This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.WidgetSpriteViewport Class

Inherits: WidgetSprite

This class is used to create virtual monitors that display data from arbitrary cameras in the world. This widget is used to render the whole scene, with all engine post-processes like HDR, DOF, motion blur, glow, etc. Unlike WidgetSpriteNode, this widget does not support alpha channel masking.

Notice
By default, the sprite viewport is rendered at the same frame rate as the main Unigine viewport. For it to be rendered at different frame rate (for example, lower one in order to decrease the rendering load), use setIFps().

The following sample demonstrates the usage of the WidgetSpriteViewport class:

WidgetSpriteViewport Class

Properties

float IFps#

The current constant frame duration used to render widgetspriteviewport viewport.
set
Sets a constant frame duration used to render sprite viewport. It can be used to decrease the frame rate to get higher performance. (For example, if the widget is used to create a TV set, lowered frame rate makes no visual difference, but allows for faster rendering of the scene.)
set value - Frame duration in seconds (1/FPS). If a too small value is provided, 1E-6 will be used instead. 0 means that a widget is rendered at the same frame rate as the main application window.

int SkipFlags#

The skip flag set for the current viewport.
set
Sets the skip flag for the WidgetSpriteViewport viewport.
set value - A skip flag. Available flags:
  • SKIP_SHADOWS
  • SKIP_VISUALIZER
  • SKIP_POSTEFFECTS
  • SKIP_DYNAMIC_REFLECTIONS
  • SKIP_VELOCITY_BUFFER
  • SKIP_SRGB

string PostMaterials#

Names of the current post postprocess materials that are applied after all other postprocess are rendered. they are used after engine.render.getpostmaterials(), if any.
set
Sets post postprocess materials that are applied after all other postprocess are rendered. They are used after engine.render.setPostMaterials(), if any.
set value - Comma-separated names of postprocess materials.

mat4 Modelview#

The current model-view matrix of the associated camera.
set
Sets a model-view matrix for the associated camera.
set value - Model-view matrix.

mat4 Projection#

The current projection matrix of the associated camera.
set
Sets a projection matrix for the associated camera.
set value - Projection matrix.

int ReflectionViewportMask#

The current bit mask for rendering reflections into the viewport. reflections are rendered in the sprite viewport if masks of reflective materials match this one (one bit at least).
set
Sets a bit mask for rendering reflections into the viewport. Reflections are rendered in the sprite viewport if masks of reflective materials match this one (one bit at least).
set value - Integer, each bit of which is a mask.

int ViewportMask#

The current bit mask for rendering into the viewport. nodes are rendered in the sprite viewport if their masks match this one.
set
Sets a bit mask for rendering into the viewport. Nodes are rendered in this sprite viewport if their masks match this one.
set value - Integer, each bit of which is a mask.

int TextureHeight#

The height of the texture buffer used for a widget that affects the widget size.
set
Sets the height of the texture buffer used for a widget. This affects the widget size accordingly.
set value - Height of the texture buffer size.

int TextureWidth#

The width of the texture buffer used for a widget that affects the widget size.
set
Sets the width of the texture buffer used for a widget. This affects the widget size accordingly.
set value - Width of the texture buffer size.

int AspectCorrection#

The value indicating if the aspect correction enabled for widgetspriteviewport.
set
Sets the aspect correction for the WidgetSpriteViewport. 1 enables correction, 0 disables.
set value - 1 to enable aspect correction, 0 to disable.

Members


static WidgetSpriteViewport ( Gui gui, int width, int height ) #

Constructor. Creates a new viewport sprite with given properties and adds it to the specified GUI.

Arguments

  • Gui gui - GUI, to which the new sprite will belong.
  • int width - Width of the sprite.
  • int height - Height of the sprite.

static WidgetSpriteViewport ( int width, int height ) #

Constructor. Creates a new viewport sprite with given properties and adds it to the Engine GUI.

Arguments

  • int width - Width of the sprite.
  • int height - Height of the sprite.

void SetCamera ( Camera camera ) #

Copies parameters of the given Camera instance.

Arguments

  • Camera camera - Camera to be copied.

Camera GetCamera ( ) #

Copies the instance of camera.

Return value

Camera instance.

void AppendSkipFlags ( int flags ) #

Appends a new skip flag without rewriting already set.

Arguments

  • int flags - A skip flag. Available flags:
    • SKIP_SHADOWS
    • SKIP_VISUALIZER
    • SKIP_POSTEFFECTS
    • SKIP_DYNAMIC_REFLECTIONS
    • SKIP_VELOCITY_BUFFER
    • SKIP_SRGB

int CheckSkipFlags ( int flags ) #

Checks if given flags are already set.

Arguments

  • int flags - A skip flag. Available flags:
    • SKIP_SHADOWS
    • SKIP_VISUALIZER
    • SKIP_POSTEFFECTS
    • SKIP_DYNAMIC_REFLECTIONS
    • SKIP_VELOCITY_BUFFER
    • SKIP_SRGB

Return value

1 if flag/flags already set, otherwise 0.

void RemoveSkipFlags ( int flags ) #

Removes the given skip flag without affecting other set flags.

Arguments

  • int flags - A skip flag to be removed. Available flags:
    • SKIP_SHADOWS
    • SKIP_VISUALIZER
    • SKIP_POSTEFFECTS
    • SKIP_DYNAMIC_REFLECTIONS
    • SKIP_VELOCITY_BUFFER
    • SKIP_SRGB

void RenderImage ( Image image ) #

Renders the sprite viewport into the image.

Arguments

  • Image image - Source image.

void SetImage ( Image image, int dynamic = 0 ) #

Sets a loaded into memory image for the first (bottom) layer of the sprite. This layer always exists in the sprite. An additional flag can be set in case the sprite image is going to be updated often or even each frame (for optimized memory management).
Warning
This method is intended for changing the sprite's background texture and is valid only for the base WidgetSprite class. It cannot be used for the WidgetSpriteViewport!

Arguments

  • Image image - Pointer to the image.
  • int dynamic - Positive number if the image will be updated each frame; otherwise, 0.

Image GetImage ( ) #

Returns the loaded into memory image that is currently set for the first (bottom) layer of the sprite.
Warning
This method is valid only for the base WidgetSprite class. It cannot be used for the WidgetSpriteViewport!

Return value

Pointer to the image.

void SetRender ( Texture texture, int flipped = 0 ) #

Sets a texture to be rendered for the first (bottom) layer of the sprite.
Warning
This method is intended for changing the sprite's background texture and is valid only for the base WidgetSprite class. It cannot be used for the WidgetSpriteViewport!

Arguments

  • Texture texture - Pointer to the texture.
  • int flipped - Flipped flag.

Texture GetRender ( ) #

Returns the pointer to the texture that is currently set for the first (bottom) layer of the sprite.
Warning
This method is valid only for the base WidgetSprite class. It cannot be used for the WidgetSpriteViewport!

Return value

Pointer to the texture.
Last update: 2020-07-31
Build: ()