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#
CORRECT_ROUGHNESS#
CALLBACK_INDEX#
Name | Description |
---|---|
CALLBACK_BEGIN = 0 | Beginning of the callback range. |
CALLBACK_BEGIN_SHADOWS = 1 | Callback before the shadows rendering stage. |
CALLBACK_BEGIN_WORLD_SHADOW = 2 | Callback before the stage of rendering shadows from World light sources. |
CALLBACK_END_WORLD_SHADOW = 3 | Callback after the stage of rendering shadows from World light sources. |
CALLBACK_BEGIN_PROJ_SHADOW = 4 | Callback before the stage of rendering shadows from Projected light sources. |
CALLBACK_END_PROJ_SHADOW = 5 | Callback after the stage of rendering shadows from Projected light sources. |
CALLBACK_BEGIN_OMNI_SHADOW = 6 | Callback before the stage of rendering shadows from Omni light sources. |
CALLBACK_END_OMNI_SHADOW = 7 | Callback after the stage of rendering shadows from Omni light sources. |
CALLBACK_END_SHADOWS = 8 | Callback after the shadows rendering stage. |
CALLBACK_BEGIN_SCREEN = 9 | Callback before the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6). |
CALLBACK_BEGIN_OPACITY_GBUFFER = 10 | Callback before filling the Gbuffer. |
CALLBACK_END_OPACITY_GBUFFER = 11 | Callback after filling the Gbuffer. |
CALLBACK_BEGIN_OPACITY_DECALS = 12 | Callback before the opacity decals rendering stage. |
CALLBACK_END_OPACITY_DECALS = 13 | Callback after the opacity decals rendering stage. |
CALLBACK_BEGIN_CURVATURE = 14 | Callback before the SSBevel effect rendering stage. |
CALLBACK_END_CURVATURE = 15 | Callback after the SSBevel effect rendering stage. |
CALLBACK_BEGIN_CURVATURE_COMPOSITE = 16 | Callback before the curvature rendering stage for the SSDirt effect. |
CALLBACK_END_CURVATURE_COMPOSITE = 17 | Callback after the curvature rendering stage for the SSDirt effect. |
CALLBACK_BEGIN_SSRTGI = 18 | Callback before the SSRTGI rendering stage. |
CALLBACK_END_SSRTGI = 19 | Callback after the SSRTGI rendering stage. |
CALLBACK_BEGIN_OPACITY_LIGHTS = 20 | Callback before the opacity lightgs rendering stage. |
CALLBACK_END_OPACITY_LIGHTS = 21 | Callback after the opacity lightgs rendering stage. |
CALLBACK_BEGIN_OPACITY_VOXEL_PROBES = 22 | Callback before the opacity voxel probes rendering stage. |
CALLBACK_END_OPACITY_VOXEL_PROBES = 23 | Callback after the opacity voxel probes rendering stage. |
CALLBACK_BEGIN_OPACITY_ENVIRONMENT_PROBES = 24 | Callback before the opacity environment probes rendering stage. |
CALLBACK_END_OPACITY_ENVIRONMENT_PROBES = 25 | Callback after the opacity environment probes rendering stage. |
CALLBACK_BEGIN_OPACITY_PLANAR_PROBES = 26 | |
CALLBACK_END_OPACITY_PLANAR_PROBES = 27 | |
CALLBACK_BEGIN_AUXILIARY_BUFFER = 26 | Callback before filling the auxiliary buffer. |
CALLBACK_END_AUXILIARY_BUFFER = 27 | Callback after filling the auxiliary buffer. |
CALLBACK_BEGIN_REFRACTION_BUFFER = 28 | Callback before filling the refraction buffer. |
CALLBACK_END_REFRACTION_BUFFER = 29 | Callback after filling the refraction buffer. |
CALLBACK_BEGIN_TRANSPARENT_BLUR_BUFFER = 30 | Callback before filling the transparent blur buffer. |
CALLBACK_END_TRANSPARENT_BLUR_BUFFER = 31 | Callback after filling the transparent blur buffer. |
CALLBACK_BEGIN_SSR = 32 | Callback before the SSR rendering stage. |
CALLBACK_END_SSR = 33 | Callback after the SSR rendering stage. |
CALLBACK_BEGIN_SSAO = 34 | Callback before the SSAO rendering stage. |
CALLBACK_END_SSAO = 35 | Callback after the SSAO rendering stage. |
CALLBACK_BEGIN_SSGI = 36 | Callback before the SSGI rendering stage. |
CALLBACK_END_SSGI = 37 | Callback after the SSGI rendering stage. |
CALLBACK_BEGIN_COMPOSITE_DEFERRED = 38 | Callback before the clouds deferred composite stage. |
