article for details.

Return value

Number of triangles.

void setObjectDistance ( float distance ) #

Sets the distance, at which (and farther) objects will not be rendered.

Arguments

  • float distance - Distance in units.

float getObjectDistance ( ) #

Returns a distance, at which (and farther) objects will not be rendered.

Return value

Distance in units.

void setOccluders ( bool occluders ) #

Enables or disables rendering of occluders.
Notice
To set the value via the console, use the render_occluders console command.

Arguments

  • bool occluders - 1 to enable rendering of occluders, 0 to disable it. The default value is 1.

bool isOccluders ( ) #

Returns a value indicating if rendering of occluders is enabled.
Notice
To get the value via the console, use the render_occluders console variable.

Return value

1 if rendering of occluders is enabled; otherwise, 0. The default value is 1.

void setOccludersResolution ( const Math::vec2 & resolution ) #

Sets the resolution of the texture, to which occluders are rendered.
Notice
To set the value via the console, use the render_occluders_resolution console command.

Arguments

  • const Math::vec2 & resolution - Texture resolution (X, Y), in pixels. Available values are from (1, 1) to (1024, 1024). The default value is (128, 64).

Math::vec2 getOccludersResolution ( ) #

Returns the current resolution of the texture, to which occluders are rendered.
Notice
To get the value via the console, use the render_occluders_resolution console variable.

Return value

Texture resolution (X, Y), in pixels. Available values are from (1, 1) to (1024, 1024). The default value is (128, 64).

void setOccludersShadows ( bool shadows ) #

Sets the value indicating whether rendering of occluders for shadows is enabled.
Notice
To set the value via the console, use the render_occluders_shadows console command.

Arguments

  • bool shadows - 1 to enable rendering of occluders for shadows, 0 to disable it. The default value is 0.

bool isOccludersShadows ( ) #

Returns the value indicating whether rendering of occluders for shadows is enabled.
Notice
To get the value via the console, use the render_occluders_shadows console variable.

Return value

1 if rendering of occluders for shadows is enabled; otherwise, 0. The default value is 0.

void setOccludersShadowsResolution ( const Math::vec2 & resolution ) #

Sets the resolution of the texture, to which occluders for shadows are rendered.
Notice
To set the value via the console, use the render_occluders_shadows_resolution console command.

Arguments

  • const Math::vec2 & resolution - Texture resolution (X, Y), in pixels. Available values are from (1, 1) to (1024, 1024). The default value is (512, 512).

Math::vec2 getOccludersShadowsResolution ( ) #

Returns the current resolution of the texture, to which occluders for shadows are rendered.
Notice
To get the value via the console, use the render_occluders_shadows_resolution console variable.

Return value

Texture resolution (X, Y), in pixels. Available values are from (1, 1) to (1024, 1024). The default value is (512, 512).

void setOcclusionQueries ( bool queries ) #

Enables or disables additional hardware occlusion query test before sending data to GPU.

Arguments

  • bool queries - 1 to enable additional hardware occlusion query test, 0 to disable it. The default value is 1.

bool isOcclusionQueries ( ) #

Returns a value indicating if additional hardware occlusion query test before sending data to GPU is enabled.

Return value

1 if if additional hardware occlusion query test is enabled; otherwise, 0.

void setOcclusionQueriesNumFrames ( int frames ) #

Sets the number of frames for additional hardware occlusion query test performed before sending data to GPU.

Arguments

  • int frames - Number of frames. The value within the [0; 1024] range. The default value is 5.

int getOcclusionQueriesNumFrames ( ) #

Returns the current number of frames for additional hardware occlusion query test performed before sending data to GPU.

Return value

Number of frames. The value within the [0; 1024] range.

void setPanorama ( int panorama ) #

Sets the mode of panoramic rendering.
Notice
If panoramic rendering is enabled, underwater shafts and water line effects will be disabled.

Arguments

  • int panorama - One of the following values:
    • 0 - disabled (by default).
    • 1 - 180-degree panorama with curved edges.
    • 2 - 180-degree linear panorama without distortion at the edges.
    • 3 - 180-degree spherical panorama (fisheye).
    • 4 - a 360-degree panorama with curved edges.
    • 5 - a 360-degree linear panorama without distortion at the edges.
    • 6 - 360-degree spherical panorama (fisheye).

int getPanorama ( ) #

Returns the value indicating current mode of panoramic rendering.
Notice
If panoramic rendering is enabled, underwater shafts and water line effects will be disabled.

Return value

One of the following values:
  • 0 - disabled (by default).
  • 1 - 180-degree panorama with curved edges.
  • 2 - 180-degree linear panorama without distortion at the edges.
  • 3 - 180-degree spherical panorama (fisheye).
  • 4 - a 360-degree panorama with curved edges.
  • 5 - a 360-degree linear panorama without distortion at the edges.
  • 6 - 360-degree spherical panorama (fisheye).

void setPostMaterials ( const char * materials ) #

Sets post postprocess materials that are applied after all other postprocess (such as HDR, DoF, etc.) are rendered. Materials are applied in the order of listing.

They are used together with Player::setPostMaterials(), if any.

Arguments

  • const char * materials - Comma-separated list of post postprocess material names.

const char * getPostMaterials ( ) #

Returns names of the current post postprocess materials that are applied after all other postprocess (such as HDR, DoF, etc.) are rendered. Materials are applied in the order of listing.

They are used together with Player::getPostMaterials(), if any.

Return value

Comma-separated list of current post postprocess material names.

void setReflectionDistance ( float distance ) #

Sets the distance, at which (and farther) reflections will not be rendered.

Arguments

  • float distance - Distance in units.

float getReflectionDistance ( ) #

Returns the distance, at which (and farther) reflections will not be rendered.

Return value

Distance in units.

void setReflectionDynamic ( bool dynamic ) #

Enables or disables dynamic reflections for materials.

Arguments

  • bool dynamic - 1 to enable dynamic reflections for materials, 0 to disable it. The default value is 1.

bool isReflectionDynamic ( ) #

Returns a value indicating if dynamic reflections for materials are enabled.

Return value

1 if dynamic reflections for materials are enabled; otherwise, 0.

void setReflectionLods ( bool lods ) #

Enables or disables reduction of resolution of dynamic reflections when the camera moves away.

Arguments

  • bool lods - 1 to enable reduction of resolution of dynamic reflections when the camera moves away, 0 to disable it. The default value is 1.

bool isReflectionLods ( ) #

Returns a value indicating if reduction of resolution of dynamic reflections when the camera moves away is enabled.

Return value

1 if reduction of resolution of dynamic reflections when the camera moves away is enabled; otherwise, 0.

void setRefraction ( bool refraction ) #

Enables or disables refraction.

Arguments

  • bool refraction - 1 to enable refraction, 0 to disable it. The default value is 1.

bool isRefraction ( ) #

Returns a value indicating if refraction is enabled.

Return value

1 if refraction is enabled; otherwise, 0.

void setRefractionDispersion ( const Math::vec3 & dispersion ) #

Sets the refraction displacement for red, green and blue channels (according to refraction texture of refractive materials). Can be used to create light dispersion (chromatic aberrations).

Arguments

  • const Math::vec3 & dispersion - Dispersion displacement per channel. If a negative value is set for a channel, 0 will be used instead.

Math::vec3 getRefractionDispersion ( ) #

Returns the refraction displacement for red, green and blue channels (according to the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).

Return value

Dispersion displacement.

void setPrePostMaterials ( const char * materials ) #

Sets pre-post materials that are applied before all other postprocess (such as HDR, DoF, etc.) are rendered. Materials are applied in the order of listing.

Arguments

  • const char * materials - List of comma-separated pre-post material names.

const char * getPrePostMaterials ( ) #

Returns names of the current pre-post materials that are applied before all other postprocess (such as HDR, DoF, etc.) are rendered. Materials are applied in the order of listing.

Return value

Names of the current pre-post materials.

void setScreenPrecision ( bool precision ) #

Sets screen precision. This parameter determines the texture format used for screen HDR buffers.

Arguments

  • bool precision - One of the following values:
    • 0 - RG11B10F.
    • 1 - RGBA16F (by default).

bool isScreenPrecision ( ) #

Returns a value indicating the current screen precision. This parameter determines the texture format used for screen HDR buffers.

Return value

One of the following values:
  • 0 - RG11B10F.
  • 1 - RGBA16F (by default).

void setShaderDefines ( const char * defines ) #

Set additional shader defines.

Arguments

  • const char * defines - Additional shader defines.

const char * getShaderDefines ( ) #

Returns additional shader defines.

Return value

Additional shader defines.

void setShadowDistance ( float distance ) #

Sets the distance, at which (and farther) shadows will not be rendered.

Arguments

  • float distance - Distance in units.

float getShadowDistance ( ) #

Returns the distance, at which (and farther) shadows will not be rendered.

Return value

Distance in units.

void setShadows ( bool shadows ) #

Enables or disables shadows rendering.

Arguments

  • bool shadows - 1 to enable shadows rendering, 0 to skip it. The default value is 1.

bool isShadows ( ) #

Returns a value indicating whether shadows are rendered or not.

Return value

1 if shadows are rendered; otherwise, 0.

void setShadowsAlphaTest ( bool test ) #

Enables or disables alpha test for shadows.

Arguments

  • bool test - 1 to enable alpha test for shadows, 0 to disable it. The default value is 1.

bool isShadowsAlphaTest ( ) #

Returns a value indicating if alpha test is enabled for shadows.

Return value

1 if alpha test is enabled for shadows; otherwise, 0.

void setShadowShafts ( bool shafts ) #

Enables or disables volumetric shadows.

Arguments

  • bool shafts - 1 to enable volumetric shadows, 0 to disable. The default value is 0.

bool isShadowShafts ( ) #

Returns a value indicating if volumetric shadows are enabled.

Return value

1 if volumetric shadows are enabled; otherwise, 0.

void setShadowShaftsExposure ( float exposure ) #

Sets the contrast used for volumetric shadows.

Arguments

  • float exposure - Shadow contrast. The provided value will be saturated in the range [0.0f; 1.0f]. 0.0f means that the shadows are not seen at all.

float getShadowShaftsExposure ( ) #

Returns the contrast used for volumetric shadows.

Return value

Shadow contrast.

void setShadowShaftsLength ( float length ) #

Sets the length of volumetric shadows.

Arguments

  • float length - Shadow length. The provided value will be saturated in the range [0.0f; 1.0f]. 0.0f means that there are no shadows. 1 means that the shadows are long enough to occupy the whole screen.

float getShadowShaftsLength ( ) #

Returns the length of volumetric shadows.

Return value

Shadow length.

void setShadowsScreenSpace ( bool space ) #

Enables or disables screen space shadows. They provide high-quality penumbra, per-light work, per-pixel detail at any zoom level and infinite visibility distance (when enabled, distant objects can cast shadows next to the horizon). Supports depth cutout parallax. Screen space shadows can be mixed with regular ones.
Notice
To set the value via the console, use the render_shadows_screenspace console command.

Arguments

  • bool space - 1 to enable screen space shadows, 0 to disable. The default value is 1.

bool isShadowsScreenSpace ( ) #

Returns the value indicating if screen space shadows are enabled. They provide high-quality penumbra, per-light work, per-pixel detail at any zoom level and infinite visibility distance (when enabled, distant objects can cast shadows next to the horizon). Supports depth cutout parallax. Screen space shadows can be mixed with regular ones.
Notice
To get the value via the console, use the render_shadows_screenspace console variable.

Return value

1 if screen space shadows are enabled; otherwise, 0.

void setShadowsPenumbraMode ( int mode ) #

Sets the global quality mode to be used for rendering penumbra from all light sources by default. This mode enables simulation of real-world shadows by keeping sharp contact shadows closer to the base and softening the farther the shadow stretches away. Higher values produce softer shadows.
Notice
  • You can set penumbra quality mode or disable penumbra rendering for each light source individually.
  • To set the value via the console, use the render_shadows_penumbra_mode console variable.

Arguments

  • int mode - Global quality mode to be used for rendering penumbra from all light sources:
    • 0 - penumbra rendering is disabled, shadow edges are crisp and sharp (no shadow softness at all).
    • 1 — low quality
    • 2 — medium quality
    • 3 — high quality
    • 4 — ultra quality

int getShadowsPenumbraMode ( ) #

Returns the global quality mode currently used for rendering penumbra from all light sources by default. This mode enables simulation of real-world shadows by keeping sharp contact shadows closer to the base and softening the farther the shadow stretches away. Higher values produce softer shadows.
Notice
  • You can set penumbra quality mode or disable penumbra rendering for each light source individually.
  • To get the value via the console, use the render_shadows_penumbra_mode console variable.

Return value

Global quality mode currently used for rendering penumbra from all light sources:
  • 0 - penumbra rendering is disabled, shadow edges are crisp and sharp (no shadow softness at all).
  • 1 — low quality
  • 2 — medium quality
  • 3 — high quality
  • 4 — ultra quality

void setShadowsPenumbraNoise ( bool noise ) #

Enables or disables noise for penumbra rendering. This noise is used for smoothing.
Notice
To set the value via the console, use the render_shadows_penumbra_noise console command.

Arguments

  • bool noise - 1 to enable noise for penumbra rendering, 0 to disable. The default value is 1.

bool isShadowsPenumbraNoise ( ) #

Returns a value indicating if noise for penumbra rendering is enabled. This noise is used for smoothing.
Notice
To get the value via the console, use the render_shadows_penumbra_noise console variable.

Return value

1 if noise for penumbra rendering is enabled; otherwise, 0.

void setShadowsFilterMode ( int mode ) #

Sets the global filtering mode to be used for shadows from all light sources by default. This mode determines quality of soft shadows. Higher quality produces smoother shadow edges.
Notice
  • You can set filtering mode or disable filtering for each light source individually.
  • To set the value via the console, use the render_shadows_filter_mode console variable.

Arguments

  • int mode - Global filtering mode to be used for shadows from all light sources:
    • 0 - filtering for shadows is disabled, the stair-step effect is clearly seen at the edges of shadows.
    • 1 — low quality
    • 2 — medium quality
    • 3 — high quality
    • 4 — ultra quality

int getShadowsFilterMode ( ) #

Returns the global filtering mode currently used for shadows from all light sources by default. This mode determines quality of soft shadows, it is used to reduce the stair-step effect making the edges smoother. Higher quality produces smoother shadow edges.
Notice
  • You can set filtering mode or disable filtering for each light source individually.
  • To get the value via the console, use the render_shadows_filter_mode console variable.

Return value

Global filtering mode currently used for shadows from all light sources:
  • 0 - filtering for shadows is disabled, the stair-step effect is clearly seen at the edges of shadows.
  • 1 — low quality
  • 2 — medium quality
  • 3 — high quality
  • 4 — ultra quality

void setShadowsFilterNoise ( bool noise ) #

Enables or disables noise for shadow filtering. This noise is used for smoothing.
Notice
To set the value via the console, use the render_shadows_filter_noise console command.

Arguments

  • bool noise - 1 to enable noise for shadow filtering, 0 to disable. The default value is 1.

bool isShadowsFilterNoise ( ) #

Returns a value indicating if noise for shadow filtering is enabled. This noise is used for smoothing.
Notice
To get the value via the console, use the render_shadows_filter_noise console variable.

Return value

1 if noise for shadow filtering is enabled; otherwise, 0.

void setShadowsTranslucentDepth ( float depth ) #

Sets the global translucence depth value defining how deep the light goes through translucent objects shifting the shadow.

Arguments

  • float depth - Global translucence depth to be used. The higher the value, the deeper the light penetrates translucent objects shifting the shadow.

float getShadowsTranslucentDepth ( ) #

Returns the global translucence depth value defining how deep the light goes through translucent objects shifting the shadow.

Return value

Current global translucence depth value. The higher the value, the deeper the light penetrates translucent objects shifting the shadow.

void setShadowsWorldLerpCascades ( bool cascades ) #

Enables or disables shadows cascades lerp.

Arguments

  • bool cascades - 1 to enable shadows cascades lerp, 0 to disable it. The default value is 1.

bool isShadowsWorldLerpCascades ( ) #

Returns the value indicating if shadows cascades lerp is enabled.

Return value

1 if shadows cascades lerp is enabled; otherwise, 0.

void setSharpen ( bool sharpen ) #

Enables or disables the sharpening post-processing effect.

Arguments

  • bool sharpen - 1 to enable the sharpening post-processing effect, 0 to disable it. The default value is 0.

bool isSharpen ( ) #

Returns a value indicating if the sharpening post-processing effect is enabled.

Return value

1 if the sharpening post-processing effect is enabled; otherwise, 0.

void setSharpenIntensity ( float intensity ) #

Sets intensity of the sharpening effect.

Arguments

  • float intensity - Intensity of the sharpening effect.

float getSharpenIntensity ( ) #

Returns intensity of the sharpening effect.

Return value

Intensity of the sharpening effect.

void setShowAlphaTest ( bool test ) #

Displays or hides the visualizer for transparent objects using alpha test.

Arguments

  • bool test - 1 to display the visualizer for transparent objects using alpha test, 0 to hide it. The default value is 0.

bool isShowAlphaTest ( ) #

Returns a value indicating whether the visualizer is displayed for transparent objects using alpha test or not.

Return value

1 if visualizer for transparent objects using alpha test is displayed; otherwise, 0.

void setShowAmbient ( bool ambient ) #

Enables or disables displaying the ambient pass buffer.

Arguments

  • bool ambient - 1 to display the ambient pass buffer, 0 to hide it. The default value is 0.

bool isShowAmbient ( ) #

Returns a value indicating whether the ambient pass buffer is displayed or not.

Return value

1 if the ambient pass buffer is displayed; otherwise, 0.

void setShowCascades ( bool cascades ) #

Displays or hides world shadow cascades.

Arguments

  • bool cascades - 1 to display world shadow cascades, 0 to hide them. The default value is 0.

bool isShowCascades ( ) #

Returns a value indicating whether world shadow cascades are displayed or not.

Return value

1 if world shadow cascades are displayed; otherwise, 0.

void setShowDecals ( bool decals ) #

Displays or hides the visualizer for decals.

Arguments

  • bool decals - 1 to display the visualizer for decals, 0 to hide it. The default value is 0.

bool isShowDecals ( ) #

Returns a value indicating whether the visualizer is displayed for decals or not.

Return value

1 if visualizer for decals is displayed; otherwise, 0.

void setShowDynamic ( bool dynamic ) #

Displays or hides the visualizer for dynamic objects.

Arguments

  • bool dynamic - 1 to display the visualizer for dynamic objects, 0 to hide it. The default value is 0.

bool isShowDynamic ( ) #

Returns a value indicating whether the visualizer is displayed for dynamic objects or not.

Return value

1 if visualizer for dynamic objects is displayed; otherwise, 0.

void setShowGeodeticPivot ( bool pivot ) #

Displays or hides geodetic pivots.

Arguments

  • bool pivot - 1 to display geodetic pivots, 0 to hide them. The default value is 0.

bool isShowGeodeticPivot ( ) #

Returns a value indicating whether geodetic pivots are displayed or not.

Return value

1 if geodetic pivots are displayed; otherwise, 0.

void setShowMipmaps ( bool mipmaps ) #

Displays or hides texture mipmap levels.

Arguments

  • bool mipmaps - 1 to display texture mipmap levels, 0 to hide them. The default value is 0.

bool isShowMipmaps ( ) #

Returns a value indicating whether texture mipmap levels are displayed or not.

Return value

1 if texture mipmap levels are displayed; otherwise, 0.

void setShowOccluder ( bool occluder ) #

Displays or hides the buffer used for occluders.

Arguments

  • bool occluder - 1 to display the buffer used for occluders, 0 to hide it. The default value is 0.

bool isShowOccluder ( ) #

Returns a value indicating whether the buffer used for occluders is displayed in the viewport or not.

Return value

1 if the buffer used for occluders is displayed; otherwise, 0.

void setShowQueries ( bool queries ) #

Displays or hides occlusion query boxes.

Arguments

  • bool queries - 1 to display occlusion query boxes, 0 to hide them. The default value is 0.

bool isShowQueries ( ) #

Returns a value indicating whether occlusion query boxes are displayed in the viewport or not.

Return value

1 if occlusion query boxes are displayed; otherwise, 0.

void setShowScissors ( bool scissors ) #

Displays or hides scissor rectangles.

Arguments

  • bool scissors - 1 to display scissor rectangles, 0 to hide them. The default value is 0.

bool isShowScissors ( ) #

Returns a value indicating if scissor rectangles are displayed.

Return value

1 if scissor rectangles are displayed; otherwise, 0.

void setShowTextures ( int textures ) #

Sets the display mode for buffers used by the renderer.

Arguments

  • int textures - One of the following values:
    • 0 - hide all buffers (by default).
    • 1 - display render textures in a compact view.
    • 2 - display render textures in a full view.

int getShowTextures ( ) #

Returns the current display mode for buffers used by the renderer.

Return value

One of the following values:
  • 0 - all buffers are hidden (by default).
  • 1 - render textures are displayed in a compact view.
  • 2 - render textures are displayed in a full view.

void setShowTexturesNumber ( int number ) #

Sets the number of buffers in a row displayed in the full view mode (see setShowTextures(2)).

Arguments

  • int number - Number of buffers in a row. Value within the [1; 16] range. The default value is 7.

int getShowTexturesNumber ( ) #

Returns the current number of buffers in a row displayed in the full view mode (see setShowTextures(2)).

Return value

Number of buffers in a row.

void setShowTexturesOffset ( int offset ) #

Sets the number of the buffer to start displaying from in the full view mode (see setShowTextures(2)).

Arguments

  • int offset - Number of the buffer to start displaying from. Value within the [0; 52] range. The default value is 0.

int getShowTexturesOffset ( ) #

Returns the current number of the buffer to start displaying from in the full view mode (see setShowTextures(2)).

Return value

Number of the buffer to start displaying from. Value within the [0; 52] range.

void setShowTransparent ( bool transparent ) #

Displays or hides the visualizer for transparent objects.

Arguments

  • bool transparent - 1 to display the visualizer for transparent objects, 0 to hide it. The default value is 0.

bool isShowTransparent ( ) #

Returns a value indicating whether the visualizer is displayed for transparent objects or not.

Return value

1 if visualizer for transparent objects is enabled; otherwise, 0.

void setShowTriangles ( int triangles ) #

Sets the wireframe mode for scene triangles.

Arguments

  • int triangles - One of the following values:
    • 0 - triangles are hidden (by default).
    • 1 - front faces with the depth test are shown.
    • 2 - front faces without the depth test are shown.
    • 3 - front and back faces without the depth test are shown.

int getShowTriangles ( ) #

Returns the current wireframe mode for scene triangles.

Return value

One of the following values:
  • 0 - triangles are hidden (by default).
  • 1 - front faces with the depth test are shown.
  • 2 - front faces without the depth test are shown.
  • 3 - front and back faces without the depth test are shown.

void setCloudsEnabled ( bool enabled ) #

Enables or disables clouds rendering.
Notice
To set the value via the console, use the render_clouds_enabledconsole command.

Arguments

  • bool enabled - 0 to skip rendering of clouds, 1 to render clouds. The default value is 1.

bool isCloudsEnabled ( ) #

Returns a value indicating if rendering of clouds is enabled.
Notice
To get the value via the console, use the render_clouds_enabledconsole variable.

Return value

1 if rendering of clouds is enabled; otherwise, 0.

void setLightsEnabled ( bool enabled ) #

Enables or disables lights rendering.
Notice
To set the value via the console, use the render_lights_enabledconsole command.

Arguments

  • bool enabled - 0 to skip rendering of lights, 1 to render lights. The default value is 1.

bool isLightsEnabled ( ) #

Returns a value indicating if rendering of lights is enabled.
Notice
To get the value via the console, use the render_lights_enabledconsole variable.

Return value

1 if rendering of lights is enabled; otherwise, 0.

void setWaterEnabled ( bool enabled ) #

Enables or disables water rendering.
Notice
To set the value via the console, use the render_water_enabledconsole command.

Arguments

  • bool enabled - 0 to skip rendering of water, 1 to render water. The default value is 1.

bool isWaterEnabled ( ) #

Returns a value indicating if rendering of water is enabled.
Notice
To get the value via the console, use the render_water_enabledconsole variable.

Return value

1 if rendering of water is enabled; otherwise, 0.

void setScreenSpaceEffects ( bool effects ) #

Enables or disables rendering of screen-space effects.
Notice
To set the value via the console, use the render_screen_space_effectsconsole command.

