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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 = 12Omni light pass.
PASS_LIGHT_PROJ = 13Proj light pass.
PASS_LIGHT_WORLD = 14World light pass.
PASS_SHADOW = 15Shadow pass.
PASS_DEPTH_PRE_PASS = 15Depth pre-pass.
PASS_MS_DEPTH = 16
PASS_POST = 17Post materials pass.
PASS_PROCEDURAL_DECALS = 18Pass for rendering of particles into procedural textures to be used by orthographic decals.
PASS_PROCEDURAL_FIELDS = 19Pass for rendering of particles into procedural textures to be used by height fields.
PASS_CUSTOM_0 = 20Custom pass (unassigned).
PASS_CUSTOM_1 = 21Custom pass (unassigned).
PASS_CUSTOM_2 = 22Custom pass (unassigned).
PASS_CUSTOM_3 = 23Custom pass (unassigned).
PASS_CUSTOM_4 = 24Custom pass (unassigned).
PASS_CUSTOM_5 = 25Custom pass (unassigned).
PASS_CUSTOM_6 = 26Custom pass (unassigned).
PASS_CUSTOM_7 = 27Custom pass (unassigned).
PASS_CUSTOM_8 = 28Custom pass (unassigned).
PASS_CUSTOM_9 = 29Custom pass (unassigned).
PASS_CUSTOM_10 = 30Custom pass (unassigned).
PASS_CUSTOM_11 = 31Custom pass (unassigned).
PASS_CUSTOM_12 = 32Custom pass (unassigned).
PASS_CUSTOM_13 = 33Custom pass (unassigned).
PASS_CUSTOM_14 = 34Custom pass (unassigned).
PASS_CUSTOM_15 = 35Custom pass (unassigned).
PASS_CUSTOM_16 = 36Custom pass (unassigned).
PASS_CUSTOM_17 = 37Custom pass (unassigned).
PASS_CUSTOM_18 = 38Custom pass (unassigned).
PASS_CUSTOM_19 = 39Custom pass (unassigned).
PASS_CUSTOM_20 = 40Custom pass (unassigned).
PASS_CUSTOM_21 = 41Custom pass (unassigned).
PASS_CUSTOM_22 = 42Custom pass (unassigned).
PASS_CUSTOM_23 = 43Custom pass (unassigned).
PASS_CUSTOM_24 = 44Custom pass (unassigned).
PASS_CUSTOM_25 = 45Custom pass (unassigned).
PASS_CUSTOM_26 = 46Custom pass (unassigned).
PASS_CUSTOM_27 = 47Custom pass (unassigned).
PASS_CUSTOM_28 = 48Custom pass (unassigned).
PASS_CUSTOM_29 = 49Custom pass (unassigned).
PASS_CUSTOM_30 = 50Custom pass (unassigned).
PASS_CUSTOM_31 = 51Custom pass (unassigned).
PASS_CUSTOM_32 = 52Custom pass (unassigned).
NUM_PASSES = 53Total 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_INDEX#

NameDescription
CALLBACK_BEGIN = 0Beginning of the callback range.
CALLBACK_BEGIN_SHADOWS = 1Callback before the shadows rendering stage.
CALLBACK_BEGIN_WORLD_SHADOW = 2Callback before the stage of rendering shadows from World light sources.
CALLBACK_END_WORLD_SHADOW = 3Callback after the stage of rendering shadows from World light sources.
CALLBACK_BEGIN_PROJ_SHADOW = 4Callback before the stage of rendering shadows from Projected light sources.
CALLBACK_END_PROJ_SHADOW = 5Callback after the stage of rendering shadows from Projected light sources.
CALLBACK_BEGIN_OMNI_SHADOW = 6Callback before the stage of rendering shadows from Omni light sources.
CALLBACK_END_OMNI_SHADOW = 7Callback after the stage of rendering shadows from Omni light sources.
CALLBACK_END_SHADOWS = 8Callback after the shadows rendering stage.
CALLBACK_BEGIN_SCREEN = 9Callback before the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6).
CALLBACK_BEGIN_OPACITY_GBUFFER = 10Callback before filling the Gbuffer.
CALLBACK_END_OPACITY_GBUFFER = 11Callback after filling the Gbuffer.
CALLBACK_BEGIN_OPACITY_DECALS = 12Callback before the opacity decals rendering stage.
CALLBACK_END_OPACITY_DECALS = 13Callback after the opacity decals rendering stage.
CALLBACK_BEGIN_CURVATURE = 14Callback before the SSBevel effect rendering stage.
CALLBACK_END_CURVATURE = 15Callback after the SSBevel effect rendering stage.
CALLBACK_BEGIN_CURVATURE_COMPOSITE = 16Callback before the curvature rendering stage for the SSDirt effect.
CALLBACK_END_CURVATURE_COMPOSITE = 17Callback after the curvature rendering stage for the SSDirt effect.
CALLBACK_BEGIN_SSRTGI = 18Callback before the SSRTGI rendering stage.
CALLBACK_END_SSRTGI = 19Callback after the SSRTGI rendering stage.
CALLBACK_BEGIN_OPACITY_LIGHTS = 20Callback before the opacity lightgs rendering stage.
CALLBACK_END_OPACITY_LIGHTS = 21Callback after the opacity lightgs rendering stage.
CALLBACK_BEGIN_OPACITY_VOXEL_PROBES = 22Callback before the opacity voxel probes rendering stage.
CALLBACK_END_OPACITY_VOXEL_PROBES = 23Callback after the opacity voxel probes rendering stage.
CALLBACK_BEGIN_OPACITY_ENVIRONMENT_PROBES = 24Callback before the opacity environment probes rendering stage.
CALLBACK_END_OPACITY_ENVIRONMENT_PROBES = 25Callback after the opacity environment probes rendering stage.
CALLBACK_BEGIN_OPACITY_PLANAR_PROBES = 26
CALLBACK_END_OPACITY_PLANAR_PROBES = 27
CALLBACK_BEGIN_AUXILIARY_BUFFER = 26Callback before filling the auxiliary buffer.
CALLBACK_END_AUXILIARY_BUFFER = 27Callback after filling the auxiliary buffer.
CALLBACK_BEGIN_REFRACTION_BUFFER = 28Callback before filling the refraction buffer.
CALLBACK_END_REFRACTION_BUFFER = 29Callback after filling the refraction buffer.
CALLBACK_BEGIN_TRANSPARENT_BLUR_BUFFER = 30Callback before filling the transparent blur buffer.
CALLBACK_END_TRANSPARENT_BLUR_BUFFER = 31Callback after filling the transparent blur buffer.
CALLBACK_BEGIN_SSR = 32Callback before the SSR rendering stage.
CALLBACK_END_SSR = 33Callback after the SSR rendering stage.
CALLBACK_BEGIN_SSAO = 34Callback before the SSAO rendering stage.
CALLBACK_END_SSAO = 35Callback after the SSAO rendering stage.
CALLBACK_BEGIN_SSGI = 36Callback before the SSGI rendering stage.
CALLBACK_END_SSGI = 37Callback after the SSGI rendering stage.
CALLBACK_BEGIN_COMPOSITE_DEFERRED = 38Callback before the clouds deferred composite stage.
CALLBACK_END_COMPOSITE_DEFERRED = 39Callback after the clouds deferred composite stage.
CALLBACK_BEGIN_TRANSPARENT = 40Callback before the transparent objects rendering stage.
CALLBACK_BEGIN_CLOUDS = 41Callback before the clouds rendering stage.
CALLBACK_END_CLOUDS = 42Callback after the clouds rendering stage.
CALLBACK_BEGIN_WATER = 43Callback before the water rendering stage.
CALLBACK_BEGIN_WATER_DECALS = 44Callback before the water decals rendering stage.
CALLBACK_END_WATER_DECALS = 45Callback after the water decals rendering stage.
CALLBACK_BEGIN_WATER_LIGHTS = 46Callback before the water lights rendering stage.
CALLBACK_END_WATER_LIGHTS = 47Callback after the water lights rendering stage.
CALLBACK_BEGIN_WATER_VOXEL_PROBES = 48Callback before the water voxel probes rendering stage.
CALLBACK_END_WATER_VOXEL_PROBES = 49Callback after the water voxel probes rendering stage.
CALLBACK_BEGIN_WATER_ENVIRONMENT_PROBES = 50Callback before the water environment probes rendering stage.
CALLBACK_END_WATER_ENVIRONMENT_PROBES = 51Callback after the water environment probes rendering stage.
CALLBACK_BEGIN_WATER_PLANAR_PROBES = 54
CALLBACK_END_WATER_PLANAR_PROBES = 55
CALLBACK_END_WATER = 52Callback after the water rendering stage.
CALLBACK_END_TRANSPARENT = 53Callback after the transparent objects rendering stage.
CALLBACK_BEGIN_SRGB_CORRECTION = 54Callback before the sRGB correction stage.
CALLBACK_END_SRGB_CORRECTION = 55Callback after the sRGB correction stage.
CALLBACK_BEGIN_ADAPTATION_COLOR_AVERAGE = 56Callback before the calculation of automatic exposure and white balance correction.
CALLBACK_END_ADAPTATION_COLOR_AVERAGE = 57Callback after the calculation of automatic exposure and white balance correction.
CALLBACK_BEGIN_ADAPTATION_COLOR = 58Callback before the color adaptation rendering stage (automatic exposure and white balance correction).
CALLBACK_END_ADAPTATION_COLOR = 59Callback after the color adaptation rendering stage (automatic exposure and white balance correction).
CALLBACK_BEGIN_TAA = 60Callback before the Temporal Anti-Aliasing (TAA) pass.
CALLBACK_END_TAA = 61Callback after the Temporal Anti-Aliasing (TAA) pass.
CALLBACK_BEGIN_CAMERA_EFFECTS = 62Callback before the camera effects stage.
CALLBACK_END_CAMERA_EFFECTS = 63Callback after the camera effects stage.
CALLBACK_BEGIN_POST_MATERIALS = 64Callback before the post materials rendering stage.
CALLBACK_END_POST_MATERIALS = 65Callback after the post materials rendering stage.
CALLBACK_BEGIN_DEBUG_MATERIALS = 66Callback before the debug materials stage.
CALLBACK_END_DEBUG_MATERIALS = 67Callback after the debug materials stage.
CALLBACK_BEGIN_VISUALIZER = 68Callback before the visualizer rendering stage.
CALLBACK_END_VISUALIZER = 69Callback after the visualizer rendering stage.
CALLBACK_END_SCREEN = 70Callback after the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6).
CALLBACK_END = 71End of the callback range.
NUM_CALLBACKS = 72Callback counter.