CALLBACK_END_COMPOSITE_DEFERRED = 39 | Callback after the clouds deferred composite stage. |
CALLBACK_BEGIN_TRANSPARENT = 40 | Callback before the transparent objects rendering stage. |
CALLBACK_BEGIN_CLOUDS = 41 | Callback before the clouds rendering stage. |
CALLBACK_END_CLOUDS = 42 | Callback after the clouds rendering stage. |
CALLBACK_BEGIN_WATER = 43 | Callback before the water rendering stage. |
CALLBACK_BEGIN_WATER_DECALS = 44 | Callback before the water decals rendering stage. |
CALLBACK_END_WATER_DECALS = 45 | Callback after the water decals rendering stage. |
CALLBACK_BEGIN_WATER_LIGHTS = 46 | Callback before the water lights rendering stage. |
CALLBACK_END_WATER_LIGHTS = 47 | Callback after the water lights rendering stage. |
CALLBACK_BEGIN_WATER_VOXEL_PROBES = 48 | Callback before the water voxel probes rendering stage. |
CALLBACK_END_WATER_VOXEL_PROBES = 49 | Callback after the water voxel probes rendering stage. |
CALLBACK_BEGIN_WATER_ENVIRONMENT_PROBES = 50 | Callback before the water environment probes rendering stage. |
CALLBACK_END_WATER_ENVIRONMENT_PROBES = 51 | Callback after the water environment probes rendering stage. |
CALLBACK_BEGIN_WATER_PLANAR_PROBES = 54 | |
CALLBACK_END_WATER_PLANAR_PROBES = 55 | |
CALLBACK_END_WATER = 52 | Callback after the water rendering stage. |
CALLBACK_END_TRANSPARENT = 53 | Callback after the transparent objects rendering stage. |
CALLBACK_BEGIN_SRGB_CORRECTION = 54 | Callback before the sRGB correction stage. |
CALLBACK_END_SRGB_CORRECTION = 55 | Callback after the sRGB correction stage. |
CALLBACK_BEGIN_ADAPTATION_COLOR_AVERAGE = 56 | Callback before the calculation of automatic exposure and white balance correction. |
CALLBACK_END_ADAPTATION_COLOR_AVERAGE = 57 | Callback after the calculation of automatic exposure and white balance correction. |
CALLBACK_BEGIN_ADAPTATION_COLOR = 58 | Callback before the color adaptation rendering stage (automatic exposure and white balance correction). |
CALLBACK_END_ADAPTATION_COLOR = 59 | Callback after the color adaptation rendering stage (automatic exposure and white balance correction). |
CALLBACK_BEGIN_TAA = 60 | Callback before the Temporal Anti-Aliasing (TAA) pass. |
CALLBACK_END_TAA = 61 | Callback after the Temporal Anti-Aliasing (TAA) pass. |
CALLBACK_BEGIN_CAMERA_EFFECTS = 62 | Callback before the camera effects stage. |
CALLBACK_END_CAMERA_EFFECTS = 63 | Callback after the camera effects stage. |
CALLBACK_BEGIN_POST_MATERIALS = 64 | Callback before the post materials rendering stage. |
CALLBACK_END_POST_MATERIALS = 65 | Callback after the post materials rendering stage. |
CALLBACK_BEGIN_DEBUG_MATERIALS = 66 | Callback before the debug materials stage. |
CALLBACK_END_DEBUG_MATERIALS = 67 | Callback after the debug materials stage. |
CALLBACK_BEGIN_VISUALIZER = 68 | Callback before the visualizer rendering stage. |
CALLBACK_END_VISUALIZER = 69 | Callback after the visualizer rendering stage. |
CALLBACK_END_SCREEN = 70 | Callback after the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6). |
CALLBACK_END = 71 | End of the callback range. |
NUM_CALLBACKS = 72 | Callback counter. |
VIEWPORT_MODE#
Name | Description |
---|---|
VIEWPORT_MODE_DEFAULT = 0 | Enables the default stereo mode - no stereo and panoramic rendering in the current viewport is available. This mode is set by default for a new viewport. |
VIEWPORT_MODE_PANORAMA_CURVED_180 = 1 | Enables rendering of the viewport as a panorama with curved edges with an angle of 180 degrees. |
VIEWPORT_MODE_PANORAMA_CURVED_360 = 2 | Enables rendering of the viewport as a panorama with curved edges with an angle of 360 degrees. |