Arguments

  • bool effects - 1 to enable rendering of screen-space effects, 1 to skip them. The default value is 1.

bool isScreenSpaceEffects ( ) #

Returns a value indicating if rendering of screen-space effects is enabled.
Notice
To get the value via the console, use the render_screen_space_effectsconsole variable.

Return value

1 if rendering of screen-space effects is enabled; otherwise, 0.

void setPrePostMaterialsEnabled ( bool enabled ) #

Enables or disables rendering of pre-post materials (post-process materials applied before all other Unigine post-processes).
Notice
To set the value via the console, use the render_pre_post_materials_enabledconsole command.

Arguments

  • bool enabled - 1 to render pre-post materials, 0 to skip them. The default value is 1.

bool isPrePostMaterialsEnabled ( ) #

Returns a value indicating if rendering of pre-post materials (post-process materials applied before all other Unigine post-processes) is enabled.
Notice
To get the value via the console, use the render_pre_post_materials_enabledconsole variable.

Return value

1 if rendering of pre-post materials is enabled; otherwise, 0.

void setTransparentEnabled ( bool enabled ) #

Enables or disables rendering of the transparent pass.
Notice
To set the value via the console, use the render_transparent_enabledconsole command.

Arguments

  • bool enabled - 1 to render the transparent pass, 0 to skip it. The default value is 1.

bool isTransparentEnabled ( ) #

Returns a value indicating if the transparent pass is rendered.
Notice
To get the value via the console, use the render_transparent_enabledconsole variable.

Return value

1 if the transparent pass is rendered; otherwise, 0.

void setTransparentAmbient ( bool ambient ) #

Enables or disables rendering of the transparent ambient pass.
Notice
To set the value via the console, use the render_transparent_ambientconsole command.

Arguments

  • bool ambient - 1 to render the transparent ambient pass, 0 to skip it. The default value is 1.

bool isTransparentAmbient ( ) #

Returns a value indicating if the transparent ambient pass is rendered.
Notice
To get the value via the console, use the render_transparent_ambientconsole variable.

Return value

1 if the transparent ambient pass is rendered; otherwise, 0.

void setTransparentDeferred ( bool deferred ) #

Enables or disables rendering of the transparent deferred pass.
Notice
To set the value via the console, use the render_transparent_deferredconsole command.

Arguments

  • bool deferred - 1 to render the transparent deferred pass, 0 to skip it. The default value is 1.

bool isTransparentDeferred ( ) #

Returns a value indicating if the transparent deferred pass is rendered.
Notice
To get the value via the console, use the render_transparent_deferredconsole variable.

Return value

1 if the transparent deferred pass is rendered; otherwise, 0.

void setTransparentLight ( bool light ) #

Enables or disables rendering of the transparent light pass.
Notice
To set the value via the console, use the render_transparent_lightconsole command.

Arguments

  • bool light - 1 to render the transparent light pass, 0 to skip it. The default value is 1.

bool isTransparentLight ( ) #

Returns a value indicating if the transparent light pass is rendered.
Notice
To get the value via the console, use the render_transparent_lightconsole variable.

Return value

1 if the transparent light pass is rendered; otherwise, 0.

void setTransparentMultipleEnvProbes ( bool probes ) #

Enables or disables rendering of the transparent multiple environment probes pass.
Notice
To set the value via the console, use the render_transparent_multiple_env_probesconsole command.

Arguments

  • bool probes - 1 to render the transparent multiple environment probes pass, 0 to skip it. The default value is 1.

bool isTransparentMultipleEnvProbes ( ) #

Returns a value indicating if the transparent multiple environment probes pass is rendered.
Notice
To get the value via the console, use the render_transparent_multiple_env_probesconsole variable.

Return value

1 if the transparent multiple environment probes pass is rendered; otherwise, 0.

void setSkyRotation ( const Math::quat & rotation ) #

Sets sky rotation.

Arguments

  • const Math::quat & rotation - Sky rotation quaternion.

Math::quat getSkyRotation ( ) #

Returns sky rotation.

Return value

Sky rotation quaternion.

void setSSAO ( bool ssao ) #

Enables or disables the SSAO (Screen Space Ambient Occlusion) effect.

Arguments

  • bool ssao - 1 to enable the SSAO effect, 0 to disable.

bool isSSAO ( ) #

Returns the value indicating if the SSAO (Screen Space Ambient Occlusion) effect is enabled.

Return value

1 if the SSAO effect is enabled; otherwise, 0.

void setSSAOCavity ( bool cavity ) #

Enables or disables the cavity option for the SSAO (Screen Space Ambient Occlusion) effect. This option improves (sharpens) the look of junction contours at low resolutions, so it should be used for detail enhancement (small stones, bolts and so on).

Arguments

  • bool cavity - 1 to enable the cavity option for the SSAO effect, 0 to disable. The default value is 1.

bool isSSAOCavity ( ) #

Returns the value indicating if the cavity option for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option improves (sharpens) the look of junction contours at low resolutions, so it should be used for detail enhancement (small stones, bolts and so on).

Return value

1 if the cavity option for the SSAO effect is enabled; otherwise, 0.

void setSSAOCavityIntensity ( float intensity ) #

Sets the intensity of sharpening of contours for the cavity option (see the setSSAOCavity() method).

Arguments

  • float intensity - Sharpening intensity value. The default value is 1.0f.

float getSSAOCavityIntensity ( ) #

Returns the intensity of sharpening of contours for the cavity option (see the setSSAOCavity() method).

Return value

Sharpening intensity value. The default value is 1.0f.

void setSSAOCavityRadius ( float radius ) #

Sets the size of junction contours area for the cavity option (see the setSSAOCavity() method).

Arguments

  • float radius - Size of junction contours area. The default value is 1.0f.

float getSSAOCavityRadius ( ) #

Returns the size of junction contours area for the cavity option (see the setSSAOCavity() method).

Return value

Size of junction contours area. The default value is 1.0f.

void setSSAOIntensity ( float intensity ) #

Sets the intensity of the SSAO (Screen Space Ambient Occlusion) for the scene. The intensity value affects brightness of shadows:
  • By the minimum value of 0.0f, the ambient occlusion shadowing is the lightest.

Arguments

  • float intensity - Intensity value of the SSAO (Screen Space Ambient Occlusion) for the scene. The default value is 1.0f.

float getSSAOIntensity ( ) #

Returns the intensity of the SSAO (Screen Space Ambient Occlusion) for the scene. The intensity value affects brightness of shadows:
  • By the minimum value of 0.0f, the ambient occlusion shadowing is the lightest.

Return value

SSAO intensity value. The default value is 1.0f.

void setSSAOIntensityLightedSide ( float side ) #

Sets the intensity of the SSAO (Screen Space Ambient Occlusion) for the scene object's lighted side.

Arguments

  • float side - SSAO intensity value for the scene object's lighted side. The default value is 1.0f.

float getSSAOIntensityLightedSide ( ) #

Returns the intensity of SSAO(Screen Space Ambient Occlusion) for the scene objects' lighted side.

Return value

SSAO intensity value for the scene object's lighted side. The default value is 1.0f.

void setSSAOIntensityReflection ( float reflection ) #

Sets the intensity of SSAO (Screen Space Ambient Occlusion) on reflections.

Arguments

  • float reflection - SSAO intensity value for reflections. The default value is 1.0f.

float getSSAOIntensityReflection ( ) #

Returns the intensity of SSAO (Screen Space Ambient Occlusion) on reflections.

Return value

SSAO intensity value for reflections. The default value is 1.0f.

void setSSAONoise ( bool noise ) #

Enables or disables noise for the SSAO (Screen Space Ambient Occlusion) effect. This option reduces banding effect.
Notice
It is recommended to use noise with TAA enabled.

Arguments

  • bool noise - 1 to enable SSAO noise, 0 to disable. The default value is 1.

bool isSSAONoise ( ) #

Returns the value indicating if noise for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option reduces banding effect.
Notice
It is recommended to use noise with TAA enabled.

Return value

1 if SSAO noise is enabled; otherwise, 0.

void setSSAOQuality ( int quality ) #

Sets the quality of SSAO(Screen Space Ambient Occlusion).

Arguments

  • int quality - Quality of SSAO:
    • 0 - low quality.
    • 1 - medium quality (by default).
    • 2 - high quality.
    • 3 - ultra quality.

int getSSAOQuality ( ) #

Returns the quality of SSAO (Screen Space Ambient Occlusion).

Return value

Quality of SSAO:
  • 0 - low quality.
  • 1 - medium quality (by default).
  • 2 - high quality.
  • 3 - ultra quality.

void setSSAORadius ( float radius ) #

Sets the radius of SSAO (Screen Space Ambient Occlusion).The radius is the distance for each of the points in the world space, up to which they can shadow their neighboring points:
  • By low values, each point can cast shadows only on the points in the close range.
  • By high values, each point casts shadows on points at more distant locations.

Arguments

  • float radius - SSAO radius value. The default value is 1.0f.

float getSSAORadius ( ) #

Returns the radius of SSAO (Screen Space Ambient Occlusion).The radius is the distance for each of the points in the world space, up to which they can shadow their neighboring points:
  • By low values, each point can cast shadows only on the points in the close range.
  • By high values, each point casts shadows on points at more distant locations.

Return value

SSAO radius value.

void setSSAOThreshold ( float threshold ) #

Sets the threshold value for the SSAO (Screen Space Ambient Occlusion) effect.

Arguments

  • float threshold - SSAO threshold value in the range [0.0f; 1.0f]. The default value is 0.5f.

float getSSAOThreshold ( ) #

Returns the current threshold value for the SSAO (Screen Space Ambient Occlusion) effect.

Return value

Current SSAO threshold value.

void setSSAORayTracing ( bool tracing ) #

Enables or disables ray tracing for SSAO (Screen Space Ambient Occlusion) calculation. When enabled, SSAO provides more realistic shadows between the objects.
Notice
Ray-traced SSAO calculation available only when the SSRTGI technique is enabled.

Arguments

  • bool tracing - 1 to enable ray tracing for SSAO calculation, 0 to disable. The default value is 1.

bool isSSAORayTracing ( ) #

Returns a value indicating if ray tracing is used for SSAO (Screen Space Ambient Occlusion) calculation. When enabled, SSAO provides more realistic shadows between the objects.
Notice
Ray-traced SSAO calculation available only when the SSRTGI technique is enabled.

Return value

1 if ray tracing is used for SSAO calculation; otherwise, 0.

void setSSAORayTracingDenoise ( bool denoise ) #

Enables or disables noise reduction for the ray-traced SSAO (Screen Space Ambient Occlusion). This option reduces noise by using blur effect.
Notice
Ray-traced SSAO calculation available only when the SSRTGI technique is enabled.

Arguments

  • bool denoise - 1 to enable noise reduction for the ray-traced SSAO, 0 to disable.

bool isSSAORayTracingDenoise ( ) #

Returns the value indicating if noise reduction for the ray-traced SSAO (Screen Space Ambient Occlusion) is enabled. This option reduces noise by using blur effect.
Notice
Ray-traced SSAO calculation available only when the SSRTGI technique is enabled.

Return value

1 if noise reduction for the ray-traced SSAO is enabled; otherwise, 0.

void setSSAORayTracingThreshold ( float threshold ) #

Sets the threshold value for the ray-traced SSAO (Screen Space Ambient Occlusion).
Notice
Ray-traced SSAO calculation available only when the SSRTGI technique is enabled.

Arguments

  • float threshold - SSAO ray tracing threshold value. The default value is 1.0f.

float getSSAORayTracingThreshold ( ) #

Returns the current threshold value for the ray-traced SSAO (Screen Space Ambient Occlusion).
Notice
Ray-traced SSAO calculation available only when the SSRTGI technique is enabled.

Return value

SSAO ray tracing threshold value. The default value is 1.0f.

void setSSAOResolution ( int resolution ) #

Sets the resolution of SSAO (Screen Space Ambient Occlusion).

Arguments

  • int resolution - Resolution of SSAO:
    • 0 - quarter resolution.
    • 1 - half resolution (by default).
    • 2 - full resolution.

int getSSAOResolution ( ) #

Returns the resolution of SSAO (Screen Space Ambient Occlusion).

Return value

Resolution of SSAO:
  • 0 - quarter resolution.
  • 1 - half resolution (by default).
  • 2 - full resolution.

void setSSGI ( bool ssgi ) #

Enables or disables the SSGI (Screen Space Global Illumination) effect.
Notice
To enable or disable the effect via the console, run the render_ssgiconsole command.

Arguments

  • bool ssgi - 1 to enable the SSGI effect, 0 to disable it. The default value is 0.

bool isSSGI ( ) #

Returns the value indicating if the SSGI (Screen Space Global Illumination) effect is enabled.
Notice
To check if the effect is enabled, use also the render_ssgiconsole variable.

Return value

1 if the SSGI effect is enabled; otherwise, 0.

void setSSGIIntensity ( float intensity ) #

Sets the intensity of the SSGI (Screen Space Global Illumination) for the scene.
  • By the minimum value of 0.0f, the global illumination is the darkest.
Notice
To set the intensity via the console, use the render_ssgi_intensityconsole command.

Arguments

  • float intensity - SSGI intensity value. The default value is 1.0f.

float getSSGIIntensity ( ) #

Returns the intensity of the SSGI (Screen Space Global Illumination) for the scene.
  • By the minimum value of 0.0f, the global illumination is the darkest.
Notice
To get the intensity via the console, use the render_ssgi_intensityconsole variable.

Return value

SSGI intensity value. The default value is 1.0f.

void setSSGINormalThreshold ( float threshold ) #

Sets the normal threshold of the SSGI (Screen Space Global Illumination). It determines sensitivity of GI to normals. Normals affect ray intensity: smaller angle of incidence increases ray intensity.
  • By the minimum value of 0.0f, normals are ignored.
Notice
To set the threshold via the console, use the render_ssgi_normal_thresholdconsole command.

Arguments

  • float threshold - SSGI normal threshold value. The default value is 1.0f.

float getSSGINormalThreshold ( ) #

Returns the normal threshold of the SSGI (Screen Space Global Illumination). It determines sensitivity of GI to normals. Normals affect ray intensity: smaller angle of incidence increases ray intensity.
  • By the minimum value of 0.0f, normals are ignored.
Notice
To get the threshold via the console, use the render_ssgi_normal_thresholdconsole variable.

Return value

SSGI normal threshold value.

void setSSGIQuality ( int quality ) #

Sets the quality of the SSGI (Screen Space Global Illumination). Quality means the number of the used samples:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
Notice
To set the quality via the console, use the render_ssgi_qualityconsole command.

Arguments

  • int quality - SSGI quality:
    • 0 - Low
    • 1 - Medium (by default)
    • 2 - High
    • 3 - Ultra

int getSSGIQuality ( ) #

Returns the quality of the SSGI (Screen Space Global Illumination). Quality means the number of the used samples:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
Notice
To get the quality via the console, use the render_ssgi_qualityconsole variable.

Return value

SSGI quality:
  • 0 - Low
  • 1 - Medium (by default)
  • 2 - High
  • 3 - Ultra

void setSSGIRadius ( float radius ) #

Sets the radius of the SSGI (Screen Space Global Illumination). The radius determines the size of the region surrounding a particular sampling point:
  • By low values, each point affects only the points in the close range.
  • By high values, each point affects farther positioned points.
Notice
To set the radius via the console, use the render_ssgi_radiusconsole command.

Arguments

  • float radius - SSGI radius value. The default value is 1.0f.

float getSSGIRadius ( ) #

Returns the radius of the SSGI (Screen Space Global Illumination). The radius determines the size of the region surrounding a particular sampling point:
  • By low values, each point affects only the points in the close range.
  • By high values, each point affects farther positioned points.
Notice
To get the radius via the console, use the render_ssgi_radiusconsole variable.

Return value

SSGI radius value. The default value is 1.0f.

void setSSGIRayTracing ( bool tracing ) #

Enables or disables ray tracing for SSGI (Screen Space Global Illumination) calculation. When enabled, SSGI recreates light reflections from the object’s surface.
Notice
Ray-traced SSGI calculation available only when the SSRTGI technique is enabled.

Arguments

  • bool tracing - 1 to enable ray tracing for SSGI calculation, 0 to disable. The default value is 1.

bool isSSGIRayTracing ( ) #

Returns the value indicating if ray tracing is used for SSGI (Screen Space Global Illumination) calculation. When enabled, SSGI recreates light reflections from the object’s surface.
Notice
Ray-traced SSGI calculation available only when the SSRTGI technique is enabled.

Return value

1 if ray tracing is used for SSGI calculation; otherwise, 0.

void setSSGIRayTracingDenoise ( bool denoise ) #

Enables or disables noise reduction for the ray-traced SSGI (Screen Space Global Illumination). This option reduces noise by using blur effect.
Notice
Ray-traced SSGI calculation available only when the SSRTGI technique is enabled.

Arguments

  • bool denoise - 1 to enable noise reduction for the ray-traced SSGI, 0 to disable.

bool isSSGIRayTracingDenoise ( ) #

Returns a value indicating if noise reduction for the ray-traced SSGI (Screen Space Global Illumination) is enabled. This option reduces noise by using blur effect.
Notice
Ray-traced SSGI calculation available only when the SSRTGI technique is enabled.

Return value

1 if noise reduction for the ray-traced SSGI is enabled; otherwise, 0.

void setSSGIRayTracingThreshold ( float threshold ) #

Sets the threshold value for the ray-traced SSGI (Screen Space Global Illumination).
Notice
Ray-traced SSGI calculation available only when the SSRTGI technique is enabled.

Arguments

  • float threshold - SSGI ray tracing threshold value. The default value is 1.0f.

float getSSGIRayTracingThreshold ( ) #

Returns the current threshold value for the ray-traced SSGI (Screen Space Global Illumination).
Notice
Ray-traced SSGI calculation available only when the SSRTGI technique is enabled.

Return value

SSGI ray tracing threshold value. The default value is 1.0f.

void setSSGIResolution ( int resolution ) #

Sets the resolution of SSGI (Screen Space Global Illumination).
Notice
To set the value via the console, use the render_ssgi_resolutionconsole command.

Arguments

  • int resolution - SSGI resolution:
    • 0 - quarter resolution.
    • 1 - half resolution (by default).
    • 2 - full resolution.

int getSSGIResolution ( ) #

Returns the resolution of SSGI (Screen Space Global Illumination).
Notice
To get the value via the console, use the render_ssgi_resolutionconsole variable.

Return value

SSGI resolution:
  • 0 - quarter resolution.
  • 1 - half resolution (by default).
  • 2 - full resolution.

void setSSGIResolutionColor ( int color ) #

Sets the resolution of the color buffer used for SSGI (Screen Space Global Illumination) calculation. This option significantly affects performance.

Arguments

  • int color - One of the following values:
    • 0 - quarter resolution.
    • 1 - half resolution (by default).
    • 2 - full resolution.

int getSSGIResolutionColor ( ) #

Returns the resolution of the color buffer used for SSGI (Screen Space Global Illumination) calculation.

Return value

One of the following values:
  • 0 - quarter resolution.
  • 1 - half resolution (by default).
  • 2 - full resolution.

void setSSR ( bool ssr ) #

Enables or disables the SSR (Screen Space Reflections) effect.

Arguments

  • bool ssr - 1 to enable the SSR effect, 0 to disable it.

bool isSSR ( ) #

Returns the value indicating if the SSR (Screen Space Reflections) effect is enabled.

Return value

1 if the SSR effect is enabled; otherwise, 0. The default value is 1.

void setSSRDenoise ( bool denoise ) #

Enables or disables noise reduction for the SSR (Screen Space Reflections) effect.

Arguments

  • bool denoise - 1 to enable noise reduction for the SSR effect, 0 to disable it.

bool isSSRDenoise ( ) #

Returns the value indicating if noise reduction for the SSR (Screen Space Reflections) effect is enabled.

Return value

1 if noise reduction for the SSR effect is enabled; otherwise, 0.

void setSSRFastTracing ( bool tracing ) #

Enables or disables fast tracing for the SSR (Screen Space Reflections) effect. This mode makes it possible to obtain distant reflections using low number of steps while keeping performance high. However, tiny objects may not be reflected. Disabling this mode improves quality but significantly drops performance.

Arguments

  • bool tracing - 1 to enable SSR fast tracing, 0 to disable it. The default value is 1.

bool isSSRFastTracing ( ) #

Returns the value indicating if fast tracing for the SSR (Screen Space Reflections) effect is enabled.

Return value

1 if SSR fast tracing is enabled; otherwise, 0.

void setSSRImportanceSampling ( bool sampling ) #

Enables or disables the importance sampling mode for the SSR (Screen Space Reflections) effect. Importance sampling provides more accurate but slower calculation of SSR roughness.

Arguments

  • bool sampling - 1 to enable SSR importance sampling, 0 to disable it. The default value is 0.

bool isSSRImportanceSampling ( ) #

Returns the value indicating if the importance sampling mode for the SSR (Screen Space Reflections) effect is enabled. Importance sampling provides more accurate but slower calculation of SSR roughness.

Return value

1 if SSR importance sampling is enabled; otherwise, 0.

void setSSRIncreasedAccuracy ( bool accuracy ) #

Enables or disables increased accuracy for the SSR (Screen Space Reflections). This option reduces visual artifacts around objects, which can appear at resolution lower than full, by increasing accuracy of the last step.

Arguments

  • bool accuracy - 1 to enable increased accuracy for the SSR, 0 to disable it. The default value is 0.

bool isSSRIncreasedAccuracy ( ) #

Returns a value indicating if increased accuracy option is enabled for the SSR (Screen Space Reflections). This option reduces visual artifacts around objects, which can appear at resolution lower than full, by increasing accuracy of the last step.

Return value

1 if increased accuracy is enabled for the SSR; otherwise, 0.

void setSSRNoiseRay ( float ray ) #

Sets the intensity of the ray noise used for SSR (Screen Space Reflections) calculation. This parameter is used to reduce the banding effect on rough reflections by using the noise.
Notice
The option is available only when importance sampling is enabled.

Arguments

  • float ray - Ray noise intensity in range [0.0f;1.0f]. The default value is 0.5f. The higher is the value, the less pronounced is the banding effect.

float getSSRNoiseRay ( ) #

Returns the intensity of the ray noise used for SSR (Screen Space Reflections) calculation. This parameter is used to reduce the banding effect on rough reflections by using the noise.

Return value

Ray noise intensity.

void setSSRNoiseStep ( float step ) #

Sets the intensity of the step noise used for SSR (Screen Space Reflections) calculation. This parameter is used to reduce the banding effect of tracing by using the noise.

Arguments

  • float step - Step noise intensity. The default value is 0.3f. The higher is the value, the less pronounced is the banding effect.

float getSSRNoiseStep ( ) #

Returns the intensity of the step noise used for SSR (Screen Space Reflections) calculation.

Return value

Step noise intensity.

void setSSRNumRays ( int rays ) #

Sets the number of rays of SSR (Screen Space Reflections) per pixel that are used to calculate rough refrections. Using more rays provides more precise SSR roughness calculation, however, it is more expensive.
Notice
The option is available when importance sampling is enabled.

Arguments

  • int rays - Number of rays per pixel within the [1; 64] range. The default value is 4.

int getSSRNumRays ( ) #

Returns the number of rays of SSR (Screen Space Reflections) per pixel that are used to calculate rough refrections.
Notice
The option is available when importance sampling is enabled.

Return value

Number of rays per pixel within the [1; 64] range.

void setSSRNumSteps ( int steps ) #

Sets the number of steps of SSR (Screen Space Reflections) per ray that are used for trace calculation. Defines accuracy of reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are accounted.

Arguments

  • int steps - Number of steps per ray within the [1; 64] range. The default value is 16.

int getSSRNumSteps ( ) #

Returns the number of steps of SSR (Screen Space Reflections) per ray that are used for trace calculation. The number of steps defines accuracy of reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are accounted.

Return value

Number of steps per ray within the [1; 64] range.

void setSSRResolution ( int resolution ) #

Sets the resolution of SSR (Screen Space Reflections).
Notice
To set the value via the console, use the console command.

Arguments

  • int resolution - SSR resolution:
    • 0 - quarter resolution.
    • 1 - half resolution (by default).
    • 2 - full resolution.

int getSSRResolution ( ) #

Returns the resolution of SSR (Screen Space Reflections).
Notice
To get the value via the console, use the console variable.