VIEWPORT_MODE#

NameDescription
VIEWPORT_MODE_DEFAULT = 0Enables 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 = 1Enables rendering of the viewport as a panorama with curved edges with an angle of 180 degrees.
VIEWPORT_MODE_PANORAMA_CURVED_360 = 2Enables rendering of the viewport as a panorama with curved edges with an angle of 360 degrees.
VIEWPORT_MODE_PANORAMA_LINEAR_180 = 3Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 180 degrees.
VIEWPORT_MODE_PANORAMA_LINEAR_360 = 4Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 360 degrees.
VIEWPORT_MODE_PANORAMA_FISHEYE_ORTHOGRAPHIC = 5Enables rendering of the viewport as an orthographic spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_EQUDISTANT = 6Enables rendering of the viewport as an equidistant spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_STEREOGRAPHIC = 7Enables rendering of the viewport as an stereographic spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_EQUISOLID = 8Enables rendering of the viewport as an equisolid spherical panorama (fisheye).
VIEWPORT_MODE_STEREO_ANAGLYPH = 9Enables the anaglyph stereo mode that is viewed with red-cyan anaglyph glasses.
VIEWPORT_MODE_STEREO_INTERLACED = 10Enables the interlaced stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
VIEWPORT_MODE_STEREO_HORIZONTAL = 11Enables the horizontal stereo mode that is supported on mobile devices.
VIEWPORT_MODE_STEREO_VERTICAL = 12Enables the vertical stereo mode that is supported on mobile devices.
VIEWPORT_MODE_STEREO_SEPARATE = 13Enables the replicate images stereo mode.
VIEWPORT_MODE_STEREO_REPLICATE = 14Enables 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.
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 ( ) 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.
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 ) #

Console: render_bent_normal_fix_overlit_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.
Notice
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.
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 ) #

Console: render_bent_normal_ray_tracing_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 ( ) const#

Console: render_bent_normal_ray_tracing_denoise
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 ) #

Console: render_bent_normal_ray_tracing_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 ( ) const#

Console: render_bent_normal_ray_tracing_threshold
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 ( ) 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.
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 ( ) 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 ) #

Console: render_clouds_accurate_layers_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#

Console: render_clouds_accurate_layers_sorting
Returns a value indicating if correct sorting of intersecting cloud layers is enabled.
Notice
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.
Notice
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 ) #

Console: render_clouds_depth_based_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.
Notice
Works only with clouds domnsampling rendering mode is set to half and/or clouds interleaved rendering mode is set to 2x2.
Notice
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#

Console: render_clouds_depth_based_reconstruction
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.
Notice
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 ) #

Console: render_clouds_depth_based_reconstruction_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.
Notice
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#

Console: render_clouds_depth_based_reconstruction_threshold
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.
Notice
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 100.0f

void 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.
Notice
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.
Notice
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.
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 ( ) 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 ) #

Console: render_clouds_dynamic_coverage_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 ( ) const#

Console: render_clouds_dynamic_coverage_resolution
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.
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.
Notice
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.
Notice
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 ) #

Console: render_clouds_interleaved_rendering_temporal
Sets a value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.
Notice
Works only when clouds interleaved rendering mode set to 2x2.
Notice
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#

Console: render_clouds_interleaved_rendering_temporal
Returns a value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.
Notice
Works only when clouds interleaved rendering mode set to 2x2.
Notice
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.
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 ( ) 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.
Notice
This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.
Notice
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).
Notice
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().
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::setColorCorrectionLUTImage(lut);

Arguments

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

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

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

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:

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

  • const Palette & saturation - A set of color values in a Palette structure.

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:
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 ( ) 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:
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 ) #

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.
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 ( ) const#

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 ) #

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.
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 ( ) 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.
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 ) #

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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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.
Notice
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).
Notice
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.

int isEnabled ( ) const#

Returns a value indicating if the render is enabled.

Return value

1 if the render is enabled; otherwise, 0.

void setEnvironment ( bool environment ) #

Console: render_environment
Enables or disables rendering of environment of the scene.

Arguments

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

bool isEnvironment ( ) const#

Console: render_environment
Returns the value indicating if rendering of environment of the scene is enabled.

Return value

1 rendering of environment is enabled; otherwise, 0.

void setEnvironmentCubemapBlendMode ( int mode ) #

Console: render_environment_cubemap_blend
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 ( ) const#

Console: render_environment_cubemap_blend
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 ) #

Console: render_environment_haze
Sets the mode for the haze effect.

Arguments

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

int getEnvironmentHazeMode ( ) const#

Console: render_environment_haze
Returns the current mode set for the haze effect.

Return value

Haze mode: one of the HAZE_* variables.

void setExposure ( float exposure ) #

Console: render_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 ( ) const#

Console: render_exposure
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 ) #

Console: render_exposure_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 ( ) const#

Console: render_exposure_adaptation
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.

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 ( ) const#

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 ( ) const#

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 ) #

Console: render_exposure_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 ( ) const#

Console: render_exposure_mode
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 ) #

Console: render_fade_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 ( ) const#

Console: render_fade_color
Returns the current fade color of the scene.

Return value

The current fade color.

void setFieldDistance ( float distance ) #

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

Arguments

  • float distance - Distance in units.

float getFieldDistance ( ) const#

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

Return value

Distance in units.

void setFieldHeightResolution ( int resolution ) #

Console: render_field_height_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 ( ) const#

Console: render_field_height_resolution
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 ) #

Console: render_field_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 ( ) const#

Console: render_field_precision
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 ) #

Console: render_field_shoreline_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 ( ) const#

Console: render_field_shoreline_resolution
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 ) #

Console: render_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 ( ) const#

Console: render_filmic
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 ) #

Console: render_filmic_linear_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 ( ) const#

Console: render_filmic_linear_angle
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 ) #

Console: render_filmic_linear_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 ( ) const#

Console: render_filmic_linear_scale
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 ) #

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

Arguments

  • float scale - Shoulder Strength value.

float getFilmicShoulderScale ( ) const#

Console: render_filmic_shoulder_scale
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 ) #

Console: render_filmic_toe_denominator
Sets the Toe Denominator filmic tonemapping parameter value.

Arguments

  • float denominator - Toe Denominator value.

float getFilmicToeDenominator ( ) const#

Console: render_filmic_toe_denominator
Returns the current Toe Denominator filmic tonemapping parameter value.

Return value

Toe Denominator value.

void setFilmicToeNumerator ( float numerator ) #

Console: render_filmic_toe_numerator
Sets the Toe Numerator filmic tonemapping parameter value.

Arguments

  • float numerator - Toe Numerator value.

float getFilmicToeNumerator ( ) const#

Console: render_filmic_toe_numerator
Sets the Toe Numerator filmic tonemapping parameter value.

Return value

Toe Numerator value.

void setFilmicToeScale ( float scale ) #

Console: render_filmic_toe_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 ( ) const#

Console: render_filmic_toe_scale
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 ) #

Console: render_filmic_white_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 ( ) const#

Console: render_filmic_white_level
Returns the current Linear White Point filmic tonemapping parameter value.

Return value

Linear White Point value.

void setFilmicSaturationRecovery ( float recovery ) #

Console: render_filmic_saturation_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 ( ) const#

Console: render_filmic_saturation_recovery
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 ( ) const#

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 ( ) const#

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 ) #

Console: render_fxaa_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 ( ) const#

Console: render_fxaa_intensity
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 ) #

Console: render_gbuffer_lightmap
Enables or disables storing lightmap data in the GBuffer.

Arguments

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

bool isGbufferLightmap ( ) const#

Console: render_gbuffer_lightmap
Returns a value indicating if lightmap data is stored in the GBuffer.

Return value

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

int getGPUMemory ( ) const#

Console: gpu_memory
Returns an amount of memory provided by the current GPU.

Return value

Amount of memory in Mbytes.

int getGPUName ( ) const#

Returns the name of the current GPU.

Return value

GPU name flag.

Ptr<Texture> getGray2DArrayTexture ( ) const#

Returns gray 2D array texture.

Return value

Gray 2D array texture.

Ptr<Texture> getGray2DTexture ( ) const#

Returns gray 2D texture.

Return value

Gray 2D texture.

Ptr<Texture> getGray3DTexture ( ) const#

Returns gray 3D texture.

Return value

Gray 3D texture.

Ptr<Texture> getGrayCubeTexture ( ) const#

Returns gray Cube texture.

Return value

Gray Cube texture.

void setLens ( bool lens ) #

Console: render_lens
Enables or disables lens flares.

Arguments

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

bool isLens ( ) const#

Console: render_lens
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 ) #

Console: render_lens_color
Sets the color of a lens flares.

Arguments

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

Math::vec4 getLensColor ( ) const#

Console: render_lens_color
Returns the color of a lens flare.

Return value

Color of a lens flare.

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

Console: render_lens_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 ( ) const#

Console: render_lens_dispersion
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 ) #

Console: render_lens_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 ( ) const#

Console: render_lens_length
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 ) #

Console: render_lens_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 ( ) const#

Console: render_lens_radius
Returns the current radius of the spherical lens flares on the screen.

Return value

Radius of the spherical lens flares.

void setLensScale ( float scale ) #

Console: render_lens_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 ( ) const#

Console: render_lens_scale
Returns the current multiplier for color of HDR lens flares.

Return value

Lens color scale.

void setLensThreshold ( float threshold ) #

Console: render_lens_threshold
Sets the brightness threshold for lens flares.

Arguments

  • float threshold - Lens flares threshold.

float getLensThreshold ( ) const#

Console: render_lens_threshold
Returns the current brightness threshold for lens flares.

Return value

Lens flares threshold.

void setLightDistance ( float distance ) #

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

Arguments

  • float distance - Distance in units.

float getLightDistance ( ) const#

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

Return value

Distance in units.

void setLightsForwardPerObjectEnv ( int env ) #

Console: render_lights_forward_per_object_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.

Arguments

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

int getLightsForwardPerObjectEnv ( ) const#

Console: render_lights_forward_per_object_env
Returns the current maximum number of environment probes per object (available only for materials rendered in the forward rendering pass).

Return value

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

void setLightsForwardPerObjectOmni ( int omni ) #

Console: render_lights_forward_per_object_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.

Arguments

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

int getLightsForwardPerObjectOmni ( ) const#

Console: render_lights_forward_per_object_omni
Returns the current maximum number of omni lights per object (available only for materials rendered in the forward rendering pass).

Return value

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

void setLightsForwardPerObjectProj ( int proj ) #

Console: render_lights_forward_per_object_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.

Arguments

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

int getLightsForwardPerObjectProj ( ) const#

Console: render_lights_forward_per_object_proj
Returns the current maximum number of projected lights per object (available only for materials rendered in the forward rendering pass).

Return value

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

void setLightsForwardPerObjectVoxel ( int voxel ) #

Console: render_lights_forward_per_object_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.

Arguments

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

int getLightsForwardPerObjectVoxel ( ) const#

Console: render_lights_forward_per_object_voxel
Returns the current maximum number of voxel probes per object (available only for materials rendered in the forward rendering pass).