VIEWPORT_MODE_PANORAMA_LINEAR_180 = 3 | Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 180 degrees. |
VIEWPORT_MODE_PANORAMA_LINEAR_360 = 4 | Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 360 degrees. |
VIEWPORT_MODE_PANORAMA_FISHEYE_ORTHOGRAPHIC = 5 | Enables rendering of the viewport as an orthographic spherical panorama (fisheye). |
VIEWPORT_MODE_PANORAMA_FISHEYE_EQUDISTANT = 6 | Enables rendering of the viewport as an equidistant spherical panorama (fisheye). |
VIEWPORT_MODE_PANORAMA_FISHEYE_STEREOGRAPHIC = 7 | Enables rendering of the viewport as an stereographic spherical panorama (fisheye). |
VIEWPORT_MODE_PANORAMA_FISHEYE_EQUISOLID = 8 | Enables rendering of the viewport as an equisolid spherical panorama (fisheye). |
VIEWPORT_MODE_STEREO_ANAGLYPH = 9 | Enables the anaglyph stereo mode that is viewed with red-cyan anaglyph glasses. |
VIEWPORT_MODE_STEREO_INTERLACED = 10 | Enables the interlaced stereo mode that is used with interlaced stereo monitors and polarized 3D glasses. |
VIEWPORT_MODE_STEREO_HORIZONTAL = 11 | Enables the horizontal stereo mode that is supported on mobile devices. |
VIEWPORT_MODE_STEREO_VERTICAL = 12 | Enables the vertical stereo mode that is supported on mobile devices. |
VIEWPORT_MODE_STEREO_SEPARATE = 13 | Enables the replicate images stereo mode. |
VIEWPORT_MODE_STEREO_REPLICATE = 14 | Enables the separate images stereo mode. This mode serves to output two separate images for each of the eye. It can be used with any VR/AR output devices that support separate images output, e.g. for 3D video glasses or helmets (HMD). |
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 ) #
Console: render_alpha_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 ( ) const#
Console: render_alpha_fade
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 ) #
Console: render_animation_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 ( ) const#
Console: render_animation_leaf
Returns the current scale for rotation angle of vegetation leaves.
Return value
Global leaf rotation angle.float getAnimationOldTime ( ) const#
Returns the previous render animation time for vegetation.Return value
Animation time in milliseconds.void setAnimationScale ( float scale ) #
Console: render_animation_scale
Sets the global scale for rotation speed of vegetation leaves.
Arguments
- float scale - Global leaf rotation speed.
float getAnimationScale ( ) const#
Console: render_animation_scale
Returns the current global scale for rotation speed of vegetation leaves.
Return value
Global leaf rotation speed.void setAnimationStem ( float stem ) #
Console: render_animation_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 ( ) const#
Console: render_animation_stem
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 ( ) const#
Returns the render animation time for vegetation.Return value
Animation time in milliseconds.void setAnimationWind ( const Math::vec3 & wind ) #
Console: render_animation_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 ( ) const#
Console: render_animation_wind
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 ) #
Console: render_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 ( ) const#
Console: render_border
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 ( ) const#
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 ) #
Console: render_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 ( ) const#
Console: render_auxiliary
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 ) #
Console: render_background_color
Sets the background color by using given vector.Arguments
- const Math::vec4 & color - A background color vector.