Return value

One of the following values:
  • 0 - quarter resolution.
  • 1 - half resolution (by default).
  • 2 - full resolution.

void setSSRResolutionColor ( int color ) #

Sets the resolution of the color buffer used for SSR (Screen Space Reflections) calculation. This option significantly affects performance.

Arguments

  • int color - Color buffer resolution:
    • 0 - quarter resolution (by default).
    • 1 - half resolution.
    • 2 - full resolution.

int getSSRResolutionColor ( ) #

Returns the resolution of the color buffer used for SSR (Screen Space Reflections) calculation.

Return value

Color buffer resolution:
  • 0 - quarter resolution (by default).
  • 1 - half resolution.
  • 2 - full resolution.

void setSSRResolutionDepth ( int depth ) #

Sets the resolution of the depth buffer used for SSR (Screen Space Reflections) calculation. This option affects detailing of reflections of tiny objects.

Arguments

  • int depth - Depth buffer resolution:
    • 0 - quarter resolution (by default).
    • 1 - half resolution.
    • 2 - full resolution.
    Notice
    To gain performance, this option can be set to lower values while enabling increased accuracy.

int getSSRResolutionDepth ( ) #

Returns the resolution of the depth buffer used for SSR (Screen Space Reflections) calculation.

Return value

Depth buffer resolution:
  • 0 - quarter resolution (by default).
  • 1 - half resolution.
  • 2 - full resolution.

void setSSRRoughnessQuality ( int quality ) #

Sets the quality of SSR (Screen Space Reflections) roughness. The parameter can be changed only when the Importance sampling option is disabled.
Notice
To set the value via the console, use the render_ssr_roughness_qualityconsole command.

Arguments

  • int quality - Roughness quality:
    • 0 - low quality.
    • 1 - medium quality (by default).
    • 2 - high quality.
    • 3 - ultra quality.

int getSSRRoughnessQuality ( ) #

Returns the current quality of SSR (Screen Space Reflections) roughness.
Notice
To set the value via the console, use the render_ssr_roughness_qualityconsole command.

Return value

Roughness quality:
  • 0 - low quality.
  • 1 - medium quality (by default).
  • 2 - high quality.
  • 3 - ultra quality.

void setSSRStepSize ( float size ) #

Sets the size of the trace step used for SSR (Screen Space Reflections) calculation. The higher the value, the longer the trace. However, tiny objects may be missed. The lower the value, the more detailed will be reflections of the tiny objects.

Arguments

  • float size - Step size. The default value is 1.0f.

float getSSRStepSize ( ) #

Returns the size of the trace step used for SSR (Screen Space Reflections) calculation.

Return value

Step size.

void setSSRTGI ( bool ssrtgi ) #

Enables or disables the SSRTGI (Screen Space Ray-Traced Global Illumination) effect.

Arguments

  • bool ssrtgi - 1 to enable the SSRTGI effect, 0 to disable. The default value is 1.

bool isSSRTGI ( ) #

Returns a value indicating if the SSRTGI (Screen Space Ray-Traced Global Illumination) effect is enabled.

Return value

1 if the SSRTGI effect is enabled; otherwise, 0.

void setSSRTGIFastTracing ( bool tracing ) #

Enables or disables fast tracing for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option dynamically changes step size to obtain indirect illumination bounces using low number of steps while keeping performance high. Disabling this option improves quality, but significantly reduces performance. The SSRTGI effect must be enabled (see the setSSRTGI() method).

Arguments

  • bool tracing - 1 to enable fast tracing for the SSRTGI, 0 to disable. The default value is 1.

bool isSSRTGIFastTracing ( ) #

Returns a value indicating if fast tracing is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination).

Return value

1 if the SSRTGI fast tracing is enabled; otherwise, 0.

void setSSRTGIIncreasedAccuracy ( bool accuracy ) #

Enables or disables increased accuracy for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option reduces visual artifacts by increasing accuracy of the last step. The SSRTGI effect must be enabled (see the setSSRTGI() method).

Arguments

  • bool accuracy - 1 to enable increased accuracy for the SSRTGI, 0 to disable. The default value is 1.

bool isSSRTGIIncreasedAccuracy ( ) #

Returns a value indicating if increased accuracy option is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination).

Return value

1 if increased accuracy is enabled for the SSRTGI; otherwise, 0.

void setSSRTGINoiseRay ( float ray ) #

Sets the intensity of the ray noise used for SSRTGI calculation. This parameter is used to reduce the banding effect on the final image by using the noise: the higher is the value, the less pronounced is the banding effect. The SSRTGI effect must be enabled (see the setSSRTGI() method).

Arguments

  • float ray - Ray noise intensity in range [0.0f;1.0f]. The default value is 0.5f. The higher is the value, the less pronounced is the banding effect.

float getSSRTGINoiseRay ( ) #

Returns the intensity of the ray noise used for SSRTGI calculation.

Return value

Ray noise intensity in range [0.0f;1.0f].

void setSSRTGINoiseStep ( float step ) #

Sets the intensity of the step noise used for SSRTGI calculation. This parameter is used to reduce the banding effect of tracing by using the noise: the higher is the value, the less pronounced is the banding effect. The SSRTGI effect must be enabled (see the setSSRTGI() method).

Arguments

  • float step - Step noise intensity in range [0.0f;1.0f]. The default value is 0.5f. The higher is the value, the less pronounced is the banding effect.

float getSSRTGINoiseStep ( ) #

Returns the intensity of the step noise used for SSRTGI calculation.

Return value

Step noise intensity in range [0.0f;1.0f].

void setSSRTGINumRays ( int rays ) #

Sets the number of rays of SSRTGI per pixel that are to calculate the final image. Using more rays provides more precise SSRTGI calculation, however, it is more expensive. The SSRTGI effect must be enabled (see the setSSRTGI() method).

Arguments

  • int rays - Number of rays per pixel in range [1;1024]. The default value is 8.

int getSSRTGINumRays ( ) #

Returns the number of rays of SSRTGI per pixel that are to calculate the final image in range [1;1024].

Return value

Number of rays.

void setSSRTGINumSteps ( int steps ) #

Sets the number of steps of SSRTGI per ray that are used for trace calculation. The higher the value, the more accurate obstacles between objects are accounted. However, this option significantly affects performance. The SSRTGI effect must be enabled (see the setSSRTGI() method).

Arguments

  • int steps - Number of steps in range [1;256]. The default value is 8.

int getSSRTGINumSteps ( ) #

Returns the number of steps of SSRTGI per ray that are used for trace calculation.

Return value

Number of steps in range [1;256].

void setSSRTGIResolution ( int resolution ) #

Sets the resolution of SSRTGI (Screen Space Ray-Traced Global Illumination). This option significantly affects performance. The SSRTGI effect must be enabled (see the setSSRTGI() method).

Arguments

  • int resolution - SSRTGI resolution:
    • 0 - quarter resolution.
    • 1 - half resolution (by default).
    • 2 - full resolution.

int getSSRTGIResolution ( ) #

Returns the resolution of SSRTGI (Screen Space Ray-Traced Global Illumination).

Return value

SSRTGI resolution:
  • 0 - quarter resolution.
  • 1 - half resolution (by default).
  • 2 - full resolution.

void setSSRTGIResolutionDepth ( int depth ) #

Sets the resolution of the depth buffer used for SSRTGI (Screen Space Ray-Traced Global Illumination) calculation. This option significantly affects performance. The SSRTGI effect must be enabled (see the setSSRTGI() method).

Arguments

  • int depth - Depth buffer resolution:
    • 0 - quarter resolution (by default).
    • 1 - half resolution.
    • 2 - full resolution.
    Notice
    To gain performance this option can be set to lower values while enabling the increased accuracy.

int getSSRTGIResolutionDepth ( ) #

Returns the resolution of the depth buffer used for SSRTGI (Screen Space Ray-Traced Global Illumination) calculation.

Return value

Depth buffer resolution:
  • 0 - quarter resolution (by default).
  • 1 - half resolution.
  • 2 - full resolution.

void setSSRTGIStepSize ( float size ) #

Sets the size of the trace step used for SSRTGI calculation. The higher the value, the longer the trace. However, tiny objects may be missed. The lower the value, the more detailed will be the tiny objects. The SSRTGI effect must be enabled (see the setSSRTGI() method).

Arguments

  • float size - Step size. The default value is 1.0f.

float getSSRTGIStepSize ( ) #

Returns the size of the trace step used for SSRTGI calculation.

Return value

Step size.

void setSSRTGIUpscaling ( bool upscaling ) #

Enables or disables upscaling for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option makes the quality of edges in half and quarter resolution look closer to full. The SSRTGI effect must be enabled (see the setSSRTGI() method).

Arguments

  • bool upscaling - 1 to enable upscaling for the SSRTGI, 0 to disable it. The default value is 1.

bool isSSRTGIUpscaling ( ) #

Returns a value indicating if the upscaling option is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination).

Return value

1 if the SSRTGI upscaling is enabled; otherwise, 0.

void setSSRThreshold ( float threshold ) #

Sets the threshold used for SSR (Screen Space Reflections) calculation. The threshold limits imitation of reflections in areas where SSR cannot get information. The higher the value, the less this effect is.

Arguments

  • float threshold - SSR threshold value. The default value is 1.0f

float getSSRThreshold ( ) #

Returns the threshold used for SSR (Screen Space Reflections) calculation. The threshold limits imitation of reflections in areas where SSR cannot get information. The higher the value, the less this effect is.

Return value

SSR threshold.

void setSSRThresholdOcclusion ( float occlusion ) #

Sets the occlusion threshold value. The occlusion threshold limits imitation of environment cubemap occlusion in areas where SSR cannot get information. The higher the value, the less this effect is. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment higher values of this parameter are recommended.

Arguments

  • float occlusion - SSR threshold occlusion. The default value is 1.0f

float getSSRThresholdOcclusion ( ) #

Returns the current occlusion threshold value. The occlusion threshold limits imitation of environment cubemap occlusion in areas where SSR cannot get information. The higher the value, the less this effect is. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment higher values of this parameter are recommended.

Return value

SSR threshold occlusion.

void setSSRVisibilityRoughnessMax ( float max ) #

Sets the maximum roughness value, starting from which the SSR (Screen Space Reflections) effect is not rendered.

Arguments

  • float max - Maximum roughness value within the [0.0f; 1.0f] range. The default value is 1.0f.

float getSSRVisibilityRoughnessMax ( ) #

Returns the maximum roughness value, starting from which the SSR (Screen Space Reflections) effect is not rendered.

Return value

Maximum roughness value within the [0.0f; 1.0f] range.

void setSSRVisibilityRoughnessMin ( float min ) #

Sets the minimum roughness value, starting from which the SSR (Screen Space Reflections) effect begins to fade out.

Arguments

  • float min - Minimum roughness value within the [0.0f; 1.0f] range. The default value is 1.0f.

float getSSRVisibilityRoughnessMin ( ) #

Returns the minimum roughness value, starting from which the SSR (Screen Space Reflections) effect begins to fade out.

Return value

Minimum roughness value within the [0.0f; 1.0f] range.

void setSSSSS ( bool sssss ) #

Enables or disables the SSSSS (screen-space subsurface scattering) effect.
Notice
To set the value via the console, use the render_sssssconsole command.

Arguments

  • bool sssss - 1 to enable the SSSSS effect, 0 to disable. The default value is 0.

bool isSSSSS ( ) #

Returns a value indicating if the SSSSS (screen-space subsurface scattering) effect is enabled.
Notice
To get the value via the console, use the render_sssssconsole variable.

Return value

1 if the SSS effect is enabled; otherwise, 0.

void setSSSSSColor ( const Math::vec4 & color ) #

Sets a subsurface scattering color used to simulate the subsurface component of skin lighting, i.e. the light that bounces inside of the subsurface tissue layers (epidermis and dermis) before exiting. For skin, subsurface color is reddish, due to blood circulating in skin tissues.
Notice
To set the value via the console, use the render_sssss_colorconsole command.

Arguments

  • const Math::vec4 & color - A subsurface scattering color.

Math::vec4 getSSSSSColor ( ) #

Returns the current subsurface scattering color.
Notice
To get the value via the console, use the render_sssss_colorconsole variable.

Return value

A subsurface scattering color.

void setSSSSSQuality ( int quality ) #

Sets the quality of the SSSSS (screen-space subsurface scattering) effect.
Notice
To set the value via the console, use the render_sssss_qualityconsole command.

Arguments

  • int quality - SSS quality:
    • 0 - low quality.
    • 1 - medium quality (by default).
    • 2 - high quality.
    • 3 - ultra quality.

int getSSSSSQuality ( ) #

Returns the quality of the SSSSS (screen-space subsurface scattering) effect.
Notice
To get the value via the console, use the render_sssss_qualityconsole variable.

Return value

SSS quality:
  • 0 - low quality.
  • 1 - medium quality (by default).
  • 2 - high quality.
  • 3 - ultra quality.

void setSSSSSRadius ( float radius ) #

Sets the subsurface scattering radius: distance in the screen space, within which colors will be sampled. It controls how much wrinkles, pores and cavities will be blurred and highlighted. The higher the value, the farther subsurface scattering reaches. Too high values result in the ghosting effect. By the minimum value of 0, no subsurface scattering is rendered.
Notice
To set the value via the console, use the render_sssss_radiusconsole command.

Arguments

  • float radius - Subsurface scattering radius. The default value is 1.0f.

float getSSSSSRadius ( ) #

Returns the current subsurface scattering radius.
Notice
To get the value via the console, use the render_sssss_radiusconsole variable.

Return value

Subsurface scattering radius value.

void setSSSSSResolution ( int resolution ) #

Sets the resolution of the SSSSS (screen-space subsurface scattering) effect.
Notice
To set the value via the console, use the render_sssss_resolutionconsole command.

Arguments

  • int resolution - SSS resolution:
    • 0 - half resolution (by default).
    • 1 - full resolution.

int getSSSSSResolution ( ) #

Returns the resolution of the SSSSS (screen-space subsurface scattering) effect.
Notice
To get the value via the console, use the render_sssss_resolutionconsole variable.

Return value

SSS resolution:
  • 0 - half resolution (by default).
  • 1 - full resolution.

void setStereo ( int stereo ) #

Sets the stereo rendering mode.
Notice
To set the value via the console, use the render_stereoconsole command. It is not possible to set a stereo mode via a console if the default system script is used; it allows for setting it only on the start-up.

Arguments

  • int stereo - Stereo rendering mode:
    • 0 - disabled (by default).
    • 1 - enabled anaglyph stereo.
    • 2 - enabled interlaced stereo.
    • 3 - enabled horizontal stereo.
    • 4 - enabled vertical stereo.

int getStereo ( ) #

Returns the current stereo rendering mode.
Notice
To get the value via the console, use the render_stereoconsole variable.

Return value

Stereo rendering mode:
  • 0 - disabled (by default).
  • 1 - enabled anaglyph stereo.
  • 2 - enabled interlaced stereo.
  • 3 - enabled horizontal stereo.
  • 4 - enabled vertical stereo.

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 - Focal distance for stereo rendering, in units.

float getStereoDistance ( ) #

Returns the focal distance for stereo rendering (distance in the world space to the point where two views line up).

Return value

Focal distance for stereo rendering, in units.

void setStereoOffset ( float offset ) #

Sets the virtual camera offset (an offset after the perspective projection).

Arguments

  • float offset - Virtual camera offset in units.

float getStereoOffset ( ) #

Returns the virtual camera offset (an offset after the perspective projection).

Return value

Virtual camera offset in units.

void setStereoRadius ( float radius ) #

Sets the radius for stereo (the half of the separation distance between the cameras).

Arguments

  • float radius - 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).

Return value

Stereo radius, in units.

void setSunShafts ( bool shafts ) #

Enables or disables the light shafts effects.
Notice
To set the value via the console, use the render_sun_shaftsconsole command.

Arguments

  • bool shafts - 1 to enable light shafts, 0 to disable.

bool isSunShafts ( ) #

Returns a value indicating if light shafts are enabled.
Notice
To get the value via the console, use the render_sun_shaftsconsole variable.

Return value

1 if the light shafts are enabled; otherwise, 0.

void setSunShaftsAttenuation ( float attenuation ) #

Sets the power of fading for HDR shaft flare across its length.

Arguments

  • float attenuation - Fading power. The provided value will be clamped to [0.0f; 1.0f] range.

float getSunShaftsAttenuation ( ) #

Returns the current power of fading for HDR shaft flare across its length.

Return value

Fading power.

void setSunShaftsColor ( const Math::vec4 & color ) #

Sets the color of the lens shafts.

Arguments

  • const Math::vec4 & color - Color of lens shafts.

Math::vec4 getSunShaftsColor ( ) #

Returns the current color of the lens shafts.

Return value

Color of lens shafts.

void setSunShaftsLength ( float length ) #

Sets the length of flare shafts.

Arguments

  • float length - Length of flare shafts relative to the screen width. The provided value is saturated in the range [0.0f; 1.0f].

float getSunShaftsLength ( ) #

Returns the length of a flare shaft.

Return value

Length of a flare shaft relative to the screen width.

void setSunShaftsScale ( float scale ) #

Sets the multiplier for color of HDR shaft flares.

Arguments

  • float scale - Shaft color scale. If a negative value is provided, 0.0f will be used instead.

float getSunShaftsScale ( ) #

Returns the current multiplier for color of HDR shaft flares.

Return value

Shaft color scale.

void setSunShaftsThreshold ( float threshold ) #

Sets the brightness threshold for flare shafts.

Arguments

  • float threshold - Flare shafts threshold.

float getSunShaftsThreshold ( ) #

Returns the current brightness threshold for flare shafts.

Return value

Flare shafts threshold.

void setSupersampling ( float supersampling ) #

Sets the number of samples per pixel used for supersampling.
Notice
To set the value via the console, use the render_supersamplingconsole command.

Arguments

  • float supersampling - Number of samples per pixel within the range [1e-6f; 8.0f]. The default value is 1.0f

float getSupersampling ( ) #

Returns the number of samples per pixel used for supersampling.
Notice
To get the value via the console, use the render_supersamplingconsole variable.

Return value

Number of samples per pixel.

void setTAAFramesByColor ( bool color ) #

Enables or disables the TAA color clamping option. When enabled, the pixel color of the current and the previous frames is clamped. The image becomes more sharp, however, flickering can appear. Clamping is available only when TAA is enabled.
Notice
To set the value via the console, use the render_taa_frames_by_colorconsole command.

Arguments

  • bool color - 1 to enable the TAA color clamping option, 0 to disable it. The default value is 1.

bool isTAAFramesByColor ( ) #

Returns a value indicating if the TAA color clamping option is enabled. When enabled, the pixel color of the current and the previous frames is clamped. Clamping is available only when TAA is enabled.
Notice
To get the value via the console, use the render_taa_frames_by_colorconsole variable.

Return value

1 if TAA color clamping is enabled; otherwise, 0.

void setTAADiagonalNeighbors ( bool neighbors ) #

Sets a value indicating if diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA. This mode can be used for relatively static scenes when improved antialiasing is required. In case of a dynamic scene, blurring artefacts near the screen borders may appear.
Notice
To enable/disable this feature via the Console, use the render_taa_diagonal_neighborsconsole command.

Arguments

  • bool neighbors - 1 to take diagonally neighboring pixels into account in the process of color clamping for TAA, 0 to ignore them.

bool isTAADiagonalNeighbors ( ) #

Returns a value indicating if diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA. This mode can be used for relatively static scenes when improved antialiasing is required. In case of a dynamic scene, blurring artefacts near the screen borders may appear.
Notice
To get the value via the Console, use the render_taa_diagonal_neighborsconsole variable.

Return value

1 if diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA; otherwise, 0.

void setTAAFixFlicker ( bool flicker ) #

Enables or disables the TAA fix flicker option. This option fixes flickering edges caused by TAA: it removes bright pixels by using the pixel brightness information from the previous frame. It is recommended to enable the option for bright thin ropes, wires and lines. The option is available only when TAA is enabled.
Notice
To set the value via the console, use the render_taa_fix_flickerconsole command.

Arguments

  • bool flicker - 1 to enable the TAA fix flicker option, 0 to disable it. The default value is 1.

bool isTAAFixFlicker ( ) #

Returns a value indicating if the TAA fix flicker option is enabled. This option fixes flickering edges caused by TAA: it removes bright pixels by using the pixel brightness information from the previous frame. It is recommended to enable the option for bright thin ropes, wires and lines. The option is available only when TAA is enabled.
Notice
To get the value via the console, use the render_taa_fix_flickerconsole variable.

Return value

1 if the TAA fix flicker option is enabled; otherwise, 0.

void setTAAFrameCount ( float count ) #

Sets the frame count of TAA (Temporal Anti-Aliasing). Specifies the number of frames combined for pixels. The higher the value, the more frames are combined into the final image and the better anti-aliasing.
Notice
To set the value via the console, use the render_taa_frame_countconsole command.

Arguments

  • float count - TAA frame count value. The default value is 30.0f.

float getTAAFrameCount ( ) #

Returns the frame count of TAA (Temporal Anti-Aliasing). Specifies the number of frames combined for pixels. The higher the value, the more frames are combined into the final image and the better anti-aliasing.
Notice
To get the value via the console, use the render_taa_frame_countconsole variable.

Return value

TAA frame count value.

void setTAAMaxFramesByVelocity ( float velocity ) #

Sets the maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames combined for pixels that don't move relative to the screen space.
Notice
To set the value via the console, use the render_taa_max_frames_by_velocityconsole command.

Arguments

  • float velocity - Maximum TAA frame count value. The default value is 60.0f.

float getTAAMaxFramesByVelocity ( ) #

Returns the maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames combined for pixels that don't move relative to the screen space.
Notice
To get the value via the console, use the render_taa_max_frames_by_velocityconsole variable.

Return value

Maximum TAA frame count value.

void setTAAMinFramesByVelocity ( float velocity ) #

Sets the minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames combined for fast moving pixels on the screen.
Notice
To set the value via the console, use the render_taa_min_frames_by_velocityconsole command.

Arguments

  • float velocity - Minimum TAA frame count value. The default value is 4.0f.

float getTAAMinFramesByVelocity ( ) #

Returns the minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames combined for fast moving pixels on the screen.
Notice
To get the value via the console, use the render_taa_min_frames_by_velocityconsole variable.

Return value

Minimum TAA frame count value.

void setTAAPreserveDetails ( float details ) #

Sets the detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.
Notice
To set the value via the console, use the render_taa_preserve_detailsconsole command.

Arguments

  • float details - TAA detail level value. The default value is 1.5f.

float getTAAPreserveDetails ( ) #

Returns the detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.
Notice
To get the value via the console, use the render_taa_preserve_detailsconsole variable.

Return value

TAA detail level value.

void setTAAFramesByVelocity ( bool velocity ) #

Enables or disables the TAA velocity clamping option. This option controls the number of frames combined for pixels depending on the velocity in the fragment: the number of frames is clamped to the [Min frame count;Max frame count]. It reduces blurring in dynamic scenes with a lot of moving objects.
Notice
To set the value via the console, use the render_taa_frames_by_velocityconsole command.

Arguments

  • bool velocity - 1 to enable the TAA velocity clamping option, 0 to disable it. The default value is 1.

bool isTAAFramesByVelocity ( ) #

Returns a value indicating if the TAA velocity clamping option is enabled. T This option controls the number of frames combined for pixels depending on the velocity in the fragment: the number of frames is clamped to the [Min frame count;Max frame count]. It reduces blurring in dynamic scenes with a lot of moving objects.
Notice
To get the value via the console, use the render_taa_frames_by_velocityconsole variable.

Return value

1 if TAA velocity clamping is enabled; otherwise, 0.

void setTAAFramesVelocityThreshold ( float threshold ) #

Sets the velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.
Notice
To set the value via the console, use the render_taa_frames_velocity_thresholdconsole command.

Arguments

  • float threshold - TAA velocity threshold value. The default value is 1.0f.

float getTAAFramesVelocityThreshold ( ) #

Returns the velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.
Notice
To get the value via the console, use the render_taa_frames_velocity_thresholdconsole variable.