Return value

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

void setLightsForwardPerObjectWorld ( int world ) #

Console: render_lights_forward_per_object_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.

Arguments

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

int getLightsForwardPerObjectWorld ( ) const#

Console: render_lights_forward_per_object_world
Returns the current maximum number of world lights per object (available only for materials rendered in the forward rendering pass).

Return value

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

void setLightsInterleaved ( bool interleaved ) #

Console: render_lights_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).

Arguments

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

bool isLightsInterleaved ( ) const#

Console: render_lights_interleaved
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 ) #

Console: render_lights_interleaved_catmull_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 ( ) const#

Console: render_lights_interleaved_catmull_resampling
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 ) #

Console: render_lights_interleaved_color_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 ( ) const#

Console: render_lights_interleaved_color_clamping
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 ) #

Console: render_lights_lens_flares
Enables or disables rendering of per-light lens flares.

Arguments

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

bool isLightsLensFlares ( ) const#

Console: render_lights_lens_flares
Returns the value indicating if rendering of per-light lens flares is enabled.

Return value

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

void setLightsMaxPerBatch ( int batch ) #

Console: render_lights_max_per_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.

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 ( ) const#

Console: render_lights_max_per_batch
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.

Return value

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

void setLightsTileGridSize ( int size ) #

Console: render_lights_tile_grid_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.

Arguments

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

int getLightsTileGridSize ( ) const#

Console: render_lights_tile_grid_size
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.

Return value

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

int getMaxFieldAnimations ( ) const#

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 ( ) const#

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 ( ) const#

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 ( ) const#

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 ) #

Console: render_motion_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 ( ) const#

Console: render_motion_blur
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 ) #

Console: render_motion_blur_camera_velocity
Sets a value indicating if camera velocity contributes to the motion blur effect.
Notice
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 velocity - 1 to take camera velocity into account in the motion blur effect; 0 to take into account velocities of objects only.

bool isMotionBlurCameraVelocity ( ) const#

Console: render_motion_blur_camera_velocity
Returns a value indicating if camera velocity contributes to the motion blur effect.
Notice
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 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 ) #

Console: render_motion_blur_max_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.
Notice
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 velocity - Maximum scaled velocity of moving physical bodies used for the motion blur effect.

float getMotionBlurMaxVelocity ( ) const#

Console: render_motion_blur_max_velocity
Returns the current maximum possible amount of motion blur for moving physical objects.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setMotionBlurNeatSilhouettes ( bool silhouettes ) #

Console: render_motion_blur_neat_silhouettes
Enables or disables the neat silhouettes option for motion blur. This option keeps contours of objects in front of the camera unblurred.
Notice
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 silhouettes - 1 to enable the neat silhouettes option for motion blur, 0 to disable it. The default value is 1.

bool isMotionBlurNeatSilhouettes ( ) const#

Console: render_motion_blur_neat_silhouettes
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 ) #

Console: render_motion_blur_noise_intensity
Sets the intensity of the noise used in the motion blur.
Notice
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 intensity - Noise intensity value within the [0.0f; 1.0f] range. The default value is 0.25f.

float getMotionBlurNoiseIntensity ( ) const#

Console: render_motion_blur_noise_intensity
Returns the current intensity of the noise used in the motion blur.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Noise intensity.

void setMotionBlurNumSteps ( int steps ) #

Console: render_motion_blur_num_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.
Notice
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 steps - Number of steps in range [2;64]. The default value is 4.

int getMotionBlurNumSteps ( ) const#

Console: render_motion_blur_num_steps
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Number of steps.

void setMotionBlurVelocityScale ( float scale ) #

Console: render_motion_blur_velocity_scale
Sets amount of motion blur for moving physical bodies. The higher the value, the more blurred the objects will appear when moving.
Notice
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 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 ( ) const#

Console: render_motion_blur_velocity_scale
Returns the current amount of motion blur for moving physical bodies. The higher the value, the more blurred the objects will appear when moving.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

int getNumDecals ( ) const#

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 ( ) const#

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 ( ) const#

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 ( ) const#

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 ( ) const#

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 ( ) const#

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 ( ) const#

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

Return value

The number of procedurals.

int getNumReflections ( ) const#

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 ( ) const#

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

Return value

The number of shaders.

int getNumShadows ( ) const#

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

Return value

The number of shadow passes.

int getNumSurfaces ( ) const#

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 ( ) const#

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 ) #

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

Arguments

  • float distance - Distance in units.

float getObjectDistance ( ) const#

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

Return value

Distance in units.

void setOccluders ( bool occluders ) #

Console: render_occluders
Enables or disables rendering of occluders.

Arguments

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

bool isOccluders ( ) const#

Console: render_occluders
Returns a value indicating if rendering of occluders is enabled.

Return value

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

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

Console: render_occluders_resolution
Sets the resolution of the texture, to which occluders are rendered.

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 ( ) const#

Console: render_occluders_resolution
Returns the current resolution of the texture, to which occluders are rendered.

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 ) #

Console: render_occluders_shadows
Sets the value indicating whether rendering of occluders for shadows is enabled.

Arguments

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

bool isOccludersShadows ( ) const#

Console: render_occluders_shadows
Returns the value indicating whether rendering of occluders for shadows is enabled.

Return value

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

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

Console: render_occluders_shadows_resolution
Sets the resolution of the texture, to which occluders for shadows are rendered.

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 ( ) const#

Console: render_occluders_shadows_resolution
Returns the current resolution of the texture, to which occluders for shadows are rendered.

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 ) #

Console: render_occlusion_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 ( ) const#

Console: render_occlusion_queries
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 ) #

Console: render_occlusion_queries_num_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 ( ) const#

Console: render_occlusion_queries_num_frames
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 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 ( ) const#

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 ) #

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

Arguments

  • float distance - Distance in units.

float getReflectionDistance ( ) const#

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

Return value

Distance in units.

void setReflectionDynamic ( bool dynamic ) #

Console: render_reflection_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 ( ) const#

Console: render_reflection_dynamic
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 ) #

Console: render_reflection_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 ( ) const#

Console: render_reflection_lods
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 ) #

Console: render_refraction
Enables or disables refraction.

Arguments

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

bool isRefraction ( ) const#

Console: render_refraction
Returns a value indicating if refraction is enabled.

Return value

1 if refraction is enabled; otherwise, 0.

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

Console: render_refraction_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 ( ) const#

Console: render_refraction_dispersion
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 ( ) const#

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 ) #

Console: render_screen_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 ( ) const#

Console: render_screen_precision
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 ) #

Console: render_defines
Set additional shader defines.

Arguments

  • const char * defines - Additional shader defines.

const char * getShaderDefines ( ) const#

Console: render_defines
Returns additional shader defines.

Return value

Additional shader defines.

void setShadowDistance ( float distance ) #

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

Arguments

  • float distance - Distance in units.

float getShadowDistance ( ) const#

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

Return value

Distance in units.

void setShadows ( bool shadows ) #

Console: render_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 ( ) const#

Console: render_shadows
Returns a value indicating whether shadows are rendered or not.

Return value

1 if shadows are rendered; otherwise, 0.

void setShadowsAlphaTest ( bool test ) #

Console: render_shadows_alpha_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 ( ) const#

Console: render_shadows_alpha_test
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 ) #

Console: render_shadow_shafts
Enables or disables volumetric shadows.

Arguments

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

bool isShadowShafts ( ) const#

Console: render_shadow_shafts
Returns a value indicating if volumetric shadows are enabled.

Return value

1 if volumetric shadows are enabled; otherwise, 0.

void setShadowShaftsExposure ( float exposure ) #

Console: render_shadow_shafts_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 ( ) const#

Console: render_shadow_shafts_exposure
Returns the contrast used for volumetric shadows.

Return value

Shadow contrast.

void setShadowShaftsLength ( float length ) #

Console: render_shadow_shafts_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 ( ) const#

Console: render_shadow_shafts_length
Returns the length of volumetric shadows.

Return value

Shadow length.

void setShadowsScreenSpace ( bool space ) #

Console: render_shadows_screenspace
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.

Arguments

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

bool isShadowsScreenSpace ( ) const#

Console: render_shadows_screenspace
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.

Return value

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

void setShadowsPenumbraMode ( int mode ) #

Console: render_shadows_penumbra_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.

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 ( ) const#

Console: render_shadows_penumbra_mode
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.

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 ) #

Console: render_shadows_penumbra_noise
Enables or disables noise for penumbra rendering. This noise is used for smoothing.

Arguments

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

bool isShadowsPenumbraNoise ( ) const#

Console: render_shadows_penumbra_noise
Returns a value indicating if noise for penumbra rendering is enabled. This noise is used for smoothing.

Return value

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

void setShadowsFilterMode ( int mode ) #

Console: render_shadows_filter_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.

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 ( ) const#

Console: render_shadows_filter_mode
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.

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 ) #

Console: render_shadows_filter_noise
Enables or disables noise for shadow filtering. This noise is used for smoothing.

Arguments

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

bool isShadowsFilterNoise ( ) const#

Console: render_shadows_filter_noise
Returns a value indicating if noise for shadow filtering is enabled. This noise is used for smoothing.

Return value

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

void setShadowsTranslucentDepth ( float depth ) #

Console: render_shadows_translucent_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 ( ) const#

Console: render_shadows_translucent_depth
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 ) #

Console: render_shadows_world_lerp_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 ( ) const#

Console: render_shadows_world_lerp_cascades
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 ) #

Console: render_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 ( ) const#

Console: render_sharpen
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 ) #

Console: render_sharpen_intensity
Sets intensity of the sharpening effect.

Arguments

  • float intensity - Intensity of the sharpening effect.

float getSharpenIntensity ( ) const#

Console: render_sharpen_intensity
Returns intensity of the sharpening effect.

Return value

Intensity of the sharpening effect.

void setShowAlphaTest ( bool test ) #

Console: render_show_alpha_test
Displays or hides the visualizer for transparent objects using alpha test. This parameter is stored in the following configuration file: *.user.

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 ( ) const#

Console: render_show_alpha_test
Returns a value indicating whether the visualizer is displayed for transparent objects using alpha test or not. This parameter is stored in the following configuration file: *.user.

Return value

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

void setShowAmbient ( bool ambient ) #

Console: render_show_ambient
Enables or disables displaying the ambient pass buffer. This parameter is stored in the following configuration file: *.user.

Arguments

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

bool isShowAmbient ( ) const#

Console: render_show_ambient
Returns a value indicating whether the ambient pass buffer is displayed or not. This parameter is stored in the following configuration file: *.user.

Return value

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

void setShowCascades ( bool cascades ) #

Console: render_show_cascades
Displays or hides world shadow cascades. This parameter is stored in the following configuration file: *.user.