Math::vec4 getBackgroundColor ( ) const#
Console: render_background_color
Returns the background color vector.Return value
A background color vector.void setBentNormalRayTracing ( bool tracing ) #
Console: render_bent_normal_ray_tracing
Enables or disables ray-traced bent normals calculation. The use of SSRTGI for bent normals allows for smooth ambient lighting.
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 ( ) const#
Console: render_bent_normal_ray_tracing
Returns a value indicating if ray-traced bent normals calculation is enabled. The use of SSRTGI for bent normals allows for smooth ambient lighting.
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 ) #
Console: render_bent_normal_fix_overlit_areas
Enables or disables correction of overlit areas for bent normals calculation.
- 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.
Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
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 ( ) const#
Console: render_bent_normal_fix_overlit_areas
Returns a value indicating if correction of overlit areas for bent normals calculation is enabled.
- 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.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 ( ) const#
Returns a value indicating if noise reduction for ray-traced bent normals calculation is enabled. This option reduces noise by using blur effect.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.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 ( ) const#
Returns the current threshold value for the ray-traced bent normals calculation.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 ( ) const#
Returns black 2D array texture.Return value
Black 2D array texture.Ptr<Texture> getBlack2DTexture ( ) const#
Returns black 2D texture.Return value
Black 2D texture.Ptr<Texture> getBlack3DTexture ( ) const#
Returns black 3D texture.Return value
Black 3D texture.Ptr<Texture> getBlackCubeTexture ( ) const#
Returns black Cube texture.Return value
Black Cube texture.void setBloom ( bool bloom ) #
Console: render_bloom
Enables or disables the bloom effect.Arguments
- bool bloom - 1 value to enable the bloom effect, 0 to disable.
bool isBloom ( ) const#
Console: render_bloom
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 ) #
Console: render_bloom_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 ( ) const#
Console: render_bloom_passes
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 ) #
Console: render_bloom_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 ( ) const#
Console: render_bloom_power
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 ) #
Console: render_bloom_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 ( ) const#
Console: render_bloom_resolution
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 ) #
Console: render_bloom_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 ( ) const#
Console: render_bloom_scale
Returns the scale of the bloom effect.Return value
Bloom scale value within the [0.0f; 1.0f] range.void setBudget ( float budget ) #
Console: render_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 ( ) const#
Console: render_budget
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 ) #
Console: render_camera_effects_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 ( ) const#
Console: render_camera_effects_threshold
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.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 mask - Buffer mask: one of the RenderState::BUFFER_* variables.
int getClearBufferMask ( ) const#
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 ) #
Console: render_clouds_distortion_texture
Sets a value indicating which texture type is to be used for clouds distortion.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 ( ) const#
Console: render_clouds_distortion_texture
Returns a value indicating which texture type is currently used for clouds distortion.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 setCloudsAccurateLayersSorting ( bool sorting ) #
Sets a value indicating if correct sorting of intersecting cloud layers is enabled.Arguments
- bool sorting - true to enable correct sorting of intersecting cloud layers, false to disable it. The default value is false.
bool isCloudsAccurateLayersSorting ( ) const#
Returns a value indicating if correct sorting of intersecting cloud layers is enabled.Enabling this feature may reduce raymarching quality as samples shall be distributed among all layers.
Return value
true if rendering of shadows from the clouds on the ground is enabled; otherwise, false.void setCloudsStepAccuracy ( float accuracy ) #
Console: render_clouds_step_accuracy
Sets the accuracy of ray marching steps. This parameter enables you to improve the visual look of clouds when viewed from inside a cloud layer. It reduces the noise of lighting and clouds shape for long ray marching distances, adds some noise-based blur to a sharp border at the bottom sphere of the cloud layer (rounded) and removes popping effect when leaving a rounded cloud layer.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- float accuracy - New accuracy of ray marching steps to be set in the [0.0f; 1.0f] range. Lower numbers gain more performance.
float getCloudsStepAccuracy ( ) const#
Console: render_clouds_step_accuracy
Returns the current accuracy of ray marching steps. This parameter enables you to improve the visual look of clouds when viewed from inside a cloud layer.Return value
Current accuracy of ray marching steps in the [0.0f; 1.0f] range. The default value is 0.5f.void setCloudsDepthBasedReconstruction ( bool reconstruction ) #
Sets a value indicating if clouds ray-marched depth is to be used for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth. Recommended for flying through clouds.Works only with clouds domnsampling rendering mode is set to half and/or clouds interleaved rendering mode is set to 2x2.
Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- bool reconstruction - true to enable using clouds ray-marched depth for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth; false - to disable.
bool isCloudsDepthBasedReconstruction ( ) const#
Returns a value indicating if clouds ray-marched depth is used for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth. Recommended for flying through clouds.Works only with clouds domnsampling rendering mode is set to half and/or clouds interleaved rendering mode is set to 2x2.
Return value
true if clouds ray-marched depth is used for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth; otherwise false.void setCloudsDepthBasedReconstructionThreshold ( float threshold ) #
Sets depth threshold value for clouds depth-based reconstruction mode. This value defines the depth difference starting from which pixels are considered to be related to different surfaces.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- float threshold - New depth threshold value to be set for clouds depth-based reconstruction mode. The default value is 100.0f
float getCloudsDepthBasedReconstructionThreshold ( ) const#
Returnns the current depth threshold value for clouds depth-based reconstruction mode. This value defines the depth difference starting from which pixels are considered to be related to different surfaces.When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Return value
Current depth threshold value for clouds depth-based reconstruction mode. The default value is 100.0fvoid setCloudsDownsamplingRendering ( int rendering ) #
Console: render_clouds_downsampling_rendering
Sets downsampling rendering for clouds. This parameter determines clouds resolution based on current screen resolution. It has a significant impact on performance.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- int rendering - One of the following values:
- 0 - full.
- 1 - half (by default).
- 2 - quarter.
int getCloudsDownsamplingRendering ( ) const#
Console: render_clouds_downsampling_rendering
Returns current downsampling rendering setting for clouds. This parameter determines clouds resolution based on current screen resolution. It has a significant impact on performance.When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Return value
One of the following values:- 0 - full.
- 1 - half (by default).
- 2 - quarter.
void setCloudsDynamicCoverageArea ( float area ) #
Console: render_clouds_dynamic_coverage_area
Sets dynamic coverage area for clouds. This parameter determines visibility distance for coverage of FieldWeather objects.
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 ( ) const#
Console: render_clouds_dynamic_coverage_area
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.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 ( ) const#
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 ) #
Console: render_clouds_ground_shadows
Enables or disables rendering of shadows from the clouds on the ground.Arguments
- bool shadows - true to enable rendering of shadows from the clouds on the ground, false to disable it. The default value is true.
bool isCloudsGroundShadows ( ) const#
Console: render_clouds_ground_shadows
Returns a value indicating if rendering of shadows from the clouds on the ground is enabled.Return value
true if rendering of shadows from the clouds on the ground is enabled; otherwise, false.void setCloudsInterleavedRendering ( int rendering ) #
Console: render_clouds_interleaved_rendering
Enables or disables interleaved rendering mode for clouds.
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.
Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
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 ( ) const#
Console: render_clouds_interleaved_rendering
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.
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
void setCloudsInterleavedRenderingTemporal ( bool temporal ) #
Sets a value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.Works only when clouds interleaved rendering mode set to 2x2.
Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- bool temporal - true to enable temporal accumulation of noises for interleaved sampling for clouds; false - to disable.
bool isCloudsInterleavedRenderingTemporal ( ) const#
Returns a value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.Works only when clouds interleaved rendering mode set to 2x2.
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Return value
true if temporal accumulation of noises for interleaved sampling for clouds is enabled; otherwise false.void setCloudsLightingConeRadius ( float radius ) #
Console: render_clouds_lighting_cone_radius
Sets lighting cone sampling radius for clouds lighting.
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 ( ) const#
Console: render_clouds_lighting_cone_radius
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 ) #
Console: render_clouds_lighting_quality
Sets lighting quality for clouds. This parameter determines the number of samples used to calculate lighting for clouds.
This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.
Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
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 ( ) const#
Console: render_clouds_lighting_quality
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.
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
void setCloudsLightingTraceLength ( float length ) #
Console: render_clouds_lighting_tracelength
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 ( ) const#
Console: render_clouds_lighting_tracelength
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 ) #
Console: render_clouds_noise_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.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- float iterations - New value of the noise iterations parameter for clouds. The default value is 0.1f.
float getCloudsNoiseIterations ( ) const#
Console: render_clouds_noise_iterations
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.When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Return value
Current value of the noise iterations parameter for clouds. The default value is 0.1f.void setCloudsNoiseLighting ( float lighting ) #
Console: render_clouds_noise_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.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- float lighting - New value of the noise lighting parameter for clouds. The default value is 0.3f.
float getCloudsNoiseLighting ( ) const#
Console: render_clouds_noise_lighting
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.When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Return value
Current value of the noise lighting parameter for clouds. The default value is 0.3f.void setCloudsNoiseStep ( float step ) #
Console: render_clouds_noise_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.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- float step - New value of the noise step parameter for clouds. The default value is 0.3f.
float getCloudsNoiseStep ( ) const#
Console: render_clouds_noise_step
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.When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Return value
Current value of the noise step parameter for clouds. The default value is 0.3f.void setCloudsNoiseStepSkip ( float skip ) #
Console: render_clouds_noise_step_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.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- float skip - New value of the noise step skip parameter for clouds. The default value is 0.3f.
float getCloudsNoiseStepSkip ( ) const#
Console: render_clouds_noise_step_skip
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.When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Return value
Current value of the noise step skip parameter for clouds. The default value is 0.3f.void setCloudsSamplesCount ( int count ) #
Console: render_clouds_samples_count
Sets the number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- int count - Number of samples:
- 0 - low.
- 1 - medium.
- 2 - high (by default).
- 3 - ultra.
int getCloudsSamplesCount ( ) const#
Console: render_clouds_samples_count
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.
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
void setCloudsSamplingQuality ( int quality ) #
Console: render_clouds_sampling_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.
Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.
Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
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 ( ) const#
Console: render_clouds_sampling_quality
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).
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
void setCloudsSoftIntersection ( float intersection ) #
Console: render_clouds_soft_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 ( ) const#
Console: render_clouds_soft_intersection
Returns the current soft intersection distance for clouds.Return value
Soft intersection distance for clouds, in meters.void setCloudsTransparentOrder ( int order ) #
Console: render_clouds_transparent_order
Sets rendering order for clouds relative to transparent objects (except water).Arguments
- int order - Rendering order for clouds relative to transparent objects (except water) to be set. One of the following values:
- 0 - render clouds before all transparent objects.
- 1 - render clouds after all transparent objects.
- 2 - enable rough sorting for transparent objects relative to clouds (below the lowest cloud layer base -> inside the clouds -> above the highest cloud layer top)
int getCloudsTransparentOrder ( ) const#
Console: render_clouds_transparent_order
Returns the current rendering order for clouds relative to transparent objects (except water).Return value
Current rendering order for clouds relative to transparent objects (except water). One of the following values:- 0 - render clouds before all transparent objects.
- 1 - render clouds after all transparent objects.
- 2 - enable rough sorting for transparent objects relative to clouds (below the lowest cloud layer base -> inside the clouds -> above the highest cloud layer top)
void setCloudsQualityPreset ( int preset ) #
Sets the Qlouds Quality preset as currently used.Arguments
- int preset - Qlouds Quality preset index.
int getCloudsQualityPreset ( ) const#
Returns the index of a currently set Qlouds Quality preset.Return value
Bent Normal preset index.int getCloudsQualityPresetNumNames ( ) const#
Returns the number of Qlouds Quality presets.Return value
Quantity of Qlouds Quality presets.const char * getCloudsQualityPresetName ( int num ) #
Returns the Qlouds Quality preset name by given index.Arguments
- int num - Qlouds Quality preset index.