Return value

TAA velocity threshold value.

void setTerrainGlobalAnisotropy ( int anisotropy ) #

Sets the global terrain texture anisotropy level (degree of anisotropic filtering). Anisotropy for the global terrain has a huge impact for the performance if terrain has a lot of tiled detail materials as anisotropy filtering for the terrain is much slower than for the other objects.
Notice
To set the value via the console, use render_terrain_global_anisotropyconsole command.

Arguments

  • int anisotropy - Anisotropy level:
    • 0 - anisotropy level 1.
    • 1 - anisotropy level 2.
    • 2 - anisotropy level 4 (by default).
    • 3 - anisotropy level 8.
    • 4 - anisotropy level 16.

int getTerrainGlobalAnisotropy ( ) #

Returns the current global terrain texture anisotropy level (degree of anisotropic filtering). Anisotropy for the global terrain has a big impact for the performance if terrain has a lot of tiled detail materials.
Notice
To get the value via the console, use render_terrain_global_anisotropyconsole variable.

Return value

Anisotropy level:
  • 0 - anisotropy level 1.
  • 1 - anisotropy level 2.
  • 2 - anisotropy level 4 (by default).
  • 3 - anisotropy level 8.
  • 4 - anisotropy level 16.

void setTerrainGlobalDisplacement ( int displacement ) #

Enables or disables displacement mapping for the global terrain.
Notice
To set the value via the console, use render_terrain_global_displacementconsole command.

Arguments

  • int displacement - 1 to enable displacement mapping for the global terrain; 0 to disable it. The default value is 1.

int isTerrainGlobalDisplacement ( ) #

Returns a value indicating if displacement mapping is enabled for the global terrain.
Notice
To get the value via the console, use render_terrain_global_displacementconsole variable.

Return value

1 if displacement mapping is enabled for the global terrain; otherwise, 0.

void setTerrainGlobalDisplacementNormal ( int normal ) #

Enables or disables use of normals in displacement mapping for global terrain rendering.
Notice
To set the value via the console, use render_terrain_global_displacement_normalconsole command.

Arguments

  • int normal - 1 to enable displacement mapping for the global terrain; 0 to disable it. The default value is 1.

int isTerrainGlobalDisplacementNormal ( ) #

Returns a value indicating if displacement mapping for global terrain rendering uses normals.
Notice
To get the value via the console, use render_terrain_global_displacement_normalconsole variable.

Return value

1 if displacement mapping for global terrain rendering uses normals; otherwise, 0.

void setTerrainGlobalHoles ( bool holes ) #

Sets a value indicating if decal-based holes for the global terrain are enabled.
Notice
To set the value via the console, use render_terrain_global_holesconsole command.

Arguments

  • bool holes - true to enable decal-based holes for the global terrain; otherwise, false.

bool isTerrainGlobalHoles ( ) #

Returns a value indicating if decal-based holes for the global terrain are enabled.
Notice
To get the value via the console, use render_terrain_global_holesconsole variable.

Return value

true if decal-based holes for the global terrain are enabled; otherwise, false.

void setTerrainGlobalTriplanar ( bool triplanar ) #

Enables or disables triplanar texture mapping for the global terrain.
Notice
To set the value via the console, use render_terrain_global_triplanarconsole command.

Arguments

  • bool triplanar - true to enable triplanar texture mapping for the global terrain; false to use planar UV mapping instead.

bool isTerrainGlobalTriplanar ( ) #

Returns a value indicating if triplanar texture mapping is enabled for the global terrain.
Notice
To get the value via the console, use render_terrain_global_triplanarconsole variable.

Return value

true if triplanar texture mapping is enabled for the global terrain; otherwise, false.

void setTexturesAnisotropy ( int anisotropy ) #

Sets the anisotropy level for textures (degree of anisotropic filtering).
Notice
To set the value via the console, use render_textures_anisotropyconsole command.

Arguments

  • int anisotropy - Anisotropy level:
    • 0 - anisotropy level 1.
    • 1 - anisotropy level 2.
    • 2 - anisotropy level 4.
    • 3 - anisotropy level 8 (by default).
    • 4 - anisotropy level 16.

int getTexturesAnisotropy ( ) #

Returns current anisotropy level for textures (degree of anisotropic filtering).
Notice
To get the value via the console, use render_textures_anisotropyconsole variable.

Return value

Anisotropy level:
  • 0 - anisotropy level 1.
  • 1 - anisotropy level 2.
  • 2 - anisotropy level 4.
  • 3 - anisotropy level 8 (by default).
  • 4 - anisotropy level 16.

void setTexturesFilter ( int filter ) #

Sets the texture filtering mode.
Notice
To set the value via the console, use render_textures_filterconsole command.

Arguments

  • int filter - Texture filtering mode:
    • 0 - bilinear filtering.
    • 1 - trilinear filtering (by default).

int getTexturesFilter ( ) #

Returns the current texture filtering mode.
Notice
To get the value via the console, use render_textures_filterconsole variable.

Return value

Texture filtering mode:
  • 0 - bilinear filtering.
  • 1 - trilinear filtering (by default).

void setTexturesMaxResolution ( int resolution ) #

Sets the maximum resolution of all textures. The engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.
Notice
To set the value via the console, use render_textures_max_resolutionconsole command.

Arguments

  • int resolution - Maximum resolution:
    • 0 - 128 x 128.
    • 1 - 256 x 256.
    • 2 - 512 x 512.
    • 3 - 1024 x 1024.
    • 4 - 2048 x 2048.
    • 5 - 4096 x 4096.
    • 6 - 8192 x 8192 (by default).
    • 7 - 16384 x 16384.

int getTexturesMaxResolution ( ) #

Returns the current maximum resolution of all textures. The engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.
Notice
To get the value via the console, use render_textures_max_resolutionconsole variable.

Return value

Maximum resolution:
  • 0 - 128 x 128.
  • 1 - 256 x 256.
  • 2 - 512 x 512.
  • 3 - 1024 x 1024.
  • 4 - 2048 x 2048.
  • 5 - 4096 x 4096.
  • 6 - 8192 x 8192 (by default).
  • 7 - 16384 x 16384.

void setTexturesMinResolution ( int resolution ) #

Sets the minimum resolution of all textures. The engine doesn't compress existing textures: it uses specified mip maps of *.dds textures.
Notice
To set the value via the console, use render_textures_min_resolution console command.

Arguments

  • int resolution - Minimum resolution:
    • 0 - 128 x 128 (by default).
    • 1 - 256 x 256.
    • 2 - 512 x 512.
    • 3 - 1024 x 1024.
    • 4 - 2048 x 2048.
    • 5 - 4096 x 4096.
    • 6 - 8192 x 8192.
    • 7 - 16384 x 16384.

int getTexturesMinResolution ( ) #

Returns the current minimum resolution of all textures. The engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.
Notice
To get the value via the console, use render_textures_min_resolution console variable.

Return value

Minimum resolution:
  • 0 - 128 x 128 (by default).
  • 1 - 256 x 256.
  • 2 - 512 x 512.
  • 3 - 1024 x 1024.
  • 4 - 2048 x 2048.
  • 5 - 4096 x 4096.
  • 6 - 8192 x 8192.
  • 7 - 16384 x 16384.

void setTexturesQuality ( int quality ) #

Sets the resolution of textures.
Notice
To set the value via the console, use render_textures_qualityconsole command.

Arguments

  • int quality - One of the QUALITY_* pre-defined variables.

int getTexturesQuality ( ) #

Returns the current resolution of textures.
Notice
To get the value via the console, use render_textures_qualityconsole variable.

Return value

One of the QUALITY_* pre-defined variables.

void setTransparentBlur ( bool blur ) #

Enables or disables transparent blur for materials. This option makes it possible to render matte transparent materials like matte glass.
Notice
To set the value via the console, use render_transparent_blurconsole command.

Arguments

  • bool blur - 1 to enable transparent blur for materials, 0 to disable it. The default value is 1.

bool isTransparentBlur ( ) #

Returns a value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass.
Notice
To get the value via the console, use render_transparent_blurconsole variable.

Return value

1 if transparent blur is enabled for materials; otherwise, 0.

void setViewport ( const Ptr<Viewport> & viewport ) #

Sets a viewport for a main application window.

Arguments

  • const Ptr<Viewport> & viewport - Pointer to Viewport.

Ptr<Viewport> getViewport ( ) #

Returns a main application window viewport.

Return value

Pointer to Viewport.

void setVirtualResolution ( const Math::vec2 & resolution ) #

Sets virtual screen resolution. This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.
Notice
To set the value via the console, use the render_virtual_resolution console command.

Arguments

  • const Math::vec2 & resolution - Virtual screen resolution (X, Y), in pixels. The default value is (-1, -1).

Math::vec2 getVirtualResolution ( ) #

Returns the current virtual screen resolution.
Notice
To get the value via the console, use the render_virtual_resolution console variable.

Return value

Virtual screen resolution (X, Y), in pixels.

void setVREmulation ( int emulation ) #

Sets the VR-emulation mode.
Notice
To set the value via the console, use the render_vr_emulationconsole command.

Arguments

  • int emulation - VR-emulation mode:
    • 0 - disabled (by default).
    • 1 - HTC Vive emulation.
    • 2 - HTC Vive Pro emulation.
    • 3 - Oculus Rift emulation.

int getVREmulation ( ) #

Returns the value indicating the current VR-emulation mode.
Notice
To get the value via the console, use the render_vr_emulationconsole variable.

Return value

VR-emulation mode:
  • 0 - disabled (by default).
  • 1 - HTC Vive emulation.
  • 2 - HTC Vive Pro emulation.
  • 3 - Oculus Rift emulation.

void setWaterAnisotropy ( int anisotropy ) #

Sets water texture anisotropy level.
Notice
To set the value via the console, use the render_water_anisotropyconsole command.

Arguments

  • int anisotropy - Anisotropy level:
    • 0 - anisotropy level 1.
    • 1 - anisotropy level 2 (by default).
    • 2 - anisotropy level 4.
    • 3 - anisotropy level 8.
    • 4 - anisotropy level 16.

int getWaterAnisotropy ( ) #

Returns current water texture anisotropy level.
Notice
To get the value via the console, use the render_water_anisotropyconsole variable.

Return value

Anisotropy level:
  • 0 - anisotropy level 1.
  • 1 - anisotropy level 2 (by default).
  • 2 - anisotropy level 4.
  • 3 - anisotropy level 8.
  • 4 - anisotropy level 16.

void setWaterEnvironmentProbes ( bool probes ) #

Enables or disables rendering of environment probes on the water surface.
Notice
To set the value via the console, use the render_water_environment_probesconsole command.

Arguments

  • bool probes - 1 to enable rendering of environment probes on the water surface, 0 to disable it. The default value is 1.

bool isWaterEnvironmentProbes ( ) #

Returns a value indicating if rendering of environment probes on the water surface is enabled.
Notice
To get the value via the console, use the render_water_environment_probesconsole variable.

Return value

1 if rendering of environment probes on the water surface is enabled; otherwise, 0.

void setWaterVoxelProbes ( bool probes ) #

Enables or disables voxel probes for water rendering.
Notice
To set the value via the console, use the render_water_voxel_probesconsole command.

Arguments

  • bool probes - 1 to enable voxel probes for water rendering, 0 to disable it. The default value is 1.

bool isWaterVoxelProbes ( ) #

Returns a value indicating if voxel probes are enabled for water rendering.
Notice
To get the value via the console, use the render_water_voxel_probesconsole variable.

Return value

1 if voxel probes are enabled for water rendering; otherwise, 0.

void setWaterLights ( bool lights ) #

Enables or disables rendering of lights on the water surface.
Notice
To set the value via the console, use the render_water_lightsconsole command.

Arguments

  • bool lights - 1 to enable rendering of lights on the water surface, 0 to disable it. The default value is 1.

bool isWaterLights ( ) #

Returns a value indicating if rendering of lights on the water surface is enabled.
Notice
To get the value via the console, use the render_water_lightsconsole variable.

Return value

1 if rendering of lights on the water surface is enabled; otherwise, 0.

void setWaterOpacityDepth ( bool depth ) #

Enables or disables writing depth data for water to the opacity buffer.
Notice
To set the value via the console, use the render_water_opacity_depthconsole command.

Arguments

  • bool depth - 1 to enable writing depth data for water to the opacity buffer, 0 to disable it. The default value is 1.

bool isWaterOpacityDepth ( ) #

Returns a value indicating if depth data for water is written to the opacity buffer.
Notice
To get the value via the console, use the render_water_opacity_depthconsole variable.

Return value

1 if depth data for water is written to the opacity buffer; otherwise, 0.

void setWaterRefractionQuality ( int quality ) #

Sets the quality of water refraction.
Notice
To set the value via the console, use the render_water_refraction_quality console command.

Arguments

  • int quality - Refraction quality:
    • 0 - low quality.
    • 1 - medium quality.
    • 2 - high quality (by default).
    • 3 - ultra quality.

int getWaterRefractionQuality ( ) #

Returns current quality of water refraction.
Notice
To get the value via the console, use the render_water_refraction_quality console variable.

Return value

Refraction quality:
  • 0 - low quality.
  • 1 - medium quality.
  • 2 - high quality (by default).
  • 3 - ultra quality.

void setWaterShafts ( bool shafts ) #

Enables or disables rendering of underwater shafts.
Notice
To set the value via the console, use the render_water_shaftsconsole command.

Arguments

  • bool shafts - 1 to enable rendering of underwater shafts, 0 to disable it. The default value is 1.

bool isWaterShafts ( ) #

Returns a value indicating if rendering of underwater shafts is enabled.
Notice
To get the value via the console, use the render_water_shaftsconsole variable.

Return value

1 if rendering of underwater shafts is enabled; otherwise, 0.

void setWaterShorelineWetness ( bool wetness ) #

Enables or disables the wetness effect for objects near the shoreline.
Notice
To set the value via the console, use the render_water_shoreline_wetnessconsole command.

Arguments

  • bool wetness - 1 to enable shoreline wetness, 0 to disable it. The default value is 1.

bool isWaterShorelineWetness ( ) #

Returns a value indicating if the wetness effect for objects near the shoreline is enabled.
Notice
To get the value via the console, use the render_water_shoreline_wetnessconsole variable.

Return value

1 if shoreline wetness is enabled; otherwise, 0.

void setWaterSSR ( bool waterssr ) #

Enables or disables the SSR (Screen Space Reflections) effect for water.
Notice
To set the value via the console, use the render_water_ssrconsole command.

Arguments

  • bool waterssr - 1 to enable the SSR effect for water, 0 to disable.

bool isWaterSSR ( ) #

Returns the value indicating if the SSR (Screen Space Reflections) effect is enabled for water.
Notice
To get the value via the console, use the render_water_ssrconsole variable.

Return value

1 if the SSR effect is enabled for water; otherwise, 0.

void setWaterSSRIncreasedAccuracy ( bool accuracy ) #

Enables or disables increased accuracy for the water SSR (Screen Space Reflections). This option reduces visual artifacts by increasing accuracy of the last step.
Notice
To set the value via the console, use the render_water_ssr_increased_accuracyconsole command.

Arguments

  • bool accuracy - 1 to enable increased accuracy for the water SSR, 0 to disable. The default value is 0.

bool isWaterSSRIncreasedAccuracy ( ) #

Returns a value indicating if increased accuracy option is enabled for the water SSR (Screen Space Reflections).
Notice
To get the value via the console, use the render_water_ssr_increased_accuracyconsole variable.

Return value

1 if increased accuracy is enabled for the water SSR; otherwise, 0.

void setWaterSSRQuality ( int quality ) #

Sets the resolution of water SSR (Screen Space Reflections).
Notice
To set the value via the console, use the render_water_ssr_qualityconsole command.

Arguments

  • int quality - Water SSR quality:
    • 0 - low quality.
    • 1 - medium quality (by default).
    • 2 - high quality.
    • 3 - ultra quality.

int getWaterSSRQuality ( ) #

Returns the resolution of water SSR (Screen Space Reflections).
Notice
To get the value via the console, use the render_water_ssr_qualityconsole variable.

Return value

Water SSR quality:
  • 0 - low quality.
  • 1 - medium quality (by default).
  • 2 - high quality.
  • 3 - ultra quality.

Ptr<Texture> getWhite2DArrayTexture ( ) #

Returns white 2D array texture.

Return value

White 2D array texture.

Ptr<Texture> getWhite2DTexture ( ) #

Returns white 2D texture.

Return value

White 2D texture.

Ptr<Texture> getWhite3DTexture ( ) #

Returns white 3D texture.

Return value

White 3D texture.

Ptr<Texture> getWhiteCubeTexture ( ) #

Returns white Cube texture.

Return value

White Cube texture.

void setWireframeColor ( const Math::vec4 & color ) #

Sets the color for the wireframe.

Arguments

  • const Math::vec4 & color - Wireframe color to be set.

Math::vec4 getWireframeColor ( ) #

Returns the color of the wireframe.

Return value

Wireframe color.

int compressImage ( Ptr<Image> & image, int quality = 1, int new_image_format = -1, int use_mip_maps = -1 ) #

Converts the image to a specified compressed format. If compression by the GPU is not supported, the Image::compress() method will be called instead.

Arguments

  • Ptr<Image> & image - Image to compress.
  • int quality - Compression quality:
    • 0 - fast compression, low compressed image quality.
    • 1 - high compressed image quality, slow compression (by default).
  • int new_image_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source image).
  • int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.

Return value

1 if the image has been compressed successfully; otherwise, 0.

int compressTexture ( const Ptr<Texture> & texture, Ptr<Image> & destination, int quality = 1, int new_texture_format = -1, int use_mip_maps = -1 ) #

Compresses the given texture to the specified format.
Notice
Only 2d and 2d array textures can be compressed.

Arguments

  • const Ptr<Texture> & texture - Source texture to compress.
  • Ptr<Image> & destination - Image into which the compressed texture will be saved.
  • int quality - Compression quality:
    • 0 - fast compression, low compressed image quality.
    • 1 - high compressed image quality, slow compression (by default).
  • int new_texture_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source image).
  • int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.

Return value

1 if the texture has been compressed successfully; otherwise, 0.

void convertColorSpecularToMetalness ( Math::vec4 & diffuse, Math::vec4 & specular, Math::vec4 & albedo, Math::vec4 & shading ) #

Performs color conversion from the specular workflow (diffuse, specular) to the metalness workflow (albedo, shading).

Arguments

  • Math::vec4 & diffuse - Input diffuse color.
  • Math::vec4 & specular - Input specular color.
  • Math::vec4 & albedo - Output albedo color.
  • Math::vec4 & shading - Output shading color.

void convertImageSpecularToMetalness ( const Ptr<Image> & diffuse, const Ptr<Image> & specular, Ptr<Image> & albedo, Ptr<Image> & shading ) #

Performs texture conversion from the specular workflow (diffuse, specular) to the metalness workflow (albedo, shading).

Arguments

  • const Ptr<Image> & diffuse - Input diffuse texture.
  • const Ptr<Image> & specular - Input specular texture.
  • Ptr<Image> & albedo - Output albedo texture.
  • Ptr<Image> & shading - Output shading texture.

int createMipmapsCubeGGX ( const Ptr<Image> & image, float quality ) #

Generates mipmaps for a cubemap using GGX BRDF microfacet model.

Arguments

  • const Ptr<Image> & image - Cubemap image. IMAGE_CUBE or IMAGE_CUBE_ARRAY types are accepted.
  • float quality - Quality value within the [0.0f; 1.0f] range.

int createShorelineDistanceField ( const Ptr<Image> & image, const Ptr<Image> & mask, int shoreline_radius, int blur_radius, int downsample_resolution ) #

Grabs a shoreline distance field texture with the specified parameters.

Arguments

  • const Ptr<Image> & image - Image to grab a shoreline texture to.
  • const Ptr<Image> & mask - An R16 mask texture Image. Each pixel of the mask has the following color value:0 if water level at this point of the grid is above the terrain level; otherwise, 65535.
  • int shoreline_radius - Shoreline radius value within the [4; 128] range. Padding distance (from the shore to the beginning of swash zone).
  • int blur_radius - Blur radius value within the [0; 32] range. Higher values make shoreline smoother.
  • int downsample_resolution - Texture resolution value, can be one of the following: 16, 32, 64, 128, 256, 512, 1024, 2048.

Return value

1 if the shoreline distance field texture is grabbed successfully; otherwise, 0.

bool loadSettings ( const char * file ) #

Loads render settings from a given file.

Arguments

  • const char * file - Path to an XML file with desired settings.

Return value

1 if the settings are loaded successfully; otherwise, 0.

bool loadWorld ( const Ptr<Xml> & xml ) #

Loads render state from the Xml.

Arguments

  • const Ptr<Xml> & xml - Xml smart pointer.

Return value

1 if the state is loaded successfully; otherwise, 0.

void renderComputeMaterial ( Render::PASS pass, const Ptr<Material> & material, int width, int height, int depth = 1 ) #

Sets up a material and dispatches to compute shader. The material must have a post shader associated with it.

Arguments

  • Render::PASS pass - Rendering pass number in range [0;NUM_PASSES) (one of the PASS_* variables).
  • const Ptr<Material> & material - Smart pointer to the material.
  • int width - Local X work-group size of the compute shader.
  • int height - Local Y work-group size of the compute shader.
  • int depth - Local Z work-group size of the compute shader. The default value is 1.

void renderImage2D ( const Ptr<Camera> & camera, const Ptr<Image> & image, int skip_flags ) #

Renders the scene into a 2D image in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Image> & image - Image to save the result to.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

void renderImage2D ( const Ptr<Camera> & camera, const Ptr<Image> & image, int width, int height, int hdr, int skip_flags ) #

Renders the scene into a 2D image of the given size in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Image> & image - Image to save the result to.
  • int width - Width of the projected image, in units.
  • int height - Height of the projected image, in units.
  • int hdr - 1 - enable HDR, 0 - disable HDR.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

void renderImageCube ( const Ptr<Camera> & camera, const Ptr<Image> & image, int skip_flags ) #

Renders the scene into a cube map image in accordance with the specified parameters.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Image> & image - Image to save the result to.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

void renderImageCube ( const Ptr<Camera> & camera, const Ptr<Image> & image, int size, int hdr, int skip_flags, bool local_space = 0 ) #

Renders the scene into a cube map in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Image> & image - Image to save the result to.
  • int size - Texture dimensions (cube map edge size).
  • int hdr - 1 - enable HDR; 0 - disable HDR.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

  • bool local_space - 1 - local space coordinates; 0 - world space coordinates.

void renderNodeImage2D ( const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Image> & image, int skip_flags, int light_usage, const char * environment_texture_name ) #

Renders the given node into a 2D image in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class. The node can be rendered using the specific type of lighting and environment cubemap.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Node> & node - Node to be rendered.
  • const Ptr<Image> & image - Image to save the result to.
  • int skip_flags - Skip the effects. One of the SKIP_* variables should be specified. 0 enables all the effects.
  • int light_usage - Sets the light sources that will affect the node (one of the USAGE_*_LIGHTING Viewport class variables.)
  • const char * environment_texture_name - Path to the environment cubemap to be used. Takes effect if the first (auxiliary light) or second (node light) lighting mode is used (see the light_usage argument above). In case LightWorld is used (zero mode), the environment cubemap used for the current world will be used.

void renderNodeImage2D ( const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Image> & image, int width, int height, int hdr, int skip_flags, int light_usage, const char * environment_texture_name ) #

Renders the 2D image of the given node in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class. The node can be rendered using the specific type of lighting and environment cubemap.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Node> & node - Node to be rendered.
  • const Ptr<Image> & image - Image to save the result to.
  • int width - Width of the image, in units.
  • int height - Height of the image, in units.
  • int hdr - HDR flag. This parameter determines the format of the 2D image:
    • 1 - image format will be set to RGBA16F. It means that the HDR image buffer will store pixel values outside the [0;1] range (i.e. both negative and positive values).
    • 0 - image format will be set to RGBA8.
  • int skip_flags - Skip the effects. One of the SKIP_* variables should be specified. 0 enables all the effects.
  • int light_usage - Sets the light sources that will affect the node (one of the USAGE_*_LIGHTING Viewport class variables).
  • const char * environment_texture_name - Path to the environment cubemap to be used. Takes effect if the first (auxiliary light) or second (node light) lighting mode is used (see the light_usage argument above). In case LightWorld is used (zero mode), the environment cubemap used for the current world will be used.

void renderScreenMaterial ( const char * material_name ) #

Renders a screen-space material with the given name.
Source code (C++)
RenderTargetPtr render_target;
//...
render_target->enable();
Render::renderScreenMaterial("new_material_post");
render_target->disable();
render_target->unbindColorTextures();

Arguments

  • const char * material_name - Material name.

void renderScreenMaterial ( const char * material_name, const Ptr<Texture> & color_texture ) #

Renders a screen-space material with the specified name and the color texture.
Source code (C++)
RenderTargetPtr render_target;
TexturePtr texture;
TexturePtr texture_2;
//...
render_target->bindColorTexture(0, texture);
render_target->enable();
Render::renderScreenMaterial("new_material_post", texture_2);
render_target->disable();
render_target->unbindColorTextures();

Arguments

  • const char * material_name - Material name.
  • const Ptr<Texture> & color_texture - Color texture smart pointer.

void renderScreenMaterial ( const char * material_name, const char * texture_name, const Ptr<Texture> & texture ) #

Renders a screen-space material with the given texture. For example:
Source code (C++)
RenderTargetPtr render_target;
TexturePtr texture;
TexturePtr texture_2;
//...
render_target->bindColorTexture(0, texture);
render_target->enable();
MaterialPtr material = Materials::findMaterial("new_material_post");
Render::renderScreenMaterial(material, "color", texture_2);
render_target->disable();
render_target->unbindColorTextures();

Arguments

  • const char * material_name - Material smart pointer.
  • const char * texture_name - Material texture name.
  • const Ptr<Texture> & texture - Texture smart pointer.

void renderProcedurals ( const Vector< Ptr<Material> > & materials ) #

Renders post-process materials with procedural textures (calculated on GPU using custom shaders) that are assigned to surfaces.