Arguments

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

bool isShowCascades ( ) const#

Console: render_show_cascades
Returns a value indicating whether world shadow cascades are displayed or not. This parameter is stored in the following configuration file: *.user.

Return value

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

void setShowDecals ( bool decals ) #

Console: render_show_decals
Displays or hides the visualizer for decals. This parameter is stored in the following configuration file: *.user.

Arguments

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

bool isShowDecals ( ) const#

Console: render_show_decals
Returns a value indicating whether the visualizer is displayed for decals or not. This parameter is stored in the following configuration file: *.user.

Return value

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

void setShowDynamic ( bool dynamic ) #

Console: render_show_dynamic
Displays or hides the visualizer for dynamic objects. This parameter is stored in the following configuration file: *.user.

Arguments

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

bool isShowDynamic ( ) const#

Console: render_show_dynamic
Returns a value indicating whether the visualizer is displayed for dynamic objects or not. This parameter is stored in the following configuration file: *.user.

Return value

true if visualizer for dynamic objects is displayed; otherwise, false.

void setShowGeodeticPivot ( bool pivot ) #

Console: render_show_geodetic_pivot
Displays or hides geodetic pivots. This parameter is stored in the following configuration file: *.user.

Arguments

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

bool isShowGeodeticPivot ( ) const#

Console: render_show_geodetic_pivot
Returns a value indicating whether geodetic pivots are displayed or not. This parameter is stored in the following configuration file: *.user.

Return value

1 if geodetic pivots are displayed; otherwise, 0.

void setShowMipmaps ( bool mipmaps ) #

Console: render_show_mipmaps
Displays or hides texture mipmap levels. This parameter is stored in the following configuration file: *.user.

Arguments

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

bool isShowMipmaps ( ) const#

Console: render_show_mipmaps
Returns a value indicating whether texture mipmap levels are displayed or not. This parameter is stored in the following configuration file: *.user.

Return value

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

void setShowOccluder ( bool occluder ) #

Console: render_show_occluder
Displays or hides the buffer used for occluders. This parameter is stored in the following configuration file: *.user.

Arguments

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

bool isShowOccluder ( ) const#

Console: render_show_occluder
Returns a value indicating whether the buffer used for occluders is displayed in the viewport or not. This parameter is stored in the following configuration file: *.user.

Return value

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

void setShowQueries ( bool queries ) #

Console: render_show_queries
Displays or hides occlusion query boxes. This parameter is stored in the following configuration file: *.user.

Arguments

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

bool isShowQueries ( ) const#

Console: render_show_queries
Returns a value indicating whether occlusion query boxes are displayed in the viewport or not. This parameter is stored in the following configuration file: *.user.

Return value

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

void setShowScissors ( bool scissors ) #

Console: render_show_scissors
Displays or hides scissor rectangles. This parameter is stored in the following configuration file: *.user.

Arguments

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

bool isShowScissors ( ) const#

Console: render_show_scissors
Returns a value indicating if scissor rectangles are displayed. This parameter is stored in the following configuration file: *.user.

Return value

1 if scissor rectangles are displayed; otherwise, 0.

void setShowTextures ( int textures ) #

Console: render_show_textures
Sets the display mode for buffers used by the renderer. This parameter is stored in the following configuration file: *.user.

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 ( ) const#

Console: render_show_textures
Returns the current display mode for buffers used by the renderer. This parameter is stored in the following configuration file: *.user.

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 ) #

Console: render_show_textures_number
Sets the number of buffers in a row displayed in the full view mode (see setShowTextures(2)). This parameter is stored in the following configuration file: *.user.

Arguments

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

int getShowTexturesNumber ( ) const#

Console: render_show_textures_number
Returns the current number of buffers in a row displayed in the full view mode (see setShowTextures(2)). This parameter is stored in the following configuration file: *.user.

Return value

Number of buffers in a row.

void setShowTexturesOffset ( int offset ) #

Console: render_show_textures_offset
Sets the number of the buffer to start displaying from in the full view mode (see setShowTextures(2)). This parameter is stored in the following configuration file: *.user.

Arguments

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

int getShowTexturesOffset ( ) const#

Console: render_show_textures_offset
Returns the current number of the buffer to start displaying from in the full view mode (see setShowTextures(2)). This parameter is stored in the following configuration file: *.user.

Return value

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

void setShowTransparent ( bool transparent ) #

Console: render_show_transparent
Displays or hides the visualizer for transparent objects. This parameter is stored in the following configuration file: *.user.

Arguments

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

bool isShowTransparent ( ) const#

Console: render_show_transparent
Returns a value indicating whether the visualizer is displayed for transparent objects or not. This parameter is stored in the following configuration file: *.user.

Return value

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

void setShowTriangles ( int triangles ) #

Console: render_show_triangles
Sets the wireframe mode for scene triangles. This parameter is stored in the following configuration file: *.user.

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 ( ) const#

Console: render_show_triangles
Returns the current wireframe mode for scene triangles. This parameter is stored in the following configuration file: *.user.

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 ) #

Console: render_clouds_enabled
Enables or disables clouds rendering.

Arguments

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

bool isCloudsEnabled ( ) const#

Console: render_clouds_enabled
Returns a value indicating if rendering of clouds is enabled.

Return value

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

void setLightsEnabled ( bool enabled ) #

Console: render_lights_enabled
Enables or disables lights rendering.

Arguments

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

bool isLightsEnabled ( ) const#

Console: render_lights_enabled
Returns a value indicating if rendering of lights is enabled.

Return value

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

void setWaterEnabled ( bool enabled ) #

Console: render_water_enabled
Enables or disables water rendering.

Arguments

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

bool isWaterEnabled ( ) const#

Console: render_water_enabled
Returns a value indicating if rendering of water is enabled.

Return value

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

void setScreenSpaceEffects ( bool effects ) #

Console: render_screen_space_effects
Enables or disables rendering of screen-space effects.

Arguments

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

bool isScreenSpaceEffects ( ) const#

Console: render_screen_space_effects
Returns a value indicating if rendering of screen-space effects is enabled.

Return value

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

void setPrePostMaterialsEnabled ( bool enabled ) #

Console: render_pre_post_materials_enabled
Enables or disables rendering of pre-post materials (post-process materials applied before all other Unigine post-processes).

Arguments

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

bool isPrePostMaterialsEnabled ( ) const#

Console: render_pre_post_materials_enabled
Returns a value indicating if rendering of pre-post materials (post-process materials applied before all other Unigine post-processes) is enabled.

Return value

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

void setTransparentEnabled ( bool enabled ) #

Console: render_transparent_enabled
Enables or disables rendering of the transparent pass.

Arguments

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

bool isTransparentEnabled ( ) const#

Console: render_transparent_enabled
Returns a value indicating if the transparent pass is rendered.

Return value

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

void setTransparentAmbient ( bool ambient ) #

Console: render_transparent_ambient
Enables or disables rendering of the transparent ambient pass.

Arguments

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

bool isTransparentAmbient ( ) const#

Console: render_transparent_ambient
Returns a value indicating if the transparent ambient pass is rendered.

Return value

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

void setTransparentDeferred ( bool deferred ) #

Console: render_transparent_deferred
Enables or disables rendering of the transparent deferred pass.

Arguments

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

bool isTransparentDeferred ( ) const#

Console: render_transparent_deferred
Returns a value indicating if the transparent deferred pass is rendered.

Return value

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

void setTransparentLight ( bool light ) #

Console: render_transparent_light
Enables or disables rendering of the transparent light pass.

Arguments

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

bool isTransparentLight ( ) const#

Console: render_transparent_light
Returns a value indicating if the transparent light pass is rendered.

Return value

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

void setTransparentMultipleEnvProbes ( bool probes ) #

Console: render_transparent_multiple_env_probes
Enables or disables rendering of the transparent multiple environment probes pass.

Arguments

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

bool isTransparentMultipleEnvProbes ( ) const#

Console: render_transparent_multiple_env_probes
Returns a value indicating if the transparent multiple environment probes pass is rendered.

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 ( ) const#

Returns sky rotation.

Return value

Sky rotation quaternion.

void setSSAO ( bool ssao ) #

Console: render_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 ( ) const#

Console: render_ssao
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 ) #

Console: render_ssao_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).
Notice
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 cavity - 1 to enable the cavity option for the SSAO effect, 0 to disable. The default value is 1.

bool isSSAOCavity ( ) const#

Console: render_ssao_cavity
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).
Notice
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 the cavity option for the SSAO effect is enabled; otherwise, 0.

void setSSAOCavityIntensity ( float intensity ) #

Console: render_ssao_cavity_intensity
Sets the intensity of sharpening of contours for the cavity option (see the setSSAOCavity() method).
Notice
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 intensity - Sharpening intensity value. The default value is 1.0f.

float getSSAOCavityIntensity ( ) const#

Console: render_ssao_cavity_intensity
Returns the intensity of sharpening of contours for the cavity option (see the setSSAOCavity() method).
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Sharpening intensity value. The default value is 1.0f.

void setSSAOCavityRadius ( float radius ) #

Console: render_ssao_cavity_radius
Sets the size of junction contours area for the cavity option (see the setSSAOCavity() method).
Notice
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 radius - Size of junction contours area. The default value is 1.0f.

float getSSAOCavityRadius ( ) const#

Console: render_ssao_cavity_radius
Returns the size of junction contours area for the cavity option (see the setSSAOCavity() method).
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSAOIntensity ( float intensity ) #

Console: render_ssao_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.
Notice
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 intensity - Intensity value of the SSAO (Screen Space Ambient Occlusion) for the scene. The default value is 1.0f.

float getSSAOIntensity ( ) const#

Console: render_ssao_intensity
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

SSAO intensity value. The default value is 1.0f.

void setSSAOIntensityLightedSide ( float side ) #

Console: render_ssao_intensity_lighted_side
Sets the intensity of the SSAO (Screen Space Ambient Occlusion) for the scene object's lighted side.
Notice
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 side - SSAO intensity value for the scene object's lighted side. The default value is 1.0f.

float getSSAOIntensityLightedSide ( ) const#

Console: render_ssao_intensity_lighted_side
Returns the intensity of SSAO(Screen Space Ambient Occlusion) for the scene objects' lighted side.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSAOIntensityReflection ( float reflection ) #

Console: render_ssao_intensity_reflection
Sets the intensity of SSAO (Screen Space Ambient Occlusion) on reflections.
Notice
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 reflection - SSAO intensity value for reflections. The default value is 1.0f.

float getSSAOIntensityReflection ( ) const#

Console: render_ssao_intensity_reflection
Returns the intensity of SSAO (Screen Space Ambient Occlusion) on reflections.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSAONoise ( bool noise ) #

Console: render_ssao_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 ( ) const#

Console: render_ssao_noise
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 ) #

Console: render_ssao_quality
Sets the quality of SSAO(Screen Space Ambient Occlusion).
Notice
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 - Quality of SSAO:
    • 0 - low quality.
    • 1 - medium quality (by default).
    • 2 - high quality.
    • 3 - ultra quality.