Return value
Qlouds Quality preset name.void setCloudsLightingSamplesDistribution ( float distribution ) #
Arguments
- float distribution
float getCloudsLightingSamplesDistribution ( ) const#
void setClouds3dTextureHorizontalResolution ( int resolution ) #
Arguments
- int resolution
int getClouds3dTextureHorizontalResolution ( ) const#
void setClouds3dTextureVerticalResolution ( int resolution ) #
Arguments
- int resolution
int getClouds3dTextureVerticalResolution ( ) const#
void setColorCorrectionBrightness ( 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 getColorCorrectionBrightness ( ) const#
Returns the current overall brightness of the scene.Return value
Current brightness.void setColorCorrectionContrast ( 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 getColorCorrectionContrast ( ) const#
Returns the current overall contrast of the scene.Return value
Current contrast.void setColorCorrectionGamma ( 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 getColorCorrectionGamma ( ) const#
Returns the current overall gamma of the scene.Return value
Current gamma.int setColorCorrectionLUTImage ( 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 setColorCorrectionLUTPath().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::setColorCorrectionLUTImage(lut);
Arguments
Return value
1 if the image is set successfully; otherwise, 0.int getColorCorrectionLUTImage ( const Ptr<Image> & image ) const#
Return the current color transformation image (LUT).Arguments
Return value
1 if an image is successfully received; otherwise, 0.void setColorCorrectionLUTPath ( const char * path ) #
Sets the name of a new color transformation texture (LUT).Arguments
- const char * path - Name of the file with the texture. If NULL (0) is passed, the texture is cleared.
const char * getColorCorrectionLUTPath ( ) const#
Returns the name of the current color transformation texture (LUT).Return value
Name of the current color transformation texture.Ptr<TextureCurve> getColorCorrectionCurve ( ) const#
Returns the current Color Correction curve texture.Return value
An instance of the TextureCurve class with 4 channels:- Channels 0, 1, 2 - the Red, Green and Blue channels of the Color Correction curve.
- Channel 3 - the Saturation Correction curve.
void resetColorCorrectionCurve ( ) #
Resets the Color Correction curve to the default value.
void resetColorCorrectionSaturationCurve ( ) #
Resets the Saturation Correction curve to the default value.
void setColorCorrectionSaturation ( const Palette & saturation ) #
Sets the current saturation adjustment values.Arguments
Palette getColorCorrectionSaturation ( ) const#
Returns the current saturation adjustment values.Return value
A Palette structure.void setColorCorrectionPreserveSaturation ( bool saturation ) #
Sets a value indicating if initial scene color saturation is to be preserved after applying color correction.Arguments
- bool saturation - true to preserve initial scene color saturation after applying color correction; otherwise, false.
bool isColorCorrectionPreserveSaturation ( ) const#
Returns a value indicating if initial scene color saturation is to be preserved after applying color correction.Return value
true if initial scene color saturation is to be preserved after applying color correction; otherwise, false.void setColorCorrectionHueShift ( const Palette & shift ) #
Sets the current hue adjustment values.Arguments
Palette getColorCorrectionHueShift ( ) const#
Returns the current hue adjustment values.Return value
A Palette structure.void setColorCorrectionWhite ( 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 getColorCorrectionWhite ( ) const#
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 ( ) const#
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 ) #
Console: render_cross
Enables or disables cross flares.Arguments
- bool cross - 1 to enable cross flares, 0 to disable.
bool isCross ( ) const#
Console: render_cross
Returns a value indicating if cross flares are enabled.Return value
1 if cross flares are enabled; otherwise, 0.void setCrossAngle ( float angle ) #
Console: render_cross_angle
Sets the cross flares orientation angle.Arguments
- float angle - Angle in degrees.
float getCrossAngle ( ) const#
Console: render_cross_angle
Returns the cross flares orientation angle.Return value
Angle between flare shafts in degrees.void setCrossColor ( const Math::vec4 & color ) #
Console: render_cross_color
Sets the color of the cross flares.Arguments
- const Math::vec4 & color - Color of cross flares.