Arguments

  • const Vector< Ptr<Material> > & materials - Procedural materials list.

void renderTAA ( const Ptr<Texture> & color_texture, const Ptr<Texture> & color_old_texture ) #

Renders the TAA filter.
Source code (C++)
RenderTargetPtr render_target;
TexturePtr buffer;
TexturePtr buffer_old;
TexturePtr buffer_taa;
//...
render_target->bindColorTexture(0, buffer_taa);
render_target->enable();
Render::renderTAA(buffer, buffer_old);
render_target->disable();
render_target->unbindColorTextures();

Arguments

  • const Ptr<Texture> & color_texture - Color texture smart pointer.
  • const Ptr<Texture> & color_old_texture - Old color texture smart pointer.

bool restoreState ( const Ptr<Stream> & stream ) #

Restores a render state from the stream.
Warning
This function is deprecated and will be removed in the next release.

Arguments

  • const Ptr<Stream> & stream - Stream to restore a state from.

Return value

1 if the state is restored successfully; otherwise, 0.

bool saveSettings ( const char * file ) #

Saves the current renderer settings to a given file.
Warning
This function is deprecated and will be removed in the next release.

Arguments

  • const char * file - Path to a target file.

Return value

1 if the settings are saved successfully; otherwise, 0.

bool saveState ( const Ptr<Stream> & stream ) #

Saves a render state into the stream.

Arguments

  • const Ptr<Stream> & stream - Stream to save a state into.

Return value

1 if the state is saved successfully; otherwise, 0.

bool saveWorld ( const Ptr<Xml> & xml ) #

Saves the render state into the given Xml node.

Arguments

  • const Ptr<Xml> & xml - Xml node.

Return value

1 if the state is saved successfully; otherwise, 0.

void setEnvironmentHazeGradient ( int gradient ) #

Sets the environment haze gradient mode.
Notice
To set the haze gradient mode via the console, use the render_environment_haze_gradientconsole command.

Arguments

  • int gradient - Haze gradient mode:
    • 0 should be used for short distance range (e.g. near-surface haze).
    • 1 should be used for long distance range (e.g. hazy mountains).

int getEnvironmentHazeGradient ( ) #

Returns the current environment haze gradient mode.
Notice
To get the haze gradient mode via the console, use render_environment_haze_gradientconsole variable.

Return value

Haze gradient mode:
  • 0 for short distance range (e.g. near-surface haze).
  • 1 for long distance range (e.g. hazy mountains).

Math::vec4 getEnvironmentHazeColor ( ) #

Returns the current haze color for the preset that overlays the other ones.
Notice
This function will return color only if the HAZE_SOLID mode is set via setEnvironmentHazeMode().
To get the haze color for the specific preset, use RenderEnvironmentPreset::getHazeColor().
Source code (C++)
// get a haze color for the preset that overlays the others
Render::getEnvironmentHazeColor();
// get a haze color for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazeColor();

Return value

Haze color.

float getEnvironmentHazeDensity ( ) #

Returns the haze density set for the preset that overlays the other ones. To get the haze density for the specific preset, use RenderEnvironmentPreset::getHazeDensity().
Source code (C++)
// get a haze density for the preset that overlays the others
Render::getEnvironmentHazeDensity();
// get a haze density for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazeDensity();

Return value

Haze density.

float getEnvironmentHazeMaxDistance ( ) #

Returns the distance starting at which the haze becomes completely solid, so nothing will be seen behind. To get the haze maximum visibility distance for the specific preset, use RenderEnvironmentPreset::getHazeMaxDistance().
Source code (C++)
// get a haze maximum visibility distance for the preset that overlays the others
Render::getEnvironmentHazeMaxDistance();
// get a haze maximum visibility distance for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazeMaxDistance();

Return value

Haze maximum visibility distance.

float getEnvironmentSkyIntensity ( ) #

Returns the intensity of the environment sky set for the preset that overlays the other ones. To get the sky intensity for the specific preset, use RenderEnvironmentPreset::getSkyIntensity().
Source code (C++)
// get a sky intensity for the preset that overlays the others
Render::getEnvironmentSkyIntensity();
// get a sky intensity for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getSkyIntensity();

Return value

Intensity value of the environment sky.

float getEnvironmentReflectionIntensity ( ) #

Returns the intensity of the environment reflections for the preset that overlays the other ones. 0 value means no environment reflections for the preset. To get the reflection intensity for the specific preset, use RenderEnvironmentPreset::getReflectionIntensity().
Source code (C++)
// get a reflection intensity for the preset that overlays the others
Render::getEnvironmentReflectionIntensity();
// get a reflection intensity for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getReflectionIntensity();

Return value

The intensity value of the environment reflections.

float getEnvironmentAmbientIntensity ( ) #

Returns the intensity of the environment ambient lighting for the preset that overlays the other ones. 0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment. To get the ambient intensity for the specific preset, use RenderEnvironmentPreset::getAmbientIntensity().
Source code (C++)
// get an ambient intensity for the preset that overlays the others
Render::getEnvironmentAmbientIntensity();
// get an ambient intensity for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getAmbientIntensity();

Return value

The intensity value of environment ambient lighting. The value can be greater than 1.0f.

Ptr<RenderEnvironmentPreset> getEnvironmentPreset ( int num ) #

Returns the environment preset of the given number.
Source code (C++)
// get the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
// print the sky intensity of the obtained preset
Log::message("%f\n", preset->getSkyIntensity());

Arguments

  • int num - The number of the environment preset. The value is clamped to the [0;2] range.

Return value

Environment preset.

int getTAASamples ( ) #

Returns the number of the sample offsets performed during sub pixel jittering. By the minimum value of 1, there is no offsets, and, therefore, no anti-aliasing.

Return value

The number of the sample offsets:
  • 0 - 1 offset
  • 1 - 4 offsets
  • 2 - 8 offsets
  • 3 - 16 offsets

bool isFXAA ( ) #

Returns the value indicating if FXAA (post-process anti-aliasing) is enabled.

Return value

1 if FXAA is enabled; otherwise, 0.

void setTAACatmullResampling ( bool resampling ) #

Toggles Catmull-Rom resampling on and off. The option allows you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling at low settings.

Arguments

  • bool resampling - 1 to enable Catmull-Rom resampling, 0 to disable it.

bool isTAA ( ) #

Returns the value indicating if TAA is enabled.

Return value

1 if TAA is enabled; otherwise, 0.

void setTAASamples ( int samples ) #

Sets the number of the sample offsets performed during sub pixel jittering. By the minimum value of 1, there will be no offsets, and, therefore, no anti-aliasing. The parameter allows reducing image jittering and blurring.

Arguments

  • int samples - The number of the sample offsets:
    • 0 - 1 offset
    • 1 - 4 offsets
    • 2 - 8 offsets
    • 3 - 16 offsets

void setTAAPixelOffset ( float offset ) #

Sets the size of the sample offset performed during sub pixel jittering. You can specify the offset that is less than a pixel: for example, if you specify 0.5, frames will shift to half a pixel. It reduces image jittering and blurring.

Arguments

  • float offset - Size of the sample offset.

bool isTAACatmullResampling ( ) #

Returns the value indicating if Catmull-Rom resampling is enabled. The option allows you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling at low settings.

Return value

1 if Catmull-Rom resampling is enabled; otherwise, 0.

void setTAA ( bool taa ) #

Toggles TAA on and off.

Arguments

  • bool taa - 1 to enable TAA, 0 to disable it.

void setFXAA ( bool fxaa ) #

Toggles FXAA (post-process anti-aliasing) on and off.

Arguments

  • bool fxaa - 1 to enable FXAA, 0 to disable it.

float getTAAPixelOffset ( ) #

Returns the size of the sample offset performed during sub pixel jittering. The offset can be less than a pixel: for example, if 0.5 is set, frames will shift to half a pixel.

Return value

Size of the sample offset.

bool isCameraEffectsTemporalFiltering ( ) #

Returns the value indicating if temporal filtering is enabled. Temporal filtering reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). For example, it can be used in scenes with industrial pipes.

Return value

1 if temporal filtering is enabled; otherwise, 0.

void setCameraEffectsTemporalFiltering ( bool filtering ) #

Toggles temporal filtering on and off. Temporal filtering reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). For example, it can be used in scenes with industrial pipes.

Arguments

  • bool filtering - 1 to enable temporal filtering; 0 to disable it.

void setSSBevelQuality ( int quality ) #

Sets the quality mode for the screen-space bevels.

Arguments

  • int quality - The quality mode:
    • 0 - low
    • 1 - medium (by default)
    • 2 - high

bool isSSBevel ( ) #

Returns the value indicating if the screen-space bevels are enabled.

Return value

1 if the effect is enabled; otherwise, 0.

float getSSBevelRadius ( ) #

Returns the current size of the screen-space bevel effect.

Return value

Size of the bevel effect in range [0.0f; 10.0f]. The default value is 10.0f.

void setSSBevelVertexNormal ( int normal ) #

Sets the mode of the screen-space bevels rendering:
  • Better Edges smooths vertex and surface normals of the object. In this mode, the relief created by using Normal Mapping will be smoothed along with the mesh edges.
  • Better Normals smooths only vertex normals. In this mode, only edges of the mesh geometry will be bevelled.

Arguments

  • int normal - The mode of bevels rendering:
    • 0 - the Better Edges mode.
    • 1 - the Better Normals mode.

void setSSBevel ( bool bevel ) #

Sets the value indicating if the screen-space bevels are enabled.

Arguments

  • bool bevel - 1 to enable the effect, 0 to disable it.

void setSSBevelRadius ( float radius ) #

Sets the size of the screen-space bevel effect.

Arguments

  • float radius - Size of the bevel effect in range [0.0f; 10.0f]. The default value is 10.0f.

int getSSBevelVertexNormal ( ) #

Returns the current mode of the screen-space bevels rendering:
  • Better Edges smooths vertex and surface normals of the object. In this mode, the relief created by using Normal Mapping will be smoothed along with the mesh edges.
  • Better Normals smooths only vertex normals. In this mode, only edges of the mesh geometry will be bevelled.

Return value

The mode of bevels rendering:
  • 0 - the Better Edges mode.
  • 1 - the Better Normals mode.

int getSSBevelQuality ( ) #

Returns the current quality mode for the screen-space bevels.

Return value

The quality mode:
  • 0 - low
  • 1 - medium (by default)
  • 2 - high

bool isSSBevelNoise ( ) #

Returns the value indicating if the noise that smooths bevels is enabled. It is recommended to use the noise with TAA enabled to avoid visual artifacts. The bevel noise is applied at a certain distance from the camera (i.e. if the camera is too far from the object with bevels, the noise won't be applied).

Return value

1 if smoothing is enabled; otherwise, 0.

void setSSBevelNoise ( bool noise ) #

Sets the value indicating if the noise that smooths bevels is enabled. It is recommended to use the noise with TAA enabled to avoid visual artifacts. The bevel noise is applied at a certain distance from the camera (i.e. if the camera is too far from the object with bevels, the noise won't be applied).

Arguments

  • bool noise - 1 to enable smoothing, 0 to disable it.

void * addCallback ( int callback, Unigine::CallbackBase1< Unigine::Renderer * > * func ) #

Adds a callback for the specified stage of the rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.Callback function must be as follows:
Source code (C++)
void callback_name(Renderer *renderer){

	/* .. */
	
}

Arguments

  • int callback - Stage of the rendering sequence for which a callback is to be added. One of the CALLBACK_* variables.
    Notice
    The _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.
  • Unigine::CallbackBase1< Unigine::Renderer * > * func - Callback pointer.

Return value

ID of the last added callback of the specified type, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

void clearCallbacks ( int callback ) #

Clears all added callbacks for the specified stage of the rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.

Arguments

  • int callback - Stage of the rendering sequence for which the callbacks are to be cleared. One of the CALLBACK_* variables.
    Notice
    The _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.

bool removeCallback ( int callback, void * id ) #

Removes the specified callback from the list of callbacks for the specified stage of the rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.

Arguments

  • int callback - Stage of the rendering sequence for which the callback is to be removed. One of the CALLBACK_* variables.
    Notice
    The _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.
  • void * id - Callback ID obtained when adding it.

Return value

True if the callback with the given ID was removed successfully; otherwise false.

void setMaxFPS ( float maxfps ) #

Sets a maximum FPS value, to which rendering FPS is to be clamped.

Arguments

  • float maxfps - Maximum FPS value for clamping. 0 - disables FPS clamping. The default value is 0.

float getMaxFPS ( ) #

Returns the current maximum FPS value, to which rendering FPS is clamped.

Return value

Current maximum FPS value for clamping. 0 - FPS clamping is disabled.

void setCameraMode ( int mode ) #

Sets the camera mode: classic or physically-based.
  • If the physically-based camera mode is set, the real-world values are used to set up lighting and camera exposure: ISO, shutter speed, F-stop. At default values of these parameters, the static exposure value is near 1.
    Notice
    For the physically-based mode, the exposure mode should be set to Static to avoid exposure issues.
  • If the classic mode is set, the exposure is set by setExposure().
Notice
To set the camera mode via the console, use the render_camera_modeconsole command.

Arguments

  • int mode - 0 for the classic camera mode; 1 for the physically-based camera mode.

int getCameraMode ( ) #

Returns the current camera mode: classic or physically-based.
  • If the physically-based camera mode is set, the real-world values are used to set up lighting and camera exposure: ISO, shutter speed, F-stop. At default values of these parameters, the static exposure value is near 1.
    Notice
    For the physically-based mode, the exposure mode should be set to Static to avoid exposure issues.
  • If the classic mode is set, the exposure is set by setExposure().
Notice
To get the current camera mode via the console, use the render_camera_modeconsole variable.

Return value

0 if the classic camera mode is set; 1 if the physically-based camera mode is set.

void setISO ( float iso ) #

Sets an ISO for static exposure calculation.
Notice
To set the ISO value via the console, use the render_isoconsole command.

Arguments

  • float iso - ISO value.

float getISO ( ) #

Returns the ISO used for static exposure calculation.
Notice
To get the current ISO value via the console, use the render_isoconsole variable.

Return value

ISO value.

void setShutterSpeed ( float speed ) #

Sets a shutter speed for static exposure calculation.
Notice
To set the shutter speed value via the console, use the render_shutter_speedconsole command.

Arguments

  • float speed - Shutter speed.

float getShutterSpeed ( ) #

Sets the shutter speed used for static exposure calculation.
Notice
To get the current shutter speed value via the console, use the render_shutter_speedconsole variable.

Return value

Shutter speed.

void setFStop ( float fstop ) #

Sets an F-stop value for static exposure calculation.
Notice
To set the F-stop value via the console, use the render_f_stopconsole command.

Arguments

  • float fstop - F-stop value.

float getFStop ( ) #

Returns the F-stop value used for static exposure calculation.
Notice
To get the current F-stop value via the console, use the render_f_stopconsole variable.

Return value

F-stop value.

void setDepthPrePass ( bool pass ) #

Enables or disables depth pre-pass rendering. When enabled, an additional depth buffer rendering pass is performed in the beginning of the rendering sequence.
Notice
This option can be used to gain performance for well optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles and CPU bottlenecks) it may reduce performance, so it is recommended to use profiling tools to make sure that a positive effect is obtained.
Notice
To set the value via the console, use the render_depth_pre_passconsole command.

Arguments

  • bool pass - 1 to enable depth pre-pass, 0 to disable it. The default value is 0.

bool isDepthPrePass ( ) #

Returns a value indicating if depth pre-pass rendering is enabled. When enabled, an additional depth buffer rendering pass is performed in the beginning of the rendering sequence.
Notice
This option can be used to gain performance for well optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles and CPU bottlenecks) it may reduce performance, so it is recommended to use profiling tools to make sure that a positive effect is obtained.
Notice
To get the value via the console, use the render_depth_pre_passconsole variable.

Return value

1 if depth pre-pass rendering is enabled; otherwise, 0.

void setStereoHiddenArea ( int area ) #

Sets culling mode for pixels, that are not visible in VR mode. This parameter is used for performance optimization.
Notice
To set the value via the console, use the render_stereo_hidden_areaconsole command.

Arguments

  • int area - Culling mode for pixels that are not visible in VR mode. One of the following values:
    • 0 - hidden area culling is disabled (by default).
    • 1 - OpenVR-based culling mode. Culling is performed using meshes returned by OpenVR.
      Notice
      Culling result depends on HMD used.
    • 2 - Custom culling mode. Culling is performed using mesehes returned by OpenVR and an oval or circular mesh determined by custom adjustable parameters (See the setStereoHiddenAreaTransform() method.

int getStereoHiddenArea ( ) #

Returns the current culling mode for pixels, that are not visible in VR mode. This parameter is used for performance optimization.
Notice
To get the value via the console, use the render_stereo_hidden_areaconsole variable.

Return value

Current culling mode for pixels that are not visible in VR mode. One of the following values:
  • 0 - hidden area culling is disabled (by default).
  • 1 - OpenVR-based culling mode. Culling is performed using meshes returned by OpenVR.
    Notice
    Culling result depends on HMD used.
  • 2 - Custom culling mode. Culling is performed using meshes returned by OpenVR and an oval or circular mesh determined by custom adjustable parameters (See the setStereoHiddenAreaTransform() method.

void setStereoHiddenAreaExposureTransform ( const Math::vec4 & transform ) #

Sets the area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is used. Correction of this area is used to avoid visual artefacts when clipped pixels affect exposure in visible areas.

Arguments

  • const Math::vec4 & transform - Four-component vector (X, Y, Z, W), that determines a rectangular area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is used:
    • First two components (X, Y) - sizes along the X and Y axes respectively.
    • Second two components (Z, W) - offset values along the X and Y axes respectively.
      Notice
      These components are ignored when hidden area culling mode is set to 2
    All components are specified within the [0.0f, 1.0f] range.

Math::vec4 getStereoHiddenAreaExposureTransform ( ) #

Sets the area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is used. Correction of this area is used to avoid visual artefacts when clipped pixels affect exposure in visible areas.

Return value

Four-component vector (X, Y, Z, W), that determines a rectangular area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is used:
  • First two components (X, Y) - sizes along the X and Y axes respectively.
  • Second two components (Z, W) - offset values along the X and Y axes respectively.
    Notice
    These components are ignored when hidden area culling mode is set to 2
All components are within the [0.0f, 1.0f] range.

void setStereoHiddenAreaTransform ( const Math::vec4 & transform ) #

Sets the size and offset parameters for a new oval or circular mesh to be used for culling pixels, that are not visible in VR mode.
Notice

This custom circular mesh is used only when hidden area culling mode is set to 2.

To set the value via the console, use the render_stereo_hidden_area_transformconsole command.

Arguments

  • const Math::vec4 & transform - Four-component vector (X, Y, Z, W), that determines an area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is used:
    • First two components (X, Y) - sizes along the X and Y axes respectively.
    • Second two components (Z, W) - offset values along the X and Y axes respectively.
      Notice
      These components are ignored when hidden area culling mode is set to 2

Math::vec4 getStereoHiddenAreaTransform ( ) #

Returns the current size and offset parameters for an oval or circular mesh used for culling pixels, that are not visible in VR mode.
Notice

This custom circular mesh is used only when hidden area culling mode is set to 2.

To get the value via the console, use the render_stereo_hidden_area_transformconsole variable.

Return value

Four-component vector (X, Y, Z, W), that determines an oval or circular mesh used for culling pixels, that are not visible in VR mode:
  • First two components (X, Y) - sizes along the X and Y axes respectively.
  • Second two components (Z, W) - offset values along the X and Y axes respectively.

void setStereoReprojection ( int reprojection ) #

Sets stereo reprojection mode for VR. This mode enables to render 45 FPS as 90 FPS. Instead of rendering a picture for both eyes each frame, it is rendered for one of them, while the picture for the other is obtained by making reprojection of the rendered one, next time the picture is rendered for the second eye and reprojected for the first one, and so on.
Notice
Reprojection does not give an x2 performance gain as there are a lot of other things to be rendered in addition to the ones rendered per-eye (such as shadow maps etc.). Moreover, in case of a CPU bottleneck, reprojection won't give any gain at all.

It is recommended to enable stereo reprojection in the following cases:

  • you have a stable 70-80 fps and just need some extra boost to get to 90
  • you have a fluctuating fps (like 90, then 45, and 90 again), in this case reprojection will help you to get stable 90

In case if your initial fps is below 45, reprojection will half the framerate, and you'll end up having a completely messed up image. In this case reprojection should be disabled.

To set the value via the console, use the render_stereo_reprojectionconsole command.

Arguments

  • int reprojection - Reprojection mode for VR to be used. One of the following values:
    • 0 - disabled (by default)
    • 1 - dynamic reprojection (slower, but more accurate, more pronounced ghost effect)
    • 2 - fast reprojection (fast, reduced ghost effect, but clipping of frontal parts of moving objects may occur)

int getStereoReprojection ( ) #

Returns the current stereo reprojection mode for VR. This mode enables to render 45 FPS as 90 FPS. Instead of rendering a picture for both eyes each frame, it is rendered for one of them, while the picture for the other is obtained by making reprojection of the rendered one, next time the picture is rendered for the second eye and reprojected for the first one, and so on.
Notice
Reprojection does not give an x2 performance gain as there are a lot of other things to be rendered in addition to the ones rendered per-eye (such as shadow maps etc.). Moreover, in case of a CPU bottleneck, reprojection won't give any gain at all.

It is recommended to enable stereo reprojection in the following cases:

  • you have a stable 70-80 fps and just need some extra boost to get to 90
  • you have a fluctuating fps (like 90, then 45, and 90 again), in this case reprojection will help you to get stable 90

In case if your initial fps is below 45, reprojection will half the framerate, and you'll end up having a completely messed up image. In this case reprojection should be disabled.

To get the value via the console, use the render_stereo_reprojectionconsole variable.

Return value

Current reprojection mode for VR. One of the following values:
  • 0 - disabled (by default)
  • 1 - dynamic reprojection (slower, but more accurate, more pronounced ghost effect)
  • 2 - fast reprojection (fast, reduced ghost effect, but clipping of frontal parts of moving objects may occur)

void setStereoReprojectionFixBlur ( bool blur ) #

Sets the value indicating if improved blur reduction is enabled for screen during stereo reprojection.
Notice
This option can be disabled, when possible, to gain some performance.
Notice
To set the value via the console, use the render_stereo_reprojection_fix_blurconsole command.

Arguments

  • bool blur - 1 to enable improved blur reduction for screen during stereo reprojection, 0 to disable it. The default value is 1.

bool isStereoReprojectionFixBlur ( ) #

Returns the value indicating if improved blur reduction is enabled for screen during stereo reprojection.
Notice
This option can be disabled, when possible, to gain some performance.
Notice
To get the value via the console, use the render_stereo_reprojection_fix_blurconsole variable.