int getSSAOQuality ( ) const#

Console: render_ssao_quality
Returns the quality of SSAO (Screen Space Ambient Occlusion).
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSAORadius ( float radius ) #

Console: render_ssao_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.
Notice
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 radius - SSAO radius value. The default value is 1.0f.

float getSSAORadius ( ) const#

Console: render_ssao_radius
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

SSAO radius value.

void setSSAOThreshold ( float threshold ) #

Console: render_ssao_threshold
Sets the threshold value for the SSAO (Screen Space Ambient Occlusion) effect.
Notice
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 - SSAO threshold value in the range [0.0f; 1.0f]. The default value is 0.5f.

float getSSAOThreshold ( ) const#

Console: render_ssao_threshold
Returns the current threshold value for the SSAO (Screen Space Ambient Occlusion) effect.
Notice
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 SSAO threshold value.

void setSSAORayTracing ( bool tracing ) #

Console: render_ssao_ray_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 ( ) const#

Console: render_ssao_ray_tracing
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 ) #

Console: render_ssao_ray_tracing_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 ( ) const#

Console: render_ssao_ray_tracing_denoise
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 ) #

Console: render_ssao_ray_tracing_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.
Notice
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 - SSAO ray tracing threshold value. The default value is 1.0f.

float getSSAORayTracingThreshold ( ) const#

Console: render_ssao_ray_tracing_threshold
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSAOResolution ( int resolution ) #

Console: render_ssao_resolution
Sets the resolution of SSAO (Screen Space Ambient Occlusion).
Notice
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 SSAO:
    • 0 - quarter resolution.
    • 1 - half resolution (by default).
    • 2 - full resolution.

int getSSAOResolution ( ) const#

Console: render_ssao_resolution
Returns the resolution of SSAO (Screen Space Ambient Occlusion).
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSGI ( bool ssgi ) #

Console: render_ssgi
Enables or disables the SSGI (Screen Space Global Illumination) effect.

Arguments

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

bool isSSGI ( ) const#

Console: render_ssgi
Returns the value indicating if the SSGI (Screen Space Global Illumination) effect is enabled.

Return value

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

void setSSGIIntensity ( float intensity ) #

Console: render_ssgi_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
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 intensity - SSGI intensity value. The default value is 1.0f.

float getSSGIIntensity ( ) const#

Console: render_ssgi_intensity
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
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

SSGI intensity value. The default value is 1.0f.

void setSSGIRadius ( float radius ) #

Console: render_ssgi_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.

Arguments

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

float getSSGIRadius ( ) const#

Console: render_ssgi_radius
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.

Return value

SSGI radius value. The default value is 1.0f.

void setSSGIDenoise ( bool denoise ) #

Console: render_ssgi_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.
Notice
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 denoise - true to enable noise reduction for the ray-traced SSGI, false to disable.

bool isSSGIDenoise ( ) const#

Console: render_ssgi_denoise
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.
Notice
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 noise reduction for the ray-traced SSGI is enabled; otherwise, false.

void setSSGIThreshold ( float threshold ) #

Console: render_ssgi_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.
Notice
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 - SSGI ray tracing threshold value. The default value is 1.0f.

float getSSGIThreshold ( ) const#

Console: render_ssgi_threshold
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSGIResolutionColor ( int color ) #

Console: render_ssgi_resolution_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 ( ) const#

Console: render_ssgi_resolution_color
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 ) #

Console: render_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 ( ) const#

Console: render_ssr
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 ) #

Console: render_ssr_denoise
Enables or disables noise reduction for the SSR (Screen Space Reflections) effect.
Notice
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 denoise - 1 to enable noise reduction for the SSR effect, 0 to disable it.

bool isSSRDenoise ( ) const#

Console: render_ssr_denoise
Returns the value indicating if noise reduction for the SSR (Screen Space Reflections) effect is enabled.
Notice
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 noise reduction for the SSR effect is enabled; otherwise, 0.

void setSSRFastTracing ( bool tracing ) #

Console: render_ssr_fast_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.
Notice
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 tracing - 1 to enable SSR fast tracing, 0 to disable it. The default value is 1.

bool isSSRFastTracing ( ) const#

Console: render_ssr_fast_tracing
Returns the value indicating if fast tracing for the SSR (Screen Space Reflections) effect is enabled.
Notice
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 SSR fast tracing is enabled; otherwise, 0.

void setSSRIncreasedAccuracy ( bool accuracy ) #

Console: render_ssr_increased_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.
Notice
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 SSR, 0 to disable it. The default value is 0.

bool isSSRIncreasedAccuracy ( ) const#

Console: render_ssr_increased_accuracy
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.
Notice
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 SSR; otherwise, 0.

void setSSRNoiseRay ( float ray ) #

Console: render_ssr_noise_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
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 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 ( ) const#

Console: render_ssr_noise_ray
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Ray noise intensity.

void setSSRNoiseStep ( float step ) #

Console: render_ssr_noise_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.
Notice
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 - Step noise intensity. The default value is 0.3f. The higher is the value, the less pronounced is the banding effect.

float getSSRNoiseStep ( ) const#

Console: render_ssr_noise_step
Returns the intensity of the step noise used for SSR (Screen Space Reflections) calculation.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Step noise intensity.

void setSSRNumRays ( int rays ) #

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

int getSSRNumRays ( ) const#

Console: render_ssr_num_rays
Returns the number of rays of SSR (Screen Space Reflections) per pixel that are used to calculate rough refrections.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSRNumSteps ( int steps ) #

Console: render_ssr_num_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.
Notice
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 steps - Number of steps per ray within the [1; 64] range. The default value is 16.

int getSSRNumSteps ( ) const#

Console: render_ssr_num_steps
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSRResolution ( int resolution ) #

Console: render_ssr_resolution
Sets the resolution of SSR (Screen Space Reflections).
Notice
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 - SSR resolution:
    • 0 - quarter resolution.
    • 1 - half resolution (by default).
    • 2 - full resolution.

int getSSRResolution ( ) const#

Console: render_ssr_resolution
Returns the resolution of SSR (Screen Space Reflections).
Notice
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 - quarter resolution.
  • 1 - half resolution (by default).
  • 2 - full resolution.

void setSSRResolutionColor ( int color ) #

Console: render_ssr_resolution_color
Sets the resolution of the color buffer used for SSR (Screen Space Reflections) calculation. This option significantly affects performance.
Notice
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 color - Color buffer resolution:
    • 0 - quarter resolution (by default).
    • 1 - half resolution.
    • 2 - full resolution.

int getSSRResolutionColor ( ) const#

Console: render_ssr_resolution_color
Returns the resolution of the color buffer used for SSR (Screen Space Reflections) calculation.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSRResolutionDepth ( int depth ) #

Console: render_ssr_resolution_depth
Sets the resolution of the depth buffer used for SSR (Screen Space Reflections) calculation. This option affects detailing of reflections of tiny objects.
Notice
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 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 ( ) const#

Console: render_ssr_resolution_depth
Returns the resolution of the depth buffer used for SSR (Screen Space Reflections) calculation.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSRStepSize ( float size ) #

Console: render_ssr_step_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.
Notice
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 size - Step size. The default value is 1.0f.

float getSSRStepSize ( ) const#

Console: render_ssr_step_size
Returns the size of the trace step used for SSR (Screen Space Reflections) calculation.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Step size.

void setSSRTGI ( bool ssrtgi ) #

Console: render_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 ( ) const#

Console: render_ssrtgi
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 ) #

Console: render_ssrtgi_fast_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).
Notice
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 tracing - 1 to enable fast tracing for the SSRTGI, 0 to disable. The default value is 1.

bool isSSRTGIFastTracing ( ) const#

Console: render_ssrtgi_fast_tracing
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 ) #

Console: render_ssrtgi_increased_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).
Notice
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 SSRTGI, 0 to disable. The default value is 1.

bool isSSRTGIIncreasedAccuracy ( ) const#

Console: render_ssrtgi_increased_accuracy
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 ) #

Console: render_ssrtgi_noise_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).
Notice
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 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 ( ) const#

Console: render_ssrtgi_noise_ray
Returns the intensity of the ray noise used for SSRTGI calculation.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSRTGINoiseStep ( float step ) #

Console: render_ssrtgi_noise_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).
Notice
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 - 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 ( ) const#

Console: render_ssrtgi_noise_step
Returns the intensity of the step noise used for SSRTGI calculation.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSRTGINumRays ( int rays ) #

Console: render_ssrtgi_num_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).
Notice
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 rays - Number of rays per pixel in range [1;1024]. The default value is 8.

int getSSRTGINumRays ( ) const#

Console: render_ssrtgi_num_rays
Returns the number of rays of SSRTGI per pixel that are to calculate the final image in range [1;1024].
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Number of rays.

void setSSRTGINumSteps ( int steps ) #

Console: render_ssrtgi_num_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).
Notice
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 steps - Number of steps in range [1;256]. The default value is 8.

int getSSRTGINumSteps ( ) const#

Console: render_ssrtgi_num_steps
Returns the number of steps of SSRTGI per ray that are used for trace calculation.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Number of steps in range [1;256].

void setSSRTGIResolution ( int resolution ) #

Console: render_ssrtgi_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 ( ) const#

Console: render_ssrtgi_resolution
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 ) #

Console: render_ssrtgi_resolution_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).
Notice
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 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 ( ) const#

Console: render_ssrtgi_resolution_depth
Returns the resolution of the depth buffer used for SSRTGI (Screen Space Ray-Traced Global Illumination) calculation.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSRTGIStepSize ( float size ) #

Console: render_ssrtgi_step_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).
Notice
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 size - Step size. The default value is 1.0f.

float getSSRTGIStepSize ( ) const#

Console: render_ssrtgi_step_size
Returns the size of the trace step used for SSRTGI calculation.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Step size.

void setSSRTGIUpscaling ( bool upscaling ) #

Console: render_ssrtgi_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 ( ) const#

Console: render_ssrtgi_upscaling
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 ) #

Console: render_ssr_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.
Notice
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 - SSR threshold value. The default value is 1.0f

float getSSRThreshold ( ) const#

Console: render_ssr_threshold
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

SSR threshold.

void setSSRThresholdOcclusion ( float occlusion ) #

Console: render_ssr_threshold_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.
Notice
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 occlusion - SSR threshold occlusion. The default value is 1.0f

float getSSRThresholdOcclusion ( ) const#

Console: render_ssr_threshold_occlusion
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

SSR threshold occlusion.

void setSSRVisibilityRoughnessMax ( float val ) #

Console: render_ssr_visibility_roughness_max
Sets the maximum roughness value, starting from which the SSR (Screen Space Reflections) effect is not rendered.
Notice
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 val - Maximum roughness value within the [0.0f; 1.0f] range. The default value is 1.0f.

float getSSRVisibilityRoughnessMax ( ) const#

Console: render_ssr_visibility_roughness_max
Returns the maximum roughness value, starting from which the SSR (Screen Space Reflections) effect is not rendered.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSRVisibilityRoughnessMin ( float val ) #

Console: render_ssr_visibility_roughness_min
Sets the minimum roughness value, starting from which the SSR (Screen Space Reflections) effect begins to fade out.
Notice
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 val - Minimum roughness value within the [0.0f; 1.0f] range. The default value is 1.0f.

float getSSRVisibilityRoughnessMin ( ) const#

Console: render_ssr_visibility_roughness_min
Returns the minimum roughness value, starting from which the SSR (Screen Space Reflections) effect begins to fade out.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSSSS ( bool sssss ) #

Console: render_sssss
Enables or disables the SSSSS (screen-space subsurface scattering) effect.