Math::vec4 getCrossColor ( ) const#
Console: render_cross_color
Returns the color of the cross flares.Return value
Color of the cross flares.void setCrossLength ( float length ) #
Console: render_cross_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 ( ) const#
Console: render_cross_length
Returns the length of a cross flare.Return value
Length of a cross flare relative to the screen width.void setCrossScale ( float scale ) #
Console: render_cross_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 ( ) const#
Console: render_cross_scale
Returns the current multiplier for color of cross flares.Return value
Cross color scale.void setCrossShafts ( int shafts ) #
Console: render_cross_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 ( ) const#
Console: render_cross_shafts
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 ) #
Console: render_cross_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 ( ) const#
Console: render_cross_threshold
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:<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 ( ) const#
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:<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 ) #
Console: render_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 ( ) const#
Console: render_debug
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.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 ( ) const#
Returns the list of debug materials to be rendered as a string constant.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 ) #
Console: render_decal_distance
Sets the distance, at which (and farther) decals will not be rendered.Arguments
- float distance - Distance in units.
float getDecalDistance ( ) const#
Console: render_decal_distance
Returns the distance, at which (and farther) decals will not be rendered.Return value
Distance in units.void setDecals ( bool decals ) #
Console: render_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 ( ) const#
Console: render_decals
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 ( ) const#
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 ) #
Console: render_dirt_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 ( ) const#
Console: render_dirt_scale
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 ( ) const#
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 ) #
Console: render_distance_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 ( ) const#
Console: render_distance_scale
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 ) #
Console: render_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 ( ) const#
Console: render_dof
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 ) #
Console: render_dof_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 ( ) const#
Console: render_dof_blur
Returns the intensity of blur for the DOF (Depth Of Field) effect.Return value
DoF blur intensity value.void setDOFBokehMode ( int mode ) #
Console: render_dof_bokeh_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.
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 ( ) const#
Console: render_dof_bokeh_mode
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.
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 ) #
Console: render_dof_chromatic_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 ( ) const#
Console: render_dof_chromatic_aberration
Returns the intensity of chromatic aberration for the DOF (Depth Of Field) effect.Return value
DOF chromatic aberration intensity value.void setDOFFarDistance ( float distance ) #
Console: render_dof_far_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 ( ) const#
Console: render_dof_far_distance
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 ) #
Console: render_dof_far_focal_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 ( ) const#
Console: render_dof_far_focal_offset
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 ) #
Console: render_dof_focal_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 ( ) const#
Console: render_dof_focal_distance
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 ) #
Console: render_dof_focus_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.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- bool improvement - 1 to enable focus improvement for the DOF effect, 0 to disable it. The default value is 0.
bool isDOFFocusImprovement ( ) const#
Console: render_dof_focus_improvement
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.When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Return value
1 if focus improvement is enabled for the DOF effect; otherwise, 0.void setDOFIncreasedAccuracy ( bool accuracy ) #
Console: render_dof_increased_accuracy
Enables or disables increased accuracy for the DOF (Depth Of Field) effect. Enabling the parameter allows for increasing accuracy of focusing calculation.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- bool accuracy - 1 to enable increased accuracy for the DOF effect, 0 to disable it. The default value is 0.
bool isDOFIncreasedAccuracy ( ) const#
Console: render_dof_increased_accuracy
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.When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Return value
1 if increased accuracy is enabled for the DOF effect; otherwise, 0.void setDOFNearDistance ( float distance ) #
Console: render_dof_near_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 ( ) const#
Console: render_dof_near_distance
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 ) #
Console: render_dof_near_focal_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 ( ) const#
Console: render_dof_near_focal_offset
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 ) #
Console: render_dof_quality
Sets the quality of the DOF (Depth Of Field) effect.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
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 ( ) const#
Console: render_dof_quality
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.
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
void setDOFResolution ( int resolution ) #
Console: render_dof_resolution
Sets the resolution of the DOF (Depth Of Field) effect.Setting the value via this method changes only the setting stored in the Custom preset, and will take an effect only when this preset is active.
Arguments
- int resolution - Resolution of the DOF effect:
- 0 - quarter resolution.
- 1 - half resolution.
- 2 - full resolution (by default).
int getDOFResolution ( ) const#
Console: render_dof_resolution
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).
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
void setEnabled ( int arg1 ) const#
Enables or disables the render.Arguments
- int arg1 - 1 to enable the render, 0 to disable it.