Return value

1 if improved blur reduction is enabled for screen during stereo reprojection; otherwise, 0.

void setStereoReprojectionBuffersFixBlur ( bool blur ) #

Sets the value indicating if improved blur reduction is enabled for buffers (SSAO, SSR, etc.) during stereo reprojection.
Notice
This option can be disabled, when possible, to gain some performance.
Notice
To set the value via the console, use the render_stereo_reprojection_buffers_fix_blurconsole command.

Arguments

  • bool blur - 1 to enable improved blur reduction for buffers (SSAO, SSR, etc.) during stereo reprojection, 0 to disable it. The default value is 1.

bool isStereoReprojectionBuffersFixBlur ( ) #

Returns the value indicating if improved blur reduction is enabled for buffers (SSAO, SSR, etc.) during stereo reprojection.
Notice
This option can be disabled, when possible, to gain some performance.
Notice
To get the value via the console, use the render_stereo_reprojection_buffers_fix_blurconsole variable.

Return value

1 if improved blur reduction is enabled for buffers (SSAO, SSR, etc.) during stereo reprojection; otherwise, 0.

void setStereoReprojectionThreshold ( float threshold ) #

Sets the current threshold value to be used for stereo reprojection, when the fast reprojection mode (2) is used.
Notice
To set the value via the console, use the render_stereo_reprojection_thresholdconsole command.

Arguments

  • float threshold - Threshold value to be used for fast stereo reprojection:
    • Higher values reduce clipping of frontal parts of moving objects, but make the ghost effect more pronounced.
    • Lower values reduce the ghost effect, but make clipping of frontal parts of moving objects more pronounced.
    The default value is 1.0f.

float getStereoReprojectionThreshold ( ) #

Returns the current threshold value used for stereo reprojection, when the fast reprojection mode (2) is used.
Notice
To get the value via the console, use the render_stereo_reprojection_thresholdconsole variable.

Return value

Current threshold value used for fast stereo reprojection:
  • Higher values reduce clipping of frontal parts of moving objects, but make the ghost effect more pronounced.
  • Lower values reduce the ghost effect, but make clipping of frontal parts of moving objects more pronounced.
The default value is 1.0f.

void setTAAAntialiasingInMotion ( bool motion ) #

Sets a value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled.

Arguments

  • bool motion - 1 to enable improved anti-aliasing in motion (for moving camera and objects), 0 to disable it. The default value is 0.

bool isTAAAntialiasingInMotion ( ) #

Returns a value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled.

Return value

1 if improved anti-aliasing in motion (for moving camera and objects) is enabled; otherwise, 0.

void setWhiteBalance ( bool balance ) #

Sets a value indicating if automatic white balance correction is enabled.
Notice
To set the value via the console, use the render_white_balanceconsole command.

Arguments

  • bool balance - 1 to enable automatic white balance correction, 0 to disable it. The default value is 1.

bool isWhiteBalance ( ) #

Returns a value indicating if automatic white balance correction is enabled.
Notice
To get the value via the console, use the render_white_balanceconsole variable.

Return value

1 if automatic white balance correction is enabled; otherwise, 0.

void setWhiteBalanceIntensity ( float intensity ) #

Sets the value of white balance correction intensity.
Notice
To set the value via the console, use the render_white_balance_intensityconsole command.

Arguments

  • float intensity - White balance correction intensity value in the range [0.0f, 1.0f]. The default value is 0.3f.
    • By the minimum value of 0.0f, no white balance correction is performed.
    • The higher the value, the stronger correction will be.
    Notice
    Do not set too high values for night-time and dimly lit scenes, as it may lead to heavy color distortion making the scene look totally unnatural.

float getWhiteBalanceIntensity ( ) #

Returns the current value of white balance correction intensity.
Notice
To get the value via the console, use the render_white_balance_intensityconsole variable.

Return value

Current white balance correction intensity value in the range [0.0f, 1.0f]. The default value is 0.3f.

void setWhiteBalanceAdaptationTime ( float time ) #

Sets the time for the camera to adjust white balance.
Notice
To set the value via the console, use the render_white_balance_adaptation_timeconsole command.

Arguments

  • float time - Time period, in seconds, during which white balance correction is performed. If 0.0f is set, instant correction will be used. The default value is 1.0f.
    Notice
    It is recommended to use lower values, when possible, to make correction process unnoticeable, otherwise it'll be slow and will catch user's eye. However, setting too low values may result in abrupt switching of colors as the camera moves. So, adjust this parameter carefully to make transition smoooth. You can set it equal to the Exposure Adaptation value.

float getWhiteBalanceAdaptationTime ( ) #

Returns the current the time set for the camera to adjust white balance.
Notice
To get the value via the console, use the render_white_balance_adaptation_timeconsole variable.

Return value

Time period, in seconds, during which white balance correction is performed. If 0.0f is set, instant correction will be used. The default value is 1.0f.

void setSSDirt ( bool dirt ) #

Sets the value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.
Notice
To enable/disable the effect via the Console, use the render_ssdirtconsole command.

Arguments

  • bool dirt - 1 to enable the SSDirt effect, 0 to disable it.

bool isSSDirt ( ) #

Returns the value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.
Notice
To check whether the effect is enabled via the Console, use the render_ssdirtconsole variable.

Return value

1 if the SSDirt effect is enabled; otherwise, 0.

void setSSDirtAngleBias ( float bias ) #

Sets the angle bias value to limit the SSDirt effect where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons. The SSDirt effect must be enabled (see the setSSDirt() method).
Notice
This parameter affects both, concave and convex areas.

Arguments

  • float bias - Angle bias value to be set in the range [0.0f; 1.0f]. The default value is 0.35f.

float getSSDirtAngleBias ( ) #

Sets the angle bias value to limit the SSDirt effect where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons. The SSDirt effect must be enabled (see the setSSDirt() method).
Notice
This parameter affects both, concave and convex areas.

Return value

Angle bias value in the range [0.0f; 1.0f].

void setSSDirtCavityAlbedoTextureName ( const char * name ) #

Sets the name of the albedo texture to be used for cavities. This texture defines dirt and dust color pattern for all cavities globally. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • const char * name - Name of the albedo texture to be used for cavities.

const char * getSSDirtCavityAlbedoTextureName ( ) #

Returns the name of the albedo texture used for cavities. This texture defines dirt and dust color pattern for all cavities globally. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Name of the albedo texture used for cavities.

void setSSDirtCavityColor ( const Math::vec4 & color ) #

Sets the color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • const Math::vec4 & color - Color multiplier for the Albedo texture used for cavities. By default, the color is white.

Math::vec4 getSSDirtCavityColor ( ) #

Returns the current color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Color multiplier for the Albedo texture used for cavities.

void setSSDirtCavityExponent ( float exponent ) #

Sets the exponent value that determines the rate of gradual change of intensity along the radius for cavities. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float exponent - Exponent value to be set for cavities. Lower values make gradual change of intensity smoother. The default value is 1.0f.

float getSSDirtCavityExponent ( ) #

Returns the current exponent value that determines the rate of gradual change of intensity along the radius for cavities. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Exponent value set for cavities. Lower values make gradual change of intensity smoother. The default value is 1.0f.

void setSSDirtCavityMetalness ( float metalness ) #

Sets the metalness value for cavities. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float metalness - Metalness value for cavities in the range [0.0f, 1.0f]. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in cavities.

float getSSDirtCavityMetalness ( ) #

Returns the current metalness value for cavities. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current metalness value for cavities in the range [0.0f, 1.0f]. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in cavities.

void setSSDirtCavityMetalnessVisibility ( float visibility ) #

Sets the metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float visibility - Metalness visibility value to be set for cavities in the range [0.0f, 1.0f]. The higherthe value the more metalness buffer is affected. The default value is 0.0f.

float getSSDirtCavityMetalnessVisibility ( ) #

Returns the current metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current metalness visibility value for cavities.

void setSSDirtCavityShadingTextureName ( const char * name ) #

Sets the name of the shading texture to be used for cavities. Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored). The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • const char * name - Name of the shading texture to be used for cavities.

const char * getSSDirtCavityShadingTextureName ( ) #

Returns the name of the shading texture used for cavities. Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored). The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Name of the shading texture used for cavities.

void setSSDirtCavityTextureSize ( float size ) #

Sets the scaling factor for the textures used for cavities. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float size - Scaling factor to be set for the textures used for cavities. The default value is 1.0f

float getSSDirtCavityTextureSize ( ) #

Returns the current scaling factor for the textures used for cavities. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current scaling factor for the textures used for cavities.

void setSSDirtConvexityAlbedoTextureName ( const char * name ) #

Sets the name of the albedo texture to be used for convexities. This texture defines wear and scratch color pattern for all convexities globally. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • const char * name - Name of the albedo texture to be used for convexities.

const char * getSSDirtConvexityAlbedoTextureName ( ) #

Returns the name of the albedo texture used for convexities. This texture defines wear and scratch color pattern for all convexities globally. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Name of the albedo texture used for convexities.

void setSSDirtConvexityColor ( const Math::vec4 & color ) #

Sets the color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • const Math::vec4 & color - Color multiplier for the Albedo texture used for convexities. By default, the color is white.

Math::vec4 getSSDirtConvexityColor ( ) #

Returns the current color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Color multiplier for the Albedo texture used for convexities.

void setSSDirtConvexityExponent ( float exponent ) #

Sets the exponent value that determines the rate of gradual change of intensity along the radius for convexities. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float exponent - Exponent value to be set for convexities. Lower values make gradual change of intensity smoother. The default value is 1.0f.

float getSSDirtConvexityExponent ( ) #

Returns the current exponent value that determines the rate of gradual change of intensity along the radius for convexities. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Exponent value set for convexities. Lower values make gradual change of intensity smoother. The default value is 1.0f.

void setSSDirtConvexityMetalness ( float metalness ) #

Sets the metalness value for convexities. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float metalness - Metalness value for convexities in the range [0.0f, 1.0f]. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in convex areas.

float getSSDirtConvexityMetalness ( ) #

Returns the current metalness value for convexities. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current metalness value for convexities in the range [0.0f, 1.0f]. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in convex areas.

void setSSDirtConvexityMetalnessVisibility ( float visibility ) #

Sets the metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float visibility - Metalness visibility value to be set for convexities in the range [0.0f, 1.0f]. The higherthe value the more metalness buffer is affected. The default value is 0.0f.

float getSSDirtConvexityMetalnessVisibility ( ) #

Returns the current metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current metalness visibility value for convexities.

void setSSDirtConvexityShadingTextureName ( const char * name ) #

Sets the name of the shading texture to be used for convexities. Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • const char * name - Name of the shading texture to be used for convexities.

const char * getSSDirtConvexityShadingTextureName ( ) #

Returns the name of the shading texture used for convexities. Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Name of the shading texture used for convexities.

void setSSDirtConvexityTextureSize ( float size ) #

Sets the scaling factor for the textures used for convexities. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float size - Scaling factor to be set for the textures used for convexities. The default value is 1.0f

float getSSDirtConvexityTextureSize ( ) #

Returns the current scaling factor for the textures used for convexities. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current scaling factor for the textures used for convexities.

void setSSDirtIncreaseAccuracy ( bool accuracy ) #

Enables or disables increased accuracy for the SSDirt effect. This option should be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, it shoud be disabled. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • bool accuracy - 1 to enable increased accuracy for the SSDirt effect, 0 to disable it. The default value is 0.

bool isSSDirtIncreaseAccuracy ( ) #

Returns a value indicating if increased accuracy for the SSDirt effect is enabled. This option should be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, it shoud be disabled. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

1 if increased accuracy for the SSDirt effect is enabled; otherwise, 0.

void setSSDirtIntensity ( float intensity ) #

Sets the intensity of the SSDirt effect. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float intensity - Intensity of the SSDirt effect.
    • By the minimum value of 0.0f, the effect is not visible.
    • Higher values make the effect more pronounced.
    The default value is 1.0f.

float getSSDirtIntensity ( ) #

Returns the current intensity of the SSDirt effect. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current intensity of the SSDirt effect.
  • By the minimum value of 0.0f, the effect is not visible.
  • Higher values make the effect more pronounced.

void setSSDirtPerspective ( float perspective ) #

Sets the perspective value,that determines the degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect:
  • 0.0f - radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
  • 1.0f - radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float perspective - Perspective value to be set in the range [0.0f, 1.0f]. The default value is 0.02f

float getSSDirtPerspective ( ) #

Returns the current perspective value, that determines the degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect:
  • 0.0f - radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
  • 1.0f - radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current perspective value in the range [0.0f, 1.0f]. The default value is 0.02f

void setSSDirtQuality ( int quality ) #

Sets the quality for the SSDirt effect. The SSDirt effect must be enabled (see the setSSDirt() method).
Notice
This parameter significantly affects performance, so choose it reasonably.

Arguments

  • int quality - SSDirt effect quality to be set:
    • 0 - low
    • 1 - medium
    • 2 - high (by default)
    • 3 - ultra

int getSSDirtQuality ( ) #

Returns the current quality of the SSDirt effect. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current SSDirt effect quality:
  • 0 - low
  • 1 - medium
  • 2 - high (by default)
  • 3 - ultra

void setSSDirtRadius ( float radius ) #

Sets the size of the SSDirt effect. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float radius - Size of the SSDirt effect to be set. The default value is 1.0f.

float getSSDirtRadius ( ) #

Returns the current size of the SSDirt effect. The SSDirt effect must be enabled (see the setSSDirt() method).

void setSSDirtResolution ( int resolution ) #

Sets the resolution of the SSDirt effect. The SSDirt effect must be enabled (see the setSSDirt() method).
Notice
This parameter significantly affects performance, so choose it reasonably.

Arguments

  • int resolution - Resolution of the SSDirt effect to be set:
    • 0 - quarter
    • 1 - half (by default)
    • 2 - full

int getSSDirtResolution ( ) #

Returns the current resolution of the SSDirt effect. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current resolution of the SSDirt effect:
  • 0 - quarter
  • 1 - half (by default)
  • 2 - full

void setSSDirtThreshold ( float threshold ) #

Sets the threshold of the SSDirt effect. It determines depth limit for the SSDirt effect in areas where information cannot be obtained. The SSDirt effect must be enabled (see the setSSDirt() method).

Arguments

  • float threshold - SSDirt threshold value to be set in the range [0.0f; 1.0f]. Higher values make the effect less pronounced. The default value is 1.0f.

float getSSDirtThreshold ( ) #

Returns the current threshold value of the SSDirt effect. The SSDirt effect must be enabled (see the setSSDirt() method).

Return value

Current SSDirt threshold value in the range [0.0f; 1.0f]. Higher values make the effect less pronounced. The default value is 1.0f.

void setLatency ( int latency ) #

Set the maximum number of back buffer frames that a driver is allowed to queue for rendering. The buffers are used for GPU load optimization: in certain cases several command buffers (frames) can be processed by GPU at once increasing the Waiting GPU time for one frame and having zero Waiting GPU time for the next ones. Thus, GPU avoids rendering spikes, but increased Waiting GPU time will cause a spike in application logic, in case when the logic is bound to duration of a single frame. Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. In certain cases (high GPU load, VSYNC usage) it may be required to queue more frames of data, it is also beneficial for applications with no user input (e.g., video playback).
Notice
To set the value via the Console, use the render_latencyconsole command.

Arguments

  • int latency - Maximum number of back buffer frames allowed:
    • 0 - sequential rendering CPU-GPU-CPU-GPU...
    • 1 - 1 buffer (by default)
    • 2 - 2 buffers
    • 3 - 3 buffers
    Notice
    Values 1-3 are available for DirectX only.

int getLatency ( ) #

Returns the maximum number of back buffer frames that a driver is allowed to queue for rendering. The buffers are used for GPU load optimization: in certain cases several command buffers (frames) can be processed by GPU at once increasing the Waiting GPU time for one frame and having zero Waiting GPU time for the next ones. Thus, GPU avoids rendering spikes, but increased Waiting GPU time will cause a spike in application logic, in case when the logic is bound to duration of a single frame. Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. In certain cases (high GPU load, VSYNC usage) it may be required to queue more frames of data, it is also beneficial for applications with no user input (e.g., video playback).
Notice
To get the value via the Console, use the render_latencyconsole variable.

Return value

Maximum number of back buffer frames currently allowed:
  • 0 - sequential rendering CPU-GPU-CPU-GPU...
  • 1 - 1 buffer (by default)
  • 2 - 2 buffers
  • 3 - 3 buffers
Notice
Values 1-3 are available for DirectX only.

void setStreamingMode ( int mode ) #

Sets the streaming mode to be used for textures and meshes. Forced mode can be used for grabbing frame sequences, rendering node previews, etc.
Notice
To set the value via the Console, use the render_streaming_modeconsole command.

Arguments

  • int mode - Streaming mode to be set: one of the STREAMING_* variables.

int getStreamingMode ( ) #

Returns the current streaming mode used for textures and meshes.
Notice
To get the value via the Console, use the render_streaming_modeconsole variable.

Return value

Current streaming mode: one of the STREAMING_* variables.

void setStreamingUseMemoryLimit ( bool limit ) #

Sets a value indicating if memory limitation for asynchronous resource loading (meshes and textures) is enabled.

Arguments

  • bool limit - 1 to enable memory limitation for asynchronous resource loading (meshes and textures), 0 to disable it. The default value is 1.

bool isStreamingUseMemoryLimit ( ) #

Returns a value indicating if memory limitation for asynchronous resource loading (meshes and textures) is currently enabled.

Return value

1 if memory limitation for asynchronous resource loading (meshes and textures) is currently enabled; otherwise, 0.

void setStreamingMaxThreads ( int threads ) #

Set the maximum number of threads used for streaming.
Notice
To set the value via the Console, use the render_streaming_max_threadsconsole command.

Arguments

  • int threads - Maximum number of threads to be used for streaming, within the [1; 256] range. The default value is 1.
    Notice
    Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources.

int getStreamingMaxThreads ( ) #

Returns the maximum number of threads used for streaming.
Notice
To get the value via the Console, use the render_streaming_max_threadsconsole variable.

Return value

Current maximum number of threads used for streaming, within the [1; 256] range. The default value is 1.
Notice
Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources.

void setStreamingDestroyDuration ( int duration ) #

Sets resource cleanup interval.

Arguments

  • int duration - Resource cleanup interval, in number of frames, within the [0; 300] range. The default value is 30.

int getStreamingDestroyDuration ( ) #

Returns the current resource cleanup interval.

Return value

Resource cleanup interval, in number of frames, within the [0; 300] range.

void setStreamingTexturesMemoryLimit ( int limit ) #

Sets cache memory limit used for texture streaming.

Arguments

  • int limit - Cache memory limit for textures to be set, in percentage of the total GPU memory. The default value is 65.

int getStreamingTexturesMemoryLimit ( ) #

Returns the current cache memory limit used for texture streaming.

Return value

Current cache memory limit for textures, in percentage of the total GPU memory.

void setStreamingTexturesCachePreload ( bool preload ) #

Sets a value indicating if textures cache should be loaded at engine startup.

Arguments

  • bool preload - 1 to enable loading of textures cache at engine startup, 0 to disable it. The default value is 1.

bool isStreamingTexturesCachePreload ( ) #

Returns a value indicating if textures cache is loaded at engine startup.

Return value

1 if textures cache is loaded at engine startup; otherwise, 0.

void setStreamingTexturesCacheResolution ( int resolution ) #

Sets resolution for texture cache elements. These minimized copies of textures are used instead of the originals.

Arguments

  • int resolution - Resolution for texture cache elements. One of the following values:
    • 0 - is 8x8
    • 1 - is 16x16 (by default)
    • 2 - is 32x32
    • 3 - is 64x64
    • 4 - is 128x128
    • 5 - is 256x256
    • 6 - is 512x512

int getStreamingTexturesCacheResolution ( ) #

Returns current resolution for texture cache elements. These minimized copies of textures are used instead of the originals.

Return value

Current resolution for texture cache elements. One of the following values:
  • 0 - is 8x8
  • 1 - is 16x16 (by default)
  • 2 - is 32x32
  • 3 - is 64x64
  • 4 - is 128x128
  • 5 - is 256x256
  • 6 - is 512x512

void setStreamingMeshesMemoryLimit ( int limit ) #

Sets cache memory limit used for mesh streaming.

Arguments

  • int limit - Cache memory limit for meshes to be set, in percentage of the total GPU memory. The default value is 15.

int getStreamingMeshesMemoryLimit ( ) #

Returns the current cache memory limit used for mesh streaming.

Return value

Current cache memory limit for meshes, in percentage of the total GPU memory.

void setShadersPreload ( bool preload ) #

Sets a value indicating if all shaders are compiled and loaded to RAM every time the world is loaded.
Notice
Pre-loading shaders results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible (see the shaders_create command). In this case necessary shaders are loaded from cache to RAM on demand.

Arguments

  • bool preload - 1 to enable pre-loading for shaders, 0 to disable it. The default value is 0.

bool isShadersPreload ( ) #

Returns a value indicating if all shaders are compiled and loaded to RAM every time the world is loaded.
Notice
Pre-loading shaders results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible (see the shaders_create command). In this case necessary shaders are loaded from cache to RAM on demand.

Return value

1 if pre-loading for shaders is enabled; otherwise, 0.

void setFPSStabilization ( bool stabilization ) #

Sets the value indicating if the framerate stabilization is enabled.
Notice
To enable/disable this feature via the Console, use the render_fps_stabilizationconsole command.

Arguments

  • bool stabilization - 1 to enable framerate stabilization, 0 to disable it.

bool isFPSStabilization ( ) #

Returns a value indicating if framerate stabilization is enabled.

Return value

1 if framerate stabilization is enabled; otherwise, 0.

void setFPSStabilizationSpeedUP ( float fpsstabilizationspeedup ) #

Set the number of frames per second for gradual FPS increase. This value controls smooth transition between various framerates and avoid fluctuations.

Arguments

  • float fpsstabilizationspeedup - Transition rate to be set within the [0; inf] range. The default value is 16.

float getFPSStabilizationSpeedUP ( ) #

Returns the current number of frames per second for gradual FPS increase. This value controls smooth transition between various framerates and avoid fluctuations.

Return value

Current transition rate within the [0; inf] range.

void setFPSStabilizationSpeedDown ( float down ) #

Set the number of frames per second for gradual FPS decrease. This value controls smooth transition between various framerates and avoid fluctuations.

Arguments

  • float down - Transition rate to be set within the [0; inf] range. The default value is 16.

float getFPSStabilizationSpeedDown ( ) #

Returns the current number of frames per second for gradual FPS decrease. This value controls smooth transition between various framerates and avoid fluctuations.

Return value

Current transition rate within the [0; inf] range.

void setFPSStabilizationMin ( int min ) #

Sets the minimum FPS value for which framerate stabilization is to be performed. For lower FPS values framerate stabilization will be disabled.

Arguments

  • int min - Minimum FPS value to be set within the [0; 500] range. The default value is 30.

int getFPSStabilizationMin ( ) #

Returns the current minimum FPS value for which framerate stabilization is to be performed. For lower FPS values framerate stabilization will be disabled.

Return value

Minimum FPS value within the [0; 500] range. The default value is 30.

void setFPSStabilizationRounding ( int rounding ) #

Sets the unit size (granularity) used for framerate stabilization. Resulting FPS value will be rounded to the nearest multiple of unit size.

Arguments

  • int rounding - Unit size (granularity) to be set, in frames per second, within the [0; 100] range. The default value is 10.

int getFPSStabilizationRounding ( ) #

Returns the current unit size (granularity) used for framerate stabilization. Resulting FPS value will be rounded to the nearest multiple of unit size.

Return value

Current unit size (granularity), in frames per second, within the [0; 100] range.

void setFPSStabilizationOffset ( int offset ) #

Returns the current amount of actual FPS reduction used for framerate stabilization. Actual FPS value will be reduced by this amount: Resulting_FPS = Actual_FPS - Offset.

Arguments

  • int offset - FPS reduction amount to be set, in frames per second, within the [0; 100] range. The default value is 4.

int getFPSStabilizationOffset ( ) #

Returns the current amount of actual FPS reduction used for framerate stabilization. Actual FPS value will be reduced by this amount: Resulting_FPS = Actual_FPS - Offset.