Arguments

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

bool isSSSSS ( ) const#

Console: render_sssss
Returns a value indicating if the SSSSS (screen-space subsurface scattering) effect is enabled.

Return value

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

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

Console: render_sssss_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.

Arguments

  • const Math::vec4 & color - Subsurface scattering color.

Math::vec4 getSSSSSColor ( ) const#

Console: render_sssss_color
Returns the current subsurface scattering color.

Return value

Subsurface scattering color.

void setSSSSSQuality ( int quality ) #

Console: render_sssss_quality
Sets the quality of the SSSSS (screen-space subsurface scattering) effect.
Notice
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 - SSS quality:
    • 0 - low quality.
    • 1 - medium quality (by default).
    • 2 - high quality.
    • 3 - ultra quality.

int getSSSSSQuality ( ) const#

Console: render_sssss_quality
Returns the quality of the SSSSS (screen-space subsurface scattering) effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

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

void setSSSSSRadius ( float radius ) #

Console: render_sssss_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.

Arguments

  • float radius - Subsurface scattering radius. The default value is 1.0f.

float getSSSSSRadius ( ) const#

Console: render_sssss_radius
Returns the current subsurface scattering radius.

Return value

Subsurface scattering radius value.

void setSSSSSResolution ( int resolution ) #

Console: render_sssss_resolution
Sets the resolution of the SSSSS (screen-space subsurface scattering) effect.
Notice
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 - SSS resolution:
    • 0 - half resolution (by default).
    • 1 - full resolution.

int getSSSSSResolution ( ) const#

Console: render_sssss_resolution
Returns the resolution of the SSSSS (screen-space subsurface scattering) effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

SSS resolution:
  • 0 - half resolution (by default).
  • 1 - full resolution.

void setViewportMode ( Render::VIEWPORT_MODE mode ) #

Console: render_viewport_mode
Sets a new viewport rendering mode (default, stereo, or panoramic).

Arguments

Render::VIEWPORT_MODE getViewportMode ( ) const#

Console: render_viewport_mode
Returns the current viewport rendering mode (default, stereo, or panoramic).

Return value

Current viewport mode. One of the VIEWPORT_MODE_* values.

bool isViewportModeStereo ( Render::VIEWPORT_MODE mode ) #

Returns a value indicating if the specified mode is one of the stereo rendering modes.

Arguments

Return value

true if the specified mode is one of the stereo rendering modes; otherwise false.

bool isViewportModePanorama ( Render::VIEWPORT_MODE mode ) #

Returns a value indicating if the specified mode is one of the panorama rendering modes.

Arguments

Return value

true if the specified mode is one of the panorama rendering modes; otherwise false.

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 ( ) const#

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 ( ) const#

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 ( ) const#

Returns the current radius for stereo (the half of the separation distance between the cameras).

Return value

Stereo radius, in units.

void setSupersampling ( float supersampling ) #

Console: render_supersampling
Sets the number of samples per pixel used for supersampling.

Arguments

  • float supersampling - Number of samples per pixel within the range [1e-6f; 8.0f]. The default value is 1.0f

float getSupersampling ( ) const#

Console: render_supersampling
Returns the number of samples per pixel used for supersampling.

Return value

Number of samples per pixel.

void setTAAFramesByColor ( bool color ) #

Console: render_taa_frames_by_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
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 color - 1 to enable the TAA color clamping option, 0 to disable it. The default value is 1.

bool isTAAFramesByColor ( ) const#

Console: render_taa_frames_by_color
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
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 TAA color clamping is enabled; otherwise, 0.

void setTAADiagonalNeighbors ( bool neighbors ) #

Console: render_taa_diagonal_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
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 neighbors - 1 to take diagonally neighboring pixels into account in the process of color clamping for TAA, 0 to ignore them.

bool isTAADiagonalNeighbors ( ) const#

Console: render_taa_diagonal_neighbors
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
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 diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA; otherwise, 0.

void setTAAFixFlicker ( bool flicker ) #

Console: render_taa_fix_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
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 flicker - 1 to enable the TAA fix flicker option, 0 to disable it. The default value is 1.

bool isTAAFixFlicker ( ) const#

Console: render_taa_fix_flicker
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
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 the TAA fix flicker option is enabled; otherwise, 0.

void setTAAFrameCount ( float count ) #

Console: render_taa_frame_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
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 count - TAA frame count value. The default value is 30.0f.

float getTAAFrameCount ( ) const#

Console: render_taa_frame_count
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
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

TAA frame count value.

void setTAAMaxFramesByVelocity ( float velocity ) #

Console: render_taa_max_frames_by_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
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 velocity - Maximum TAA frame count value. The default value is 60.0f.

float getTAAMaxFramesByVelocity ( ) const#

Console: render_taa_max_frames_by_velocity
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
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Maximum TAA frame count value.

void setTAAMinFramesByVelocity ( float velocity ) #

Console: render_taa_min_frames_by_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
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 velocity - Minimum TAA frame count value. The default value is 4.0f.

float getTAAMinFramesByVelocity ( ) const#

Console: render_taa_min_frames_by_velocity
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
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Minimum TAA frame count value.

void setTAAPreserveDetails ( float details ) #

Console: render_taa_preserve_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
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 details - TAA detail level value. The default value is 1.5f.

float getTAAPreserveDetails ( ) const#

Console: render_taa_preserve_details
Returns the detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

TAA detail level value.

void setTAAFramesByVelocity ( bool velocity ) #

Console: render_taa_frames_by_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
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 velocity - 1 to enable the TAA velocity clamping option, 0 to disable it. The default value is 1.

bool isTAAFramesByVelocity ( ) const#

Console: render_taa_frames_by_velocity
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
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 TAA velocity clamping is enabled; otherwise, 0.

void setTAAFramesVelocityThreshold ( float threshold ) #

Console: render_taa_frames_velocity_threshold
Sets the velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.

Arguments

  • float threshold - TAA velocity threshold value. The default value is 1.0f.

float getTAAFramesVelocityThreshold ( ) const#

Console: render_taa_frames_velocity_threshold
Returns the velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.

Return value

TAA velocity threshold value.

void setTerrainGlobalAnisotropy ( int anisotropy ) #

Console: render_terrain_global_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.

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 ( ) const#

Console: render_terrain_global_anisotropy
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.

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 ( bool displacement ) #

Console: render_terrain_global_displacement
Enables or disables displacement mapping for the global terrain.

Arguments

  • bool displacement - true to enable displacement mapping for the global terrain; false to disable it. The default value is true.

bool isTerrainGlobalDisplacement ( ) const#

Console: render_terrain_global_displacement
Returns a value indicating if displacement mapping is enabled for the global terrain.

Return value

true if displacement mapping is enabled for the global terrain; otherwise, false.

void setTerrainGlobalDisplacementNormal ( bool normal ) #

Console: render_terrain_global_displacement_normal
Enables or disables use of normals in displacement mapping for global terrain rendering.

Arguments

  • bool normal - true to enable displacement mapping for the global terrain; false to disable it. The default value is 1.

bool isTerrainGlobalDisplacementNormal ( ) const#

Console: render_terrain_global_displacement_normal
Returns a value indicating if displacement mapping for global terrain rendering uses normals.

Return value

true if displacement mapping for global terrain rendering uses normals; otherwise, false.

void setTerrainGlobalHoles ( bool holes ) #

Console: render_terrain_global_holes
Sets a value indicating if decal-based holes for the global terrain are enabled.

Arguments

  • bool holes - true to enable decal-based holes for the global terrain; otherwise, false.

bool isTerrainGlobalHoles ( ) const#

Console: render_terrain_global_holes
Returns a value indicating if decal-based holes for the global terrain are enabled.

Return value

true if decal-based holes for the global terrain are enabled; otherwise, false.

void setTerrainGlobalTriplanar ( bool triplanar ) #

Console: render_terrain_global_triplanar
Enables or disables triplanar texture mapping for the global terrain.

Arguments

  • bool triplanar - true to enable triplanar texture mapping for the global terrain; false to use planar UV mapping instead.

bool isTerrainGlobalTriplanar ( ) const#

Console: render_terrain_global_triplanar
Returns a value indicating if triplanar texture mapping is enabled for the global terrain.

Return value

true if triplanar texture mapping is enabled for the global terrain; otherwise, false.

void setTexturesAnisotropy ( int anisotropy ) #

Console: render_textures_anisotropy
Sets the anisotropy level for textures (degree of anisotropic filtering).

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 ( ) const#

Console: render_textures_anisotropy
Returns current anisotropy level for textures (degree of anisotropic filtering).

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 ) #

Console: render_textures_filter
Sets the texture filtering mode.

Arguments

  • int filter - Texture filtering mode:
    • 0 - bilinear filtering.
    • 1 - trilinear filtering (by default).

int getTexturesFilter ( ) const#

Console: render_textures_filter
Returns the current texture filtering mode.

Return value

Texture filtering mode:
  • 0 - bilinear filtering.
  • 1 - trilinear filtering (by default).

void setTexturesMaxResolution ( int resolution ) #

Console: render_textures_max_resolution
Sets the maximum resolution of all textures. The engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.

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 ( ) const#

Console: render_textures_max_resolution
Returns the current maximum resolution of all textures. The engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.

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 ) #

Console: render_textures_min_resolution
Sets the minimum resolution of all textures. The engine doesn't compress existing textures: it uses specified mip maps of *.dds textures.

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 ( ) const#

Console: render_textures_min_resolution
Returns the current minimum resolution of all textures. The engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.

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 ) #

Console: render_textures_quality
Sets the resolution of textures.

Arguments

  • int quality - One of the QUALITY_* pre-defined variables.

int getTexturesQuality ( ) const#

Console: render_textures_quality
Returns the current resolution of textures.

Return value

One of the QUALITY_* pre-defined variables.

void setTransparentBlur ( bool blur ) #

Console: render_transparent_blur
Enables or disables transparent blur for materials. This option makes it possible to render matte transparent materials like matte glass.