Return value

Current FPS reduction amount, in frames per second, within the [0; 100] range.

void destroyCacheTexture ( const UGUID & guid ) #

Deletes cache (images and metadata) stored on disk for the texture with the specified GUID. Corresponding files in the data/.cache_textures will be removed.

Arguments

  • const UGUID & guid - Texture file GUID.

void createCacheTexture ( const UGUID & guid ) #

Generates cache for the texture with the specified GUID.
Notice
Texture cache generated by this method is incomplete, only images are created, as all metadata (flags, etc.) is stored in materials.

Arguments

  • const UGUID & guid - Texture file GUID.

void destroyCacheTextures ( ) #

Clears texture cache (images and metadata) stored on disk. All files in the data/.cache_textures will be removed.

void unloadCacheTextures ( ) #

Unloads texture cache from the memory. This method does not delete files in the data/.cache_textures.

void createCacheTextures ( ) #

Generates texture cache for all textures used in the project.
Notice
Texture cache generated by this method is incomplete, only images are created, as all metadata (flags, etc.) is stored in materials.

void loadCacheTextures ( ) #

Loads texture cache from the disk. Texture cache always remains in memory after loading.

void setTranslucentColor ( const Math::vec4 & color ) #

Sets the color to be used for translucent objects globally. When light shines on one side of the object, the other side is partially illuminated with this color.

Arguments

  • const Math::vec4 & color - Color to be used for translucent objects globally. By default, the color is white.

Math::vec4 getTranslucentColor ( ) #

Returns the current color used for translucent objects globally. When light shines on one side of the object, the other side is partially illuminated with this color.

Return value

Color used for translucent objects globally. By default, the color is white.

void setShadowDistanceScale ( float scale ) #

Sets the global shadow distance scale multiplier. This option allows a developer to easily increase or decrease shadows rendering performance by changing the scale.

Arguments

  • float scale - Global shadow distance scale multiplier to be set in [0.0f; inf] range. The default value is 1.0f.

float getShadowDistanceScale ( ) #

Returns the current the global shadow distance scale multiplier. This option allows a developer to easily increase or decrease shadows rendering performance by changing the scale.

Return value

Current global shadow distance scale multiplier in [0.0f; inf] range.

void addScriptableMaterial ( const Ptr<Material> & material ) #

Adds a new global scriptable material. To apply a scriptable material per-camera or per-player, use the addScriptableMaterial() method of the Camera class or the same method of the Player class respectively. The order of execution for scripts assigned to scriptable materials is defined by material's number in the list of materials applied globally.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

  • const Ptr<Material> & material - Scriptable material to be applied globally.

void removeScriptableMaterial ( int num ) #

Removes the global scriptable material with the specified number.

Arguments

int getNumScriptableMaterials ( ) #

Returns the total number of scriptable materials applied globally.

Return value

Total number of scriptable materials applied globally.

int findScriptableMaterial ( const Ptr<Material> & material ) #

Returns the number of the specified scriptable material applied globally. This number determines the order in which the assigned expressions are executed.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

  • const Ptr<Material> & material - Scriptable material for which a number is to be found.

Return value

Scriptable material number in the range from 0 to the total number of scriptable materials, or -1 if the specified material was not found.

void setScriptableMaterial ( int num, const Ptr<Material> & material ) #

Replaces the scriptable material with the specified number with the new scriptable material specified. The number of material determines the order in which the expressions assigned to it are executed.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

  • int num - Scriptable material number in the range from 0 to the total number of scriptable materials.
  • const Ptr<Material> & material - New scriptable material to replace the one with the specified number.

Ptr<Material> getScriptableMaterial ( int num ) #

Returns a scriptable material applied globally by its number.

Arguments

Return value

Scriptable material applied globally with the specified number.

void setScriptableMaterialEnabled ( int num, bool enabled ) #

Enables or disables the scriptable material with the specified number. When a material is disabled (inactive), the scripts attached to it are not executed.

Arguments

  • int num - Scriptable material number in the range from 0 to the total number of scriptable materials.
  • bool enabled - 1 to enable the scriptable material with the specified number, 0 to disable it.

bool getScriptableMaterialEnabled ( int num ) #

Returns a value indicating if the scriptable material with the specified number is enabled (active). When a material is disabled (inactive), the scripts attached to it are not executed.

Arguments

Return value

1 if the scriptable material with the specified number is enabled; otherwise, 0.

void swapScriptableMaterials ( int num_0, int num_1 ) #

Swaps two scriptable materials with specified numbers. The number of material determines the order in which the expressions assigned to it are executed.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

void clearScriptableMaterials ( ) #

Clears all global scriptable materials.

int getHDRTextureFormat ( ) #

Returns the currently used HDR texture format.

Return value

Current HDR texture format. One of the following values:

Ptr<Texture> getTemporaryTexture ( int width, int height, int format, int flags = 0, const char * name = 0 ) #

Allocates a temporary render texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Arguments

  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary texture (optional).

Return value

Temporary texture.

Ptr<Texture> getTemporaryTexture ( int format, const char * name = 0 ) #

Allocates a temporary render texture of the specified format. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Arguments

  • int format - Texture format: one of the Texture::FORMAT_* values.
  • const char * name - Name to be used for this temporary texture (optional).

Return value

Temporary texture.

Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture ) #

Allocates a temporary render texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Arguments

  • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.

Return value

Temporary texture.

Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture, const char * name = 0 ) #

Allocates a temporary render texture for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Arguments

  • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.
  • const char * name - Name to be used for this temporary texture (optional).

Return value

Temporary texture.

Ptr<Texture> getTemporary2DArrayTexture ( int width, int height, int depth, int format, int flags = 0, const char * name = 0 ) #

Allocates a temporary 2D array texture with the specified width, height, number of layers, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Arguments

  • int width - Width of the 2D array texture, in pixels.
  • int height - Height of the 2D array texture, in pixels.
  • int depth - Number of layers in the 2D array texture.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary 2D array texture (optional).

Return value

Temporary 2D array texture.

Ptr<Texture> getTemporary3DTexture ( int width, int height, int depth, int format, int flags = 0, const char * name = 0 ) #

Allocates a temporary 3D texture with the specified width, height, depth, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Arguments

  • int width - Width of the 3D texture, in pixels.
  • int height - Height of the 3D texture, in pixels.
  • int depth - Depth of the 3D texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary 3D texture (optional).

Return value

Temporary 3D texture.

void releaseTemporaryTexture ( const Ptr<Texture> & texture ) #

Releases the temporary texture previously obtained via getTemporaryTexture(), getTemporary2DArrayTexture(), or getTemporary3DTexture() method and returns it to the pool.

Arguments

  • const Ptr<Texture> & texture - Temporary texture or texture array to be returned to the pool.

Ptr<RenderTarget> getTemporaryRenderTarget ( ) #

Allocates a temporary render target. This function can be used when you need a quick render target to perform some temporary calculations. Release it using releaseTemporaryRenderTarget() as soon as you're done with it, so another call can start reusing it if necessary. In any case such render target shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render targets, so a call to this method most often just returns an already created one (if the size and format matches). These temporary render targets are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render targets for each blit, instead of getting one or two render targets upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary render target obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Return value

Temporary render target.

void releaseTemporaryRenderTarget ( const Ptr<RenderTarget> & render_target ) #

Releases the temporary render target previously obtained via getTemporaryRenderTarget() method and returns it to the pool.

Arguments

  • const Ptr<RenderTarget> & render_target - Temporary render target to be returned to the pool.

void setLightsInterleavedSamples ( int samples ) #

Sets one of the two interleaved rendering modes defining the number of pixels to be skipped when rendering lights during the deferred pass with subsequent reconstruction of neighboring pixels using the data from previous frames.

Arguments

  • int samples - Interleaved rendering mode for lighting during the deferred pass to be set, one of the following:
    • 0 - half of all pixels is rendered skipping each second line (1 x 2)
    • 1 - quarter of all pixels is rendered skipping each second line and row (2 x 2)

int getLightsInterleavedSamples ( ) #

Returns the current interleaved rendering mode defining the number of pixels to be skipped when rendering lights during the deferred pass with subsequent reconstruction of neighboring pixels using the data from previous frames.

Return value

Current interleaved rendering mode for lighting during the deferred pass, one of the following:
  • 0 - half of all pixels is rendered skipping each second line (1 x 2)
  • 1 - quarter of all pixels is rendered skipping each second line and row (2 x 2)

void setSSAODenoiseQuality ( int quality ) #

Sets the noise reduction quality level for the SSAO (Screen-Space Ambient Occlusion) effect defining the number of samples used.

Arguments

  • int quality - Noise reduction quality to be set:
    • 0 - Low
    • 1 - Medium (by default)
    • 2 - High
    • 3 - Ultra
    Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).

int getSSAODenoiseQuality ( ) #

Returns the current noise reduction quality level for the SSAO (Screen-Space Ambient Occlusion) effect defining the number of samples used.

Return value

Current noise reduction quality:
  • 0 - Low
  • 1 - Medium (by default)
  • 2 - High
  • 3 - Ultra
Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).

void setSSGIDenoiseQuality ( int quality ) #

Sets the noise reduction quality level for the SSGI (Screen-Space Global Illumination) effect defining the number of samples used.

Arguments

  • int quality - Noise reduction quality to be set:
    • 0 - Low
    • 1 - Medium (by default)
    • 2 - High
    • 3 - Ultra
    Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).

int getSSGIDenoiseQuality ( ) #

Returns the current noise reduction quality level for the SSGI (Screen-Space Global Illumination) effect defining the number of samples used.

Return value

Current noise reduction quality:
  • 0 - Low
  • 1 - Medium (by default)
  • 2 - High
  • 3 - Ultra
Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).

void setSSGIDenoiseIntensity ( float intensity ) #

Sets the noise reduction intensity for the SSGI (Screen Space Global Illumination) effect.

Arguments

  • float intensity - Noise reduction intensity value in range [0.0f; 1.0f] to be set. Higher values provide a less noisy, but more blurred result. The default value is 0.2f.

float getSSGIDenoiseIntensity ( ) #

Returns the current noise reduction intensity for the SSGI (Screen Space Global Illumination) effect.

Return value

Noise reduction intensity value in range [0.0f; 1.0f]. Higher values provide a less noisy, but more blurred result. The default value is 0.2f.

void setSSGIDenoiseGaussianSigma ( float sigma ) #

Sets the sigma parameter of Gaussian blur used for noise reduction for the SSGI (Screen Space Global Illumination) effect. This parameter controls the amount of blur applied.

Arguments

  • float sigma - Gaussian blur sigma parameter value in range [0.0f; 100.0f] to be set. The default value is 10.0f.

float getSSGIDenoiseGaussianSigma ( ) #

Returns the current value of the sigma parameter of Gaussian blur used for noise reduction for the SSGI (Screen Space Global Illumination) effect. This parameter controls the amount of blur applied.

Return value

Gaussian blur sigma parameter value in range [0.0f; 100.0f]. The default value is 10.0f.

void setSSGIDenoiseThreshold ( float threshold ) #

Sets the threshold value for color difference of neighboring pixels used for noise reduction for the SSGI (Screen Space Global Illumination) effect: blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values result in blurring the whole image.

Arguments

  • float threshold - Threshold value for color difference of neighboring pixels in range [0.0f; 1.0f] to be set. The default value is 0.1f.

float getSSGIDenoiseThreshold ( ) #

Returns the current threshold value for color difference of neighboring pixels used for noise reduction for the SSGI (Screen Space Global Illumination) effect: blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values result in blurring the whole image.

Return value

Threshold value for color difference of neighboring pixels in range [0.0f; 1.0f]. The default value is 0.1f.

void setSSGIDenoiseRadius ( int radius ) #

Sets the radius of the area to be affected by noise reduction for the SSGI (Screen Space Global Illumination) effect.

Arguments

  • int radius - Radius to be affected by noise reduction, an integer value in range [1; 3] to be set. The default value is 1.

int getSSGIDenoiseRadius ( ) #

Returns the current radius of the area to be affected by noise reduction for the SSGI (Screen Space Global Illumination) effect.

Return value

Radius to be affected by noise reduction, an integer value in range [1; 3]. The default value is 1.

void setSSGIColorClampingIntensity ( float intensity ) #

Sets the intensity of TAA color clamping at zero pixel velocity for the SSGI (Screen Space Global Illumination) effect.

Arguments

  • float intensity - Intensity of TAA color clamping at zero pixel velocity in range [0.0f; 1.0f]. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSGI Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

float getSSGIColorClampingIntensity ( ) #

Returns the current intensity of TAA color clamping at zero pixel velocity for the SSGI (Screen Space Global Illumination) effect.

Return value

Intensity of TAA color clamping at zero pixel velocity in range [0.0f; 1.0f]. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSGI Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

void setSSGIColorClampingVelocityThreshold ( float threshold ) #

Sets the sensitivity of TAA color clamping for the SSGI (Screen Space Global Illumination) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Arguments

  • float threshold - Sensitivity of TAA color clamping for the SSGI (Screen Space Global Illumination) effect to pixel velocity change in range [0.0f; 1.0f] to be set. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSGI Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

float getSSGIColorClampingVelocityThreshold ( ) #

Returns the current sensitivity of TAA color clamping for the SSGI (Screen Space Global Illumination) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Return value

Sensitivity of TAA color clamping for the SSGI (Screen Space Global Illumination) effect to pixel velocity change in range [0.0f; 1.0f]. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSGI Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

void setBentNormalDenoiseQuality ( int quality ) #

Sets the noise reduction quality level for bent normals calculation defining the number of samples used.

Arguments

  • int quality - Noise reduction quality to be set:
    • 0 - Low
    • 1 - Medium (by default)
    • 2 - High
    • 3 - Ultra
    Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).

int getBentNormalDenoiseQuality ( ) #

Returns the current noise reduction quality level for bent normals calculation defining the number of samples used.

Return value

Current noise reduction quality:
  • 0 - Low
  • 1 - Medium (by default)
  • 2 - High
  • 3 - Ultra
Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).

void setSSRDenoiseQuality ( int quality ) #

Sets the noise reduction quality level for the SSR (Screen-Space Reflections) effect defining the number of samples used.

Arguments

  • int quality - Noise reduction quality to be set:
    • 0 - Low
    • 1 - Medium (by default)
    • 2 - High
    • 3 - Ultra
    Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).

int getSSRDenoiseQuality ( ) #

Returns the current noise reduction quality level for the SSR (Screen-Space Reflections) effect defining the number of samples used.

Return value

Current noise reduction quality:
  • 0 - Low
  • 1 - Medium (by default)
  • 2 - High
  • 3 - Ultra
Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).

void setSSRDenoiseIntensity ( float intensity ) #

Sets the noise reduction intensity for the SSR (Screen-Space Reflections) effect.

Arguments

  • float intensity - Noise reduction intensity value in range [0.0f; 1.0f] to be set. Higher values provide a less noisy, but more blurred result. The default value is 0.2f.

float getSSRDenoiseIntensity ( ) #

Returns the current noise reduction intensity for the SSR (Screen-Space Reflections) effect.

Return value

Noise reduction intensity value in range [0.0f; 1.0f] to be set. Higher values provide a less noisy, but more blurred result. The default value is 0.2f.

void setSSRDenoiseGaussianSigma ( float sigma ) #

Sets the sigma parameter of Gaussian blur used for noise reduction for the SSR (Screen-Space Reflections) effect. This parameter controls the amount of blur applied.

Arguments

  • float sigma - Gaussian blur sigma parameter value in range [0.0f; 100.0f] to be set. The default value is 10.0f.

float getSSRDenoiseGaussianSigma ( ) #

Returns the current value of the sigma parameter of Gaussian blur used for noise reduction for the SSR (Screen-Space Reflections) effect. This parameter controls the amount of blur applied.

Return value

Gaussian blur sigma parameter value in range [0.0f; 100.0f]. The default value is 10.0f.

void setSSRDenoiseThreshold ( float threshold ) #

Sets the threshold value for color difference of neighboring pixels used for noise reduction for the SSR (Screen-Space Reflections) effect: blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values result in blurring the whole image.

Arguments

  • float threshold - Threshold value for color difference of neighboring pixels in range [0.0f; 1.0f] to be set. The default value is 0.1f.

float getSSRDenoiseThreshold ( ) #

Returns the current threshold value for color difference of neighboring pixels used for noise reduction for the SSR (Screen-Space Reflections) effect: blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values result in blurring the whole image.

Return value

Threshold value for color difference of neighboring pixels in range [0.0f; 1.0f]. The default value is 0.1f.

void setSSRDenoiseRadius ( int radius ) #

Sets the radius of the area to be affected by noise reduction for the SSR (Screen-Space Reflections) effect.

Arguments

  • int radius - Radius to be affected by noise reduction, an integer value in range [1; 3] to be set. The default value is 1.

int getSSRDenoiseRadius ( ) #

Returns the current radius of the area to be affected by noise reduction for the SSR (Screen-Space Reflections) effect.

Return value

Radius to be affected by noise reduction, an integer value in range [1; 3]. The default value is 1.

void setSSRColorClampingIntensity ( float intensity ) #

Sets the intensity of TAA color clamping at zero pixel velocity for the SSR (Screen-Space Reflections) effect.

Arguments

  • float intensity - Intensity of TAA color clamping at zero pixel velocity in range [0.0f; 1.0f]. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSR Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

float getSSRColorClampingIntensity ( ) #

Returns the current intensity of TAA color clamping at zero pixel velocity for the SSR (Screen-Space Reflections) effect.

Return value

Intensity of TAA color clamping at zero pixel velocity in range [0.0f; 1.0f]. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSR Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

void setSSRColorClampingVelocityThreshold ( float threshold ) #

Sets the sensitivity of TAA color clamping for the SSR (Screen-Space Reflections) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Arguments

  • float threshold - Sensitivity of TAA color clamping for the SSR (Screen-Space Reflections) effect to pixel velocity change in range [0.0f; 1.0f] to be set. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSR Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

float getSSRColorClampingVelocityThreshold ( ) #

Returns the current sensitivity of TAA color clamping for the SSR (Screen-Space Reflections) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Return value

Sensitivity of TAA color clamping for the SSR (Screen-Space Reflections) effect to pixel velocity change in range [0.0f; 1.0f]. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSR Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

void setSSSSSDiffuse ( bool diffuse ) #

Enables or disables the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights).
Notice
To set the value via the console, use the render_sssss_diffuseconsole command.

Arguments

  • bool diffuse - 1 to enable the SSSSS calculation for diffuse lighting;0 — to disable it.

bool isSSSSSDiffuse ( ) #

Returns a value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights) is enabled.
Notice
To get the value via the console, use the render_sssss_diffuseconsole command.

Return value

1 if the SSSSS calculation for diffuse lighting is enabled; otherwise, 0.

void setSSSSSAmbient ( bool ambient ) #

Enables or disables the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment).
Notice
To set the value via the console, use the render_sssss_ambientconsole command.

Arguments

  • bool ambient - 1 to enable the SSSSS calculation for ambient lighting; 0 — to disable it.

bool isSSSSSAmbient ( ) #

Returns a value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment) is enabled.
Notice
To get the value via the console, use the render_sssss_ambientconsole command.

Return value

1 if the SSSSS calculation for ambient lighting is enabled; otherwise, 0.

void setSSSSSMinThreshold ( float threshold ) #

Sets the threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency).
Notice
To set the value via the console, use the render_sssss_min_thresholdconsole command.

Arguments

  • float threshold - Threshold scattering value for the material's Translucent parameter equal to 0.

float getSSSSSMinThreshold ( ) #

Returns the threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency).
Notice
To get the value via the console, use the render_sssss_min_thresholdconsole command.

Return value

Threshold scattering value for the material's Translucent parameter equal to 0.

void setSSSSSMaxThreshold ( float threshold ) #

Sets the threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency).
Notice
To set the value via the console, use the render_sssss_max_thresholdconsole command.

Arguments

  • float threshold - Threshold scattering value for the material's Translucent parameter equal to 1.

float getSSSSSMaxThreshold ( ) #

Returns the threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency).
Notice
To get the value via the console, use the render_sssss_max_thresholdconsole command.

Return value

Threshold scattering value for the material's Translucent parameter equal to 1.

void setSSSSSNoiseStep ( float step ) #

Sets the intensity of the step noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing: higher values make banding less visible.
Notice
To set the value via the console, use the render_sssss_noise_stepconsole command.

Arguments

  • float step - Intensity of the step noise used for SSSSS calculation.

float getSSSSSNoiseStep ( ) #

Returns the intensity of the step noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing: higher values make banding less visible.
Notice
To get the value via the console, use the render_sssss_noise_stepconsole command.

Return value

Intensity of the step noise used for SSSSS calculation.

void setSSSSSNoiseRay ( float ray ) #

Sets the intensity of the ray noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing: higher values make banding less visible.
Notice
To set the value via the console, use the render_sssss_noise_rayconsole command.

Arguments

  • float ray - Intensity of the ray noise used for SSSSS calculation.

float getSSSSSNoiseRay ( ) #

Returns the intensity of the ray noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing: higher values make banding less visible.
Notice
To get the value via the console, use the render_sssss_noise_rayconsole command.

Return value

Intensity of the ray noise used for SSSSS calculation.

void setSSSSSInterleaved ( bool interleaved ) #

Enables or disables interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering).
Notice
To set the value via the console, use the render_sssss_interleavedconsole command.

Arguments

  • bool interleaved - 1 to enable the interleaved mode for SSSSS; 0 — to disable it.

bool isSSSSSInterleaved ( ) #

Returns a value indicating if the interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering) is enabled.
Notice
To get the value via the console, use the render_sssss_interleavedconsole command.

Return value

1 if the interleaved mode for SSSSS is enabled; otherwise, 0.

void setSSSSSInterleavedColorClamping ( int clamping ) #

Sets the color clamping mode used to reduce ghosting effect.
Notice
To set the value via the console, use the render_sssss_interleaved_color_clampingconsole command.

Arguments

  • int clamping - One of the color clamping modes:
    • 0 — disabled
    • 1 — low
    • 2 — medium
    • 3 — high
    • 4 — high + velocity

int getSSSSSInterleavedColorClamping ( ) #

Returns the color clamping mode used to reduce ghosting effect.
Notice
To get the value via the console, use the render_sssss_interleaved_color_clampingconsole command.

Return value

One of the color clamping modes:
  • 0 — disabled
  • 1 — low
  • 2 — medium
  • 3 — high
  • 4 — high + velocity

void setSSSSSInterleavedSamples ( int samples ) #

Defines the number of pixels to be skipped when rendering the SSSSS (Screen-Space Subsurface Scattering) effect with subsequent reconstruction of neighboring pixels using the data from previous frames.

Arguments

  • int samples -
    • 0 — half of all pixels is rendered skipping each second line (1 x 2)
    • 1 — quarter of all pixels is rendered skipping each second line and row (2 x 2)
    Notice
    To set the value via the console, use the render_sssss_interleaved_samplesconsole command.

int getSSSSSInterleavedSamples ( ) #

Defines the number of pixels to be skipped when rendering the SSSSS (Screen-Space Subsurface Scattering) effect with subsequent reconstruction of neighboring pixels using the data from previous frames.

Return value

  • 0 — half of all pixels is rendered skipping each second line (1 x 2)
  • 1 — quarter of all pixels is rendered skipping each second line and row (2 x 2)
Notice
To get the value via the console, use the render_sssss_interleaved_samplesconsole command.

void setSSSSSTAAFixFlicker ( bool flicker ) #

Enables or disables the Fix Flicker effect for the SSSSS (Screen-Space Subsurface Scattering) effect that removes bright pixels by using the pixel brightness information from the previous frame.
Notice
To set the value via the console, use the render_sssss_taa_fix_flickerconsole command.

Arguments

  • bool flicker - 1 to enable the Fix Flicker effect; 0 — to disable it.

bool isSSSSSTAAFixFlicker ( ) #

Returns a value indicating if the Fix Flicker effect is enabled for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
To get the value via the console, use the render_sssss_taa_fix_flickerconsole command.

Return value

1 if the Fix Flicker effect is enabled; otherwise, 0.

void setSSSSSTAAAntialiasingInMotion ( bool motion ) #

Enables or disables antialiasing in motion (for moving camera and objects) for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
To set the value via the console, use the render_sssss_taa_antialiasing_in_motionconsole command.

Arguments

  • bool motion - 1 to enable antialiasing in motion; 0 — to disable it.

bool isSSSSSTAAAntialiasingInMotion ( ) #

Returns a value indicating if antialiasing in motion is enabled for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
To get the value via the console, use the render_sssss_taa_antialiasing_in_motionconsole command.

Return value

1 if antialiasing in motion is enabled; otherwise, 0.

void setSSSSSTAAFramesByColor ( bool color ) #

Enables or disables the Frames By Color option for SSSSS allowing accumulation of a variable number of frames over time depending on the pixel color difference between the current and previous frames.
Notice
To set the value via the console, use the render_sssss_taa_frames_by_colorconsole command.

Arguments

  • bool color - 1 to enable the Frames By Color option; 0 — to disable it.

bool isSSSSSTAAFramesByColor ( ) #

Returns a value indicating if the Frames By Color option for the SSSSS (Screen-Space Subsurface Scattering) effect is enabled.
Notice
To get the value via the console, use the render_sssss_taa_frames_by_colorconsole command.

Return value

1 if the Frames By Color option is enabled; otherwise, 0.

void setSSSSSTAAFramesByVelocity ( bool velocity ) #

Enables or disables the Frames By Velocity option for the SSSSS (Screen-Space Subsurface Scattering) effect allowing accumulaton of a variable number of frames over time depending on the pixel velocity difference between the current and previous frames.
Notice
To set the value via the console, use the render_sssss_taa_frames_by_velocityconsole command.

Arguments

  • bool velocity - 1 to enable the Frames By Velocity option; 0 — to disable it.

bool isSSSSSTAAFramesByVelocity ( ) #

Returns a value indicating if the Frames By Velocity option for the SSSSS (Screen-Space Subsurface Scattering) effect is enabled.
Notice
To get the value via the console, use the render_sssss_taa_frames_by_velocityconsole command.

Return value

1 if the Frames By Velocity option is enabled; otherwise, 0.

void setSSSSSTAAPreserveDetails ( float details ) #

Enables or disables the Preserve Details option that controls the TAA (Temporal Anti-Aliasing) detail level for the SSSSS (Screen-Space Subsurface Scattering) effect: the higher the value, the more detailed the image is. At the value of 0, the image becomes blurred when moving the camera, however, the TAA effect is better.
Notice
To set the value via the console, use the render_sssss_taa_preserve_detailsconsole command.

Arguments

  • float details - The TAA detail level.

float getSSSSSTAAPreserveDetails ( ) #

Returns the value of the TAA (Temporal Anti-Aliasing) detail level for the SSSSS (Screen-Space Subsurface Scattering) effect: the higher the value, the more detailed the image is. At the value of 0, the image becomes blurred when moving the camera, however, the TAA effect is better.
Notice
To get the value via the console, use the render_sssss_taa_preserve_detailsconsole command.

Return value

The TAA detail level.

void setSSSSSTAAFrameCount ( float count ) #

Sets the number of frames that are combined and blended during TAA calculation for the SSSSS (Screen-Space Subsurface Scattering) effect. The higher the value, the more frames are combined into the final image and the better anti-aliasing is. This value is used only when Frames By Velocity option is disabled.
Notice
To set the value via the console, use the render_sssss_taa_frame_countconsole command.

Arguments

  • float count - The number of frames for velocity buffer. The default value is 30.0f

float getSSSSSTAAFrameCount ( ) #

Returns the number of frames that are combined and blended during TAA calculation for the SSSSS (Screen-Space Subsurface Scattering) effect. The higher the value, the more frames are combined into the final image and the better anti-aliasing is. This value is used only when Frames By Velocity option is disabled.
Notice
To get the value via the console, use the render_sssss_taa_frame_countconsole command.

Return value

The number of frames for velocity buffer. The default value is 30.0f

void setSSSSSTAAFramesVelocityThreshold ( float threshold ) #

Sets the threshold value defining sensitivity to velocity change (velocity threshold at which pixels are treated as fast moving) for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
To set the value via the console, use the render_sssss_taa_frames_velocity_thresholdconsole command.

Arguments

  • float threshold - Velocity threshold at which pixels are treated as fast-moving.

float getSSSSSTAAFramesVelocityThreshold ( ) #

Returns the threshold value defining sensitivity to velocity change (velocity threshold at which pixels are treated as fast moving) for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
To get the value via the console, use the render_sssss_taa_frames_velocity_thresholdconsole command.

Return value

Velocity threshold at which pixels are treated as fast-moving.

void setSSSSSTAAMaxFramesByVelocity ( float velocity ) #

Sets the number of frames combined and blended for pixels that don't move relative to the screen space — the maximum frame count of TAA (Temporal Anti-Aliasing) for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
To set the value via the console, use the render_sssss_taa_max_frames_by_velocityconsole command.

Arguments

  • float velocity - Maximum number of frames for velocity buffer. The default value is 60.0f.

float getSSSSSTAAMaxFramesByVelocity ( ) #

Returns the number of frames combined and blended for pixels that don't move relative to the screen space — the maximum frame count of TAA (Temporal Anti-Aliasing) for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
To get the value via the console, use the render_sssss_taa_max_frames_by_velocityconsole command.

Return value

Maximum number of frames for velocity buffer.

void setSSSSSTAAMinFramesByVelocity ( float velocity ) #

Sets the number of frames combined and blended for fast-moving pixels on the screen — the minimum frame count of TAA (Temporal Anti-Aliasing) for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
To set the value via the console, use the render_sssss_taa_min_frames_by_velocityconsole command.

Arguments

  • float velocity - Minimum number of frames for velocity buffer. The default value is 4.0f.

float getSSSSSTAAMinFramesByVelocity ( ) #

Returns the number of frames combined and blended for fast-moving pixels on the screen — the minimum frame count of TAA (Temporal Anti-Aliasing) for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
To get the value via the console, use the render_sssss_taa_min_frames_by_velocityconsole command.

Return value

Minimum number of frames for velocity buffer.

void setSSSSSTAACatmullResampling ( bool resampling ) #

Enables and disables Catmull-Rom resampling for Screen-Space Subsurface Scattering. It allows reducing image blurring when the camera moves forward/backward. It is recommended to disable resampling at low settings.
Notice
To set the value via the console, use the render_sssss_taa_catmull_resamplingconsole command.

Arguments

  • bool resampling - 1 to enable Catmull-Rom resampling; 0 — to disable it.

bool isSSSSSTAACatmullResampling ( ) #

Returns a value indicating if Catmull-Rom resampling for Screen-Space Subsurface Scattering is enabled. It allows reducing image blurring when the camera moves forward/backward. It is recommended to disable resampling at low settings.
Notice
To get the value via the console, use the render_sssss_taa_catmull_resamplingconsole command.

Return value

1 if Catmull-Rom resampling is enabled; otherwise, 0.

void setSSSSSTAASamples ( int samples ) #

Sets the number of the sample offsets performed during subpixel jittering for Screen-Space Subsurface Scattering. By the minimum value of 1, there will be no offsets, and, therefore, no anti-aliasing.
Notice
To set the value via the console, use the render_sssss_taa_samplesconsole command.

Arguments

  • int samples - One of the values defining the number of samples:
    • 0 — 1 sample offset, no anti-aliasing
    • 1 — 4 offsets
    • 2 — 8 offsets
    • 3 — 16 offsets

int getSSSSSTAASamples ( ) #

Returns the number of the sample offsets performed during subpixel jittering for Screen-Space Subsurface Scattering. By the minimum value of 1, there will be no offsets, and, therefore, no anti-aliasing.
Notice
To get the value via the console, use the render_sssss_taa_samplesconsole command.

Return value

One of the values defining the number of samples:
  • 0 — 1 sample offset, no anti-aliasing
  • 1 — 4 offsets
  • 2 — 8 offsets
  • 3 — 16 offsets

void setEnvironmentCorrectRoughness ( Render::CORRECT_ROUGHNESS roughness ) #

Enables one of correction modes for environment reflections on rough surfaces or disables correction. Correction modes differ in the number of rays used to create a reflection on a rough surface.

Arguments

Render::CORRECT_ROUGHNESS getEnvironmentCorrectRoughness ( ) #

Returns the value indicating the correction mode set for environment reflections on rough surfaces. Correction modes differ in the number of rays used to create a reflection on a rough surface.

Return value

One of the CORRECT_ROUGHNESS_* modes.

void getScreenshot ( const Ptr<Image> & image ) #

Takes a screenshot and puts it to the specified image.

Arguments

  • const Ptr<Image> & image - Image to which the screenshot is to be saved.

void setShowLandscapeMask ( int displacement ) #

Sets the number of the landscape terrain detail mask to be visualized. This method can be used for visual debugging to display the selected detail mask of the landscape terrain.
Notice
To set the value via the console, use render_show_landscape_maskconsole command.

Arguments

  • int displacement - Number of landscape terrain detail mask to be visualized in the [1; 20] range, or 0 - to disable mask visualization.

int getShowLandscapeMask ( ) #

Returns the number of the landscape terrain detail mask currently visualized. This method can be used for visual debugging to display the selected detail mask of the landscape terrain.
Notice
To get the value via the console, use render_show_landscape_maskconsole variable.

Return value

Number of the currently visualized landscape terrain detail mask in the [1; 20] range, or 0 if mask visualization is disabled.

void setShowLandscapeTerrainVTStreaming ( bool streaming ) #

Sets a value indicating if visualization is enabled for streaming of tiles of the landscape terrain megatexture. This method can be used for visual adjustment of the streaming process.
Notice
To set the value via the console, use render_show_landscape_terrain_vt_streamingconsole command.

Arguments

  • bool streaming - true to enable visualization of streaming of landscape terrain tiles; false — to disable it.

bool isShowLandscapeTerrainVTStreaming ( ) #

Returns a value indicating if visualization is enabled for streaming of tiles of the landscape terrain megatexture. This method can be used for visual adjustment of the streaming process.
Notice
To get the value via the console, use render_show_landscape_terrain_vt_streamingconsole variable.

Return value

true if visualization for streaming of tiles of the landscape terrain megatexture is enabled; otherwise, false.

void setLandscapeTerrainVTMemorySize ( float size ) #

Sets a value defining memory consumption for the Landscape Terrain textures.
Notice
To set the value via the console, use render_landscape_terrain_vt_memory_sizeconsole command.

Arguments

  • float size - Memory consumption factor in the [0.0f; 1.0f] range:
    • 0.0f corresponds to 3072 x 3072 (~200 MB of VRAM)
    • 1.0f corresponds to 16384 x 16384 (~3.1 GB of VRAM)
    The default value is 0.4f corresponds to 8192 × 8192 (~860 MB of VRAM).

float getLandscapeTerrainVTMemorySize ( ) #

Returns a value defining memory consumption for the Landscape Terrain textures.
Notice
To get the value via the console, use render_landscape_terrain_vt_memory_sizeconsole variable.

Return value

Memory consumption factor in the [0.0f; 1.0f] range:
  • 0.0f corresponds to 3072 x 3072 (~200 MB of VRAM)
  • 1.0f corresponds to 16384 x 16384 (~3.1 GB of VRAM)
The default value is 0.4f corresponds to 8192 × 8192 (~860 MB of VRAM).

void setLandscapeTerrainVTTargetResolution ( const Math::vec2 & resolution ) #

Sets the target resolution for the landscape terrain.
Notice
To set the value via the console, use render_landscape_terrain_vt_target_resolutionconsole command.

Arguments

  • const Math::vec2 & resolution - Two-component vector defining the target viewport resolution along X and Y axes. The default value is 1344 x 756.

Math::vec2 getLandscapeTerrainVTTargetResolution ( ) #

Returns the current target resolution for the landscape terrain.
Notice
To get the value via the console, use render_landscape_terrain_vt_target_resolutionconsole variable.

Return value

Two-component vector defining the target viewport resolution along X and Y axes. The default value is 1344 x 756.

void setLandscapeTerrainVTDetailLevelByAngle ( float angle ) #

Sets a value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption.
Notice
To set the value via the console, use render_landscape_terrain_vt_detail_level_by_angleconsole command.

Arguments

  • float angle - Detail level quality value in the [0.0f; 1.0f] range:
    • 1.0f - pixel-to-pixel quality
    • lower values decrease quality

float getLandscapeTerrainVTDetailLevelByAngle ( ) #

Returns a value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption.
Notice
To get the value via the console, use render_landscape_terrain_vt_detail_level_by_angleconsole variable.

Return value

Detail level quality value in the [0.0f; 1.0f] range:
  • 1.0f - pixel-to-pixel quality
  • lower values decrease quality

void setLandscapeTerrainVTFiltering ( int filtering ) #

Sets the filtering mode for the Landscape Terrain textures.
Notice
To set the value via the console, use render_landscape_terrain_vt_filteringconsole command.

Arguments

  • int filtering - Filtering mode to be used:
    • 0 — Low (lower mip-level is used)
    • 1 — Medium (higher mip-level is used)
    • 2 — High (linear interpolation between adjacent mip-levels)

int getLandscapeTerrainVTFiltering ( ) #

Returns the filtering mode currently used for the Landscape Terrain textures.
Notice
To get the value via the console, use render_landscape_terrain_vt_filteringconsole variable.

Return value

Filtering mode currently used:
  • 0 — Low (lower mip-level is used)
  • 1 — Medium (higher mip-level is used)
  • 2 — High (linear interpolation between adjacent mip-levels)

void setLandscapeTerrainVTTilesUpdatePerFrame ( int frame ) #

Sets the number of tiles passed to the virtual texture of the Landscape Terrain each frame.

Arguments

  • int frame - Number of terrain tiles to be passed to the virtual texture each frame, in the [1; 256] range. The default value is 60.

int getLandscapeTerrainVTTilesUpdatePerFrame ( ) #

Returns the current number of tiles passed to the virtual texture of the Landscape Terrain each frame.

Return value

Number of tiles currently passed to the virtual texture each frame, in the [1; 256] range. The default value is 60.

void setLandscapeTerrainVTTilesLoadPerFrame ( int frame ) #

Sets the number of landscape terrain tiles to be loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.

Arguments

  • int frame - Number of landscape terrain tiles to be loaded per frame, in the [1; 64] range. The default value is 4.

int getLandscapeTerrainVTTilesLoadPerFrame ( ) #

Returns the current number of landscape terrain tiles loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.

Return value

Number of landscape terrain tiles currently loaded per frame, in the [1; 64] range. The default value is 4.

void setLandscapeTerrainVTTilesReloadPerFrame ( int frame ) #

Sets the number of tiles to be reloaded per frame after applying changes to the Landscape Terrain surface.

Arguments

  • int frame - Number of tiles to be reloaded per frame, in the [1; 64] range. The default value is 4.

int getLandscapeTerrainVTTilesReloadPerFrame ( ) #

Returns the current number of tiles to be reloaded per frame after applying changes to the Landscape Terrain surface.

Return value

Number of tiles to be reloaded per frame, in the [1; 64] range. The default value is 4.

void setLandscapeTerrainDetailResolutionAdditionalMask ( int mask ) #

Sets the resolution of the additional mask texture for details of the landscape terrain.

Arguments

  • int mask - Texture resolution to be set. One of the following values:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (default)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

int getLandscapeTerrainDetailResolutionAdditionalMask ( ) #

Returns the current resolution of the additional mask texture for details of the landscape terrain.

Return value

Current texture resolution. One of the following values:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (default)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

void setLandscapeTerrainDetailResolutionAlbedo ( int resolution ) #

Sets the resolution of the albedo texture for details of the landscape terrain.

Arguments

  • int resolution - Texture resolution to be set. One of the following values:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (default)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

int getLandscapeTerrainDetailResolutionAlbedo ( ) #

Returns the current resolution of the albedo texture for details of the landscape terrain.

Return value

Current texture resolution. One of the following values:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (default)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

void setLandscapeTerrainDetailResolutionHeight ( int resolution ) #

Sets the resolution of the height texture for details of the landscape terrain.

Arguments

  • int resolution - Texture resolution to be set. One of the following values:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (default)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

int getLandscapeTerrainDetailResolutionHeight ( ) #

Returns the current resolution of the height texture for details of the landscape terrain.

Return value

Current texture resolution. One of the following values:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (default)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

void setLandscapeTerrainVisibleDistance ( float distance ) #

Sets the maximum visibility distance for the landscape terrain. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.

Arguments

  • float distance - Maximum visibility distance to be set for the landscape terrain, in meters. The default value is 30 km.

float getLandscapeTerrainVisibleDistance ( ) #

Returns the current maximum visibility distance for the landscape terrain. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.

Return value

Maximum visibility distance for the landscape terrain, in meters. The default value is 30 km.

void setLandscapeTerrainGeometryHoles ( bool holes ) #

Sets a value indicating if decal-based holes for the landscape terrain are enabled.
Notice
To set the value via the console, use render_landscape_terrain_geometry_holesconsole command.

Arguments

  • bool holes - true to enable decal-based holes for the landscape terrain; otherwise, false.

bool isLandscapeTerrainGeometryHoles ( ) #

Returns a value indicating if decal-based holes for the landscape terrain are enabled.
Notice
To get the value via the console, use render_landscape_terrain_geometry_holesconsole variable.

Return value

true if decal-based holes are enabled for the landscape terrain; otherwise, false.

void setLandscapeTerrainGeometryPolygonSize ( float density ) #

Sets the size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.

Arguments

  • float density - New size of Landscape Terrain polygons to be set (in units), in the [0.0001f, 1000.0f] range. The default value is 0.01f.

float getLandscapeTerrainGeometryPolygonSize ( ) #

Returns the size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.

Return value

Current size of Landscape Terrain polygons (in units), in the [0.0001f, 1000.0f] range. The default value is 0.01f.

void setLandscapeTerrainGeometryProgression ( float progression ) #

Sets the progression of Landscape Terrain geometry tesselation.

Arguments

  • float progression - New progression value to be set in the [0.0f; 50.0f] range. The default value is 1.5f.

float getLandscapeTerrainGeometryProgression ( ) #

Returns the current progression of Landscape Terrain geometry tesselation.

Return value

Current progression value in the [0.0f; 50.0f] range. The default value is 1.5f.

void setLandscapeTerrainGeometryFadeLods ( float lods ) #

Sets the intensity of fading between levels of Landscape Terrain geometry tesselation. This value can be increased to remove sharp edges between areas with different geometry density.

Arguments

  • float lods - Fading intensity value to be set, in the [0.0f; 1.0f] range. The default value is 0.5f.

float getLandscapeTerrainGeometryFadeLods ( ) #

Returns the current intensity of fading between levels of Landscape Terrain geometry tesselation. This value can be increased to remove sharp edges between areas with different geometry density.

Return value

Current fading intensity value in the [0.0f; 1.0f] range. The default value is 0.5f.

void setLandscapeTerrainGeometrySubpixelReduction ( float reduction ) #

Sets the minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for skipping polygons rendering (the ones having a lower ratio will be removed).

Arguments

  • float reduction - Subpixel reduction ratio to be set, in the [0.0f; 50.0f] range. The default value is 6.0f.
    Notice
    Setting too high values may cause small but noticeable visual artifacts when the camera moves.

float getLandscapeTerrainGeometrySubpixelReduction ( ) #

Returns the minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for skipping polygons rendering (the ones having a lower ratio will be removed).

Return value

Current subpixel reduction ratio, in the [0.0f; 50.0f] range. The default value is 6.0f.

void setLandscapeTerrainCullingAgressive ( bool agressive ) #

Sets a value indicating if frustum culling optimization is enabled for the Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).
Notice
To set the value via the Console, use render_landscape_terrain_culling_agressiveconsole command.

Arguments

  • bool agressive - true to enable frustum culling optimization for the ; false - to disable it.

bool isLandscapeTerrainCullingAgressive ( ) #

Returns a value indicating if frustum culling optimization is enabled for the Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).
Notice
To get the value via the Console, use render_landscape_terrain_culling_agressiveconsole variable.

Return value

true if frustum culling optimization is enabled for the landscape terrain; otherwise, false.

void setLandscapeTerrainCullingFrustumPadding ( float padding ) #

Sets a multiplier for the size of viewing frustum to be used for culling polygons of the Landscape Terrain.

Arguments

  • float padding - Frustumn padding multiplier to be set, in the [0.0f; 1.0f] range. The default value is 0.1f.

float getLandscapeTerrainCullingFrustumPadding ( ) #

Returns the current multiplier for the size of viewing frustum used for culling polygons of the Landscape Terrain.

Return value

Current frustumn padding multiplier, in the [0.0f; 1.0f] range. The default value is 0.1f.

void setLandscapeTerrainCullingBackFace ( float face ) #

Sets the threshold used for culling tessellation patches of the Landscape Terrain oriented to the camera with their back faces (it is a multiplier for the angle between the tessellation patch normal and the camera's view direction). Higher values result in a smaller angle between the patch normal and the camera's view direction required for culling this patch.

Arguments

  • float face - Backface culling threshold value to be set in the [0.0f; 1.0f] range. The default value is 0.5f.

float getLandscapeTerrainCullingBackFace ( ) #

Returns the current threshold used for culling tessellation patches of the Landscape Terrain oriented to the camera with their back faces (it is a multiplier for the angle between the tessellation patch normal and the camera's view direction). Higher values result in a smaller angle between the patch normal and the camera's view direction required for culling this patch.

Return value

Current backface culling threshold value in the [0.0f; 1.0f] range. The default value is 0.5f.

void setLandscapeTerrainCullingObliqueFrustum ( float frustum ) #

Sets the multiplier for culling of tessellation patches of the Landscape Terrain beyond the oblique frustum plane.

Arguments

  • float frustum - Multiplier value to be set, in the [0.0f, 1.0f] range. Higher values result in more patches culled. The default value is 0.9f.

float getLandscapeTerrainCullingObliqueFrustum ( ) #

Returns the current multiplier for culling of tessellation patches of the Landscape Terrain beyond the oblique frustum plane.

Return value

Current multiplier value, in the [0.0f, 1.0f] range. Higher values result in more patches culled. The default value is 0.9f.

void setLandscapeTerrainTexelSize ( float size ) #

Sets the texel size of the Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.

Arguments

  • float size - Landscape Terrain texel size (in meters), in the [0.0001f, 1.0f] range. The default value is 0.001f.

float getLandscapeTerrainTexelSize ( ) #

Returns the texel size of the Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.

Return value

Landscape Terrain texel size (in meters), in the [0.0001f, 1.0f] range. The default value is 0.001f.

void setLandscapeCacheCPUSize ( int size ) #

Sets the CPU cache size to be used for landscape terrain rendering. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.

Arguments

  • int size - New СPU cache size to be set, in percentage of the total СPU memory. The default value is 10%.

int getLandscapeCacheCPUSize ( ) #

Returns the current СPU cache size used for landscape terrain rendering. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.

Return value

Current CPU cache size, in percentage of the total GPU memory. The default value is 10%.

void setLandscapeCacheGPUSize ( int size ) #

Sets the GPU cache size to be used for landscape terrain rendering. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
Notice
High-resolution maps require larger cache capacity.

Arguments

  • int size - New GPU cache size to be set, in percentage of the total GPU memory. The default value is 4%.

int getLandscapeCacheGPUSize ( ) #

Returns the current GPU cache size used for landscape terrain rendering. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
Notice
High-resolution maps require larger cache capacity.

Return value

Current GPU cache size, in percentage of the total GPU memory. The default value is 4%.

void setLandscapeCacheGPULifeTime ( int time ) #

Sets the lifetime of GPU cache used for landscape terrain rendering.

Arguments

  • int time - New GPU cache lifetime to be set, number of frames in the [1; 60] range. The default value is 4.

int getLandscapeCacheGPULifeTime ( ) #

Returns the current lifetime of GPU cache used for landscape terrain rendering.

Return value

Current GPU cache lifetime, number of frames in the [1; 60] range. The default value is 4.

void setLandscapeCacheGPUUpdateLimit ( float limit ) #

Sets the maximum update limit for GPU cache used for landscape terrain rendering. Lower values may help reducing spikes, but be careful, as setting too low values may result in growing cache size due to slower unloading of textures.

Arguments

  • float limit - New GPU cache update limit to be set, in milliseconds. The default value is 1.5 ms.

float getLandscapeCacheGPUUpdateLimit ( ) #

Returns the current maximum update limit for GPU cache used for landscape terrain rendering. Lower values may help reducing spikes, but be careful, as setting too low values may result in growing cache size due to slower unloading of textures.

Return value

Current GPU cache update limit, in milliseconds. The default value is 1.5 ms.
Last update: 2019-12-25
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