Arguments

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

bool isTransparentBlur ( ) const#

Console: render_transparent_blur
Returns a value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass.

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

Ptr<Viewport> getViewport ( ) const#

Returns a main application window viewport.

Return value

Pointer to Viewport.

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

Console: render_virtual_resolution
Sets virtual screen resolution. This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.

Arguments

  • const Math::vec2 & resolution - Virtual screen resolution (X, Y), in pixels. The default value is (-1, -1).

Math::vec2 getVirtualResolution ( ) const#

Console: render_virtual_resolution
Returns the current virtual screen resolution.

Return value

Virtual screen resolution (X, Y), in pixels.

void setVREmulation ( int emulation ) #

Console: render_vr_emulation
Sets the VR-emulation mode.

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 ( ) const#

Console: render_vr_emulation
Returns the value indicating the current VR-emulation mode.

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 ) #

Console: render_water_anisotropy
Sets water texture anisotropy level.

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 ( ) const#

Console: render_water_anisotropy
Returns current water texture anisotropy level.

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 ) #

Console: render_water_environment_probes
Enables or disables rendering of environment probes on the water surface.

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 ( ) const#

Console: render_water_environment_probes
Returns a value indicating if rendering of environment probes on the water surface is enabled.

Return value

1 if rendering of environment probes on the water surface is enabled; otherwise, 0.

void setWaterVoxelProbes ( bool probes ) #

Console: render_water_voxel_probes
Enables or disables voxel probes for water rendering.

Arguments

  • bool probes - 1 to enable voxel probes for water rendering, 0 to disable it. The default value is 1.

bool isWaterVoxelProbes ( ) const#

Console: render_water_voxel_probes
Returns a value indicating if voxel probes are enabled for water rendering.

Return value

1 if voxel probes are enabled for water rendering; otherwise, 0.

void setWaterLights ( bool lights ) #

Console: render_water_lights
Enables or disables rendering of lights on the water surface.

Arguments

  • bool lights - 1 to enable rendering of lights on the water surface, 0 to disable it. The default value is 1.

bool isWaterLights ( ) const#

Console: render_water_lights
Returns a value indicating if rendering of lights on the water surface is enabled.

Return value

1 if rendering of lights on the water surface is enabled; otherwise, 0.

void setWaterOpacityDepth ( bool depth ) #

Console: render_water_opacity_depth
Enables or disables writing depth data for water to the opacity buffer.

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 ( ) const#

Console: render_water_opacity_depth
Returns a value indicating if depth data for water is written to the opacity buffer.

Return value

1 if depth data for water is written to the opacity buffer; otherwise, 0.

void setWaterRefractionQuality ( int quality ) #

Console: render_water_refraction_quality
Sets the quality of water refraction.

Arguments

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

int getWaterRefractionQuality ( ) const#

Console: render_water_refraction_quality
Returns current quality of water refraction.

Return value

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

void setWaterShafts ( bool shafts ) #

Console: render_water_shafts
Enables or disables rendering of underwater shafts.

Arguments

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

bool isWaterShafts ( ) const#

Console: render_water_shafts
Returns a value indicating if rendering of underwater shafts is enabled.

Return value

1 if rendering of underwater shafts is enabled; otherwise, 0.

void setWaterShorelineWetness ( bool wetness ) #

Console: render_water_shoreline_wetness
Enables or disables the wetness effect for objects near the shoreline.

Arguments

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

bool isWaterShorelineWetness ( ) const#

Console: render_water_shoreline_wetness
Returns a value indicating if the wetness effect for objects near the shoreline is enabled.

Return value

1 if shoreline wetness is enabled; otherwise, 0.

void setWaterSSR ( bool waterssr ) #

Console: render_water_ssr
Enables or disables the SSR (Screen Space Reflections) effect for water.

Arguments

  • bool waterssr - 1 to enable the SSR effect for water, 0 to disable.

bool isWaterSSR ( ) const#

Console: render_water_ssr
Returns the value indicating if the SSR (Screen Space Reflections) effect is enabled for water.

Return value

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

void setWaterSSRIncreasedAccuracy ( bool accuracy ) #

Console: render_water_ssr_increased_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.

Arguments

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

bool isWaterSSRIncreasedAccuracy ( ) const#

Console: render_water_ssr_increased_accuracy
Returns a value indicating if increased accuracy option is enabled for the water SSR (Screen Space Reflections).

Return value

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

void setWaterSSRQuality ( int quality ) #

Console: render_water_ssr_quality
Sets the resolution of water SSR (Screen Space Reflections).

Arguments

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

int getWaterSSRQuality ( ) const#

Console: render_water_ssr_quality
Returns the resolution of water SSR (Screen Space Reflections).

Return value

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

Ptr<Texture> getWhite2DArrayTexture ( ) const#

Returns white 2D array texture.

Return value

White 2D array texture.

Ptr<Texture> getWhite2DTexture ( ) const#

Returns white 2D texture.

Return value

White 2D texture.

Ptr<Texture> getWhite3DTexture ( ) const#

Returns white 3D texture.

Return value

White 3D texture.

Ptr<Texture> getWhiteCubeTexture ( ) const#

Returns white Cube texture.

Return value

White Cube texture.

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

Console: render_wireframe_color
Sets the color for the wireframe.

Arguments

  • const Math::vec4 & color - Wireframe color to be set.

Math::vec4 getWireframeColor ( ) const#

Console: render_wireframe_color
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

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, bool clear = false ) #

Loads render settings from a given file.

Arguments

  • const char * file - Path to an XML file with desired settings.
  • bool clear - Clear flag. Set true to clear settings before loading (new settings shall be applied right after loading them), or false not to clear.

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 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 saveSettings ( const char * file ) const#

Saves the current renderer settings to a given file.

Arguments

  • const char * file - Path to a target file.

Return value

true if the settings are saved successfully; otherwise, false.

bool saveState ( const Ptr<Stream> & stream ) const#

Saves a render state into the stream.

Saving into the stream requires creating a blob to save into. To restore the saved state the restoreState() method is used:

Source code (C++)
// set state
Render::setCloudsInterleavedRendering(0); // interleave = 0
	
// save state
BlobPtr blob_state = Blob::create();
Render::saveState(blob_state);
	
// change state
Render::setCloudsInterleavedRendering(2); // now interleave = 2
	
// restore state
blob_state->seekSet(0);			// returning the carriage to the start of the blob
Render::restoreState(blob_state); // restore interleave = 0

Arguments

  • const Ptr<Stream> & stream - Stream to save a state into.

Return value

true if the state is saved successfully; otherwise, false.

bool restoreState ( const Ptr<Stream> & stream ) #

Restores a render state from the stream.

Restoring from the stream requires creating a blob to save into and saving the state using the saveState() method:

Source code (C++)
// set state
Render::setCloudsInterleavedRendering(0); // interleave = 0
	
// save state
BlobPtr blob_state = Blob::create();
Render::saveState(blob_state);
	
// change state
Render::setCloudsInterleavedRendering(2); // now interleave = 2
	
// restore state
blob_state->seekSet(0);			// returning the carriage to the start of the blob
Render::restoreState(blob_state); // restore interleave = 0

Arguments

  • const Ptr<Stream> & stream - Stream to restore a state from.

Return value

true if the state is restored successfully; otherwise, false.

bool saveWorld ( const Ptr<Xml> & xml ) const#

Saves the render state into the given Xml node.

Arguments

  • const Ptr<Xml> & xml - Xml node.

Return value

true if the state is saved successfully; otherwise, false.

void setEnvironmentHazeGradient ( int gradient ) #

Console: render_environment_haze_gradient
Sets the environment haze gradient mode.

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).
    • 2 should be used for physically based haze simulation.

int getEnvironmentHazeGradient ( ) const#

Console: render_environment_haze_gradient
Returns the current environment haze gradient mode.

Return value

Haze gradient mode:
  • 0 for short distance range (e.g. near-surface haze).
  • 1 for long distance range (e.g. hazy mountains).
  • 2 for physically based haze simulation.

Math::vec4 getEnvironmentHazeColor ( ) const#

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 ( ) const#

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 ( ) const#

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 getEnvironmentHazePhysicalStartHeight ( ) const#

Returns the current reference height value for the two parameters (Half Visibility Distance and Half Faloff Height). To get the current reference height value for the specific preset, use RenderEnvironmentPreset::getHazePhysicalStartHeight().
Source code (C++)
// get a reference height value for the preset that overlays the others
Render::getEnvironmentHazePhysicalStartHeight();
// get a reference height value for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazePhysicalStartHeight();

Return value

Current reference height value, in units.

float getEnvironmentHazePhysicalHalfVisibilityDistance ( ) const#

Returns the current distance to the boundary at which the visibility comprises 50%. There is no zero-visibility in the real world, so the half-visibility boundary is used to adjust haze distance.

Return value

Current distance to the boundary at which the visibility comprises 50%, in units.

float getEnvironmentHazePhysicalHalfFalloffHeight ( ) const#

Returns the current height of the haze density gradient. The higher the value, the longer the haze desity reduces as the height grows, making the transition between the clear sky and haze smoother.

Return value

Current height of the haze density gradient.

float getEnvironmentHazePhysicalAmbientLightIntensity ( ) const#

Returns the current intensity of the impact of the ambient lighting on haze (how much the ambient lighting affects the haze).

Return value

Current value of intensity of the ambient lighting impact.

float getEnvironmentHazePhysicalAmbientColorSaturation ( ) const#

Returns the current intensity of the ambient color's contribution to the haze (how much the sunlight affects the haze).

Return value

Current value of intensity of the ambient color's contribution to the haze.

float getEnvironmentHazePhysicalSunLightIntensity ( ) const#

Returns the current intensity of the impact of the sunlight on haze defining how much the sunlight affects the haze.

Return value

Current value of intensity of the sunlight impact.

float getEnvironmentHazePhysicalSunColorSaturation ( ) const#

Returns the current intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).

Return value

Current intensity of the sunlight color's contribution to the haze.

float getEnvironmentSkyIntensity ( ) const#

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 ( ) const#

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 ( ) const#

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 ( ) const#

Console: render_taa_samples
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 ( ) const#

Console: render_fxaa
Returns the value indicating if FXAA (post-process anti-aliasing) is enabled.
Notice
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.

Return value

1 if FXAA is enabled; otherwise, 0.

void setTAACatmullResampling ( bool resampling ) #

Console: render_taa_catmull_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 ( ) const#

Console: render_taa
Returns the value indicating if TAA is enabled.

Return value

1 if TAA is enabled; otherwise, 0.

void setTAASamples ( int samples ) #

Console: render_taa_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.
Notice
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 samples - The number of the sample offsets:
    • 0 - 1 offset
    • 1 - 4 offsets
    • 2 - 8 offsets
    • 3 - 16 offsets

void setTAAPixelOffset ( float offset ) #

Console: render_taa_pixel_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.
Notice
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 offset - Size of the sample offset.

bool isTAACatmullResampling ( ) const#

Console: render_taa_catmull_resampling
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.
Notice
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 Catmull-Rom resampling is enabled; otherwise, 0.

void setTAA ( bool taa ) #

Console: render_taa
Toggles TAA on and off.

Arguments

  • bool taa - 1 to enable TAA, 0 to disable it.

void setFXAA ( bool fxaa ) #

Console: render_fxaa
Toggles FXAA (post-process anti-aliasing) on and off.

Arguments

  • bool fxaa - 1 to enable FXAA, 0 to disable it.

float getTAAPixelOffset ( ) const#

Console: render_taa_pixel_offset
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 ( ) const#

Console: render_camera_effects_temporal_filtering
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 ) #

Console: render_camera_effects_temporal_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 ) #

Console: render_ssbevel_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 ( ) const#

Console: render_ssbevel
Returns the value indicating if the screen-space bevels are enabled.

Return value

1 if the effect is enabled; otherwise, 0.

float getSSBevelRadius ( ) const#

Console: render_ssbevel_radius
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 ) #

Console: render_ssbevel_vertex_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 ) #

Console: render_ssbevel
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 ) #

Console: render_ssbevel_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 ( ) const#

Console: render_ssbevel_vertex_normal
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 ( ) const#

Console: render_ssbevel_quality
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 ( ) const#

Console: render_ssbevel_noise
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 ) #

Console: render_ssbevel_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 ) #

Console: render_max_fps
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 ( ) const#

Console: render_max_fps
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 ) #

Console: render_camera_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().

Arguments

  • int mode - 0 for the classic camera mode; 1 for the physically-based camera mode.

int getCameraMode ( ) const#

Console: render_camera_mode
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().

Return value

0 if the classic camera mode is set; 1 if the physically-based camera mode is set.

void setISO ( float iso ) #

Console: render_iso
Sets an ISO for static exposure calculation.

Arguments

  • float iso - ISO value.

float getISO ( ) const#

Console: render_iso
Returns the ISO used for static exposure calculation.

Return value

ISO value.

void setShutterSpeed ( float speed ) #

Console: render_shutter_speed
Sets a shutter speed for static exposure calculation.

Arguments

  • float speed - Shutter speed.

float getShutterSpeed ( ) const#

Console: render_shutter_speed
Sets the shutter speed used for static exposure calculation.

Return value

Shutter speed.

void setFStop ( float fstop ) #

Console: render_f_stop
Sets an F-stop value for static exposure calculation.

Arguments

  • float fstop - F-stop value.

float getFStop ( ) const#

Console: render_f_stop
Returns the F-stop value used for static exposure calculation.

Return value

F-stop value.

void setDepthPrePass ( bool pass ) #

Console: render_depth_pre_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.

Arguments

  • bool pass - 1 to enable depth pre-pass, 0 to disable it. The default value is 0.

bool isDepthPrePass ( ) const#

Console: render_depth_pre_pass
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.

Return value

1 if depth pre-pass rendering is enabled; otherwise, 0.

void setStereoHiddenArea ( int area ) #

Console: render_stereo_hidden_area
Sets culling mode for pixels, that are not visible in VR mode. This parameter is used for performance optimization.

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 ( ) const#

Console: render_stereo_hidden_area
Returns the current culling mode for pixels, that are not visible in VR mode. This parameter is used for performance optimization.

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 ) #

Console: render_stereo_hidden_area_exposure_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 ( ) const#

Console: render_stereo_hidden_area_exposure_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.

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 ) #

Console: render_stereo_hidden_area_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.

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 ( ) const#

Console: render_stereo_hidden_area_transform
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.

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 setTAAAntialiasingInMotion ( bool motion ) #

Console: render_taa_antialiasing_in_motion
Sets a value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled.
Notice
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 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 ( ) const#

Console: render_taa_antialiasing_in_motion
Returns a value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled.
Notice
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 improved anti-aliasing in motion (for moving camera and objects) is enabled; otherwise, 0.

void setWhiteBalance ( bool balance ) #

Console: render_white_balance
Sets a value indicating if automatic white balance correction is enabled.

Arguments

  • bool balance - 1 to enable automatic white balance correction, 0 to disable it. The default value is 1.

bool isWhiteBalance ( ) const#

Console: render_white_balance
Returns a value indicating if automatic white balance correction is enabled.

Return value

1 if automatic white balance correction is enabled; otherwise, 0.

void setWhiteBalanceIntensity ( float intensity ) #

Console: render_white_balance_intensity
Sets the value of white balance correction intensity.

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 ( ) const#

Console: render_white_balance_intensity
Returns the current value of white balance correction intensity.

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 ) #

Console: render_white_balance_adaptation_time
Sets the time for the camera to adjust white balance.

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 ( ) const#

Console: render_white_balance_adaptation_time
Returns the current the time set for the camera to adjust white balance.

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 ) #

Console: render_ssdirt
Sets the value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.

Arguments

  • bool dirt - 1 to enable the SSDirt effect, 0 to disable it.

bool isSSDirt ( ) const#

Console: render_ssdirt
Returns the value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.

Return value

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

void setSSDirtAngleBias ( float bias ) #

Console: render_ssdirt_angle_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 ( ) const#

Console: render_ssdirt_angle_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.

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 ( ) const#

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 ) #

Console: render_ssdirt_cavity_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 ( ) const#

Console: render_ssdirt_cavity_color
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 ) #

Console: render_ssdirt_cavity_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 ( ) const#

Console: render_ssdirt_cavity_exponent
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 ) #

Console: render_ssdirt_cavity_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 ( ) const#

Console: render_ssdirt_cavity_metalness
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 ) #

Console: render_ssdirt_cavity_metalness_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 ( ) const#

Console: render_ssdirt_cavity_metalness_visibility
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 ( ) const#

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 ) #

Console: render_ssdirt_cavity_texture_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 ( ) const#

Console: render_ssdirt_cavity_texture_size
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 ( ) const#

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 ) #

Console: render_ssdirt_convexity_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 ( ) const#

Console: render_ssdirt_convexity_color
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 ) #

Console: render_ssdirt_convexity_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 ( ) const#

Console: render_ssdirt_convexity_exponent
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 ) #

Console: render_ssdirt_convexity_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 ( ) const#

Console: render_ssdirt_convexity_metalness
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 ) #

Console: render_ssdirt_convexity_metalness_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 ( ) const#

Console: render_ssdirt_convexity_metalness_visibility
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 ( ) const#

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 ) #

Console: render_ssdirt_convexity_texture_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 ( ) const#

Console: render_ssdirt_convexity_texture_size
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 ) #

Console: render_ssdirt_increase_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 should 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 ( ) const#

Console: render_ssdirt_increase_accuracy
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 should 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 ) #

Console: render_ssdirt_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 ( ) const#

Console: render_ssdirt_intensity
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 ) #

Console: render_ssdirt_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 ( ) const#

Console: render_ssdirt_perspective
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 ) #

Console: render_ssdirt_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 ( ) const#

Console: render_ssdirt_quality
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 ) #

Console: render_ssdirt_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 ( ) const#

Console: render_ssdirt_radius
Returns the current size of the SSDirt effect. The SSDirt effect must be enabled (see the setSSDirt() method).

void setSSDirtResolution ( int resolution ) #

Console: render_ssdirt_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 ( ) const#

Console: render_ssdirt_resolution
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 ) #

Console: render_ssdirt_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 ( ) const#

Console: render_ssdirt_threshold
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 ) #

Console: render_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).

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 ( ) const#

Console: render_latency
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).

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 ) #

Console: render_streaming_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.

Arguments

  • int mode - Streaming mode to be set: one of the STREAMING_* variables.

int getStreamingMode ( ) const#

Console: render_streaming_mode
Returns the current streaming mode used for textures and meshes.

Return value

Current streaming mode: one of the STREAMING_* variables.

void setStreamingUseMemoryLimit ( bool limit ) #

Console: render_streaming_use_memory_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 ( ) const#

Console: render_streaming_use_memory_limit
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 ) #

Console: render_streaming_max_threads
Set the maximum number of threads used for streaming.

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 ( ) const#

Console: render_streaming_max_threads
Returns the maximum number of threads used for streaming.

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 ) #

Console: render_streaming_destroy_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 ( ) const#

Console: render_streaming_destroy_duration
Returns the current resource cleanup interval.

Return value

Resource cleanup interval, in number of frames, within the [0; 300] range.

void setStreamingParticlesMemoryLimit ( int limit ) #

Console: render_streaming_particles_memory_limit
Sets cache memory limit used for streaming of vertices of particle systems.

Arguments

  • int limit - Cache memory limit for vertices of particle systems to be set, in percentage of the total GPU memory. The default value is 3.

int getStreamingParticlesMemoryLimit ( ) const#

Console: render_streaming_particles_memory_limit
Returns the current cache memory limit used for streaming of vertices of particle systems.

Return value

Current cache memory limit for vertices of particle systems, in percentage of the total GPU memory.

void setStreamingTexturesMemoryLimit ( int limit ) #

Console: render_streaming_textures_memory_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 ( ) const#

Console: render_streaming_textures_memory_limit
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 setStreamingTexturesCacheResolution ( int resolution ) #

Console: render_streaming_textures_cache_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 ( ) const#

Console: render_streaming_textures_cache_resolution
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 ) #

Console: render_streaming_meshes_memory_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 ( ) const#

Console: render_streaming_meshes_memory_limit
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 ) #

Console: render_shaders_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 ( ) const#

Console: render_shaders_preload
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 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 ( ) #

Console: render_streaming_textures_cache_destroy
Clears texture cache (images and metadata) stored on disk. All files in the data/.cache_textures will be removed.

void unloadCacheTextures ( ) #

Console: render_streaming_textures_cache_unload
Unloads texture cache from the memory. This method does not delete files in the data/.cache_textures.

void createCacheTextures ( ) #

Console: render_streaming_textures_cache_create
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 ( ) #

Console: render_streaming_textures_cache_load
Loads texture cache from the disk. Texture cache always remains in memory after loading.

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

Console: render_translucent_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 ( ) const#

Console: render_translucent_color
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 ) #

Console: render_shadow_distance_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 ( ) const#

Console: render_shadow_distance_scale
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 insertScriptableMaterial ( int num, const Ptr<Material> & material ) #

Inserts a new global scriptable material to the list of globally applied scriptable materials. To apply a scriptable material per-camera or per-player, use the insertScriptableMaterial() 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

  • int num - Position at which a new scriptable material is to be inserted.
  • const Ptr<Material> & material - Scriptable material to be inserted into the list of globally applied scriptable materials.

void removeScriptableMaterial ( int num ) #

Removes the global scriptable material with the specified number.

Arguments

int getNumScriptableMaterials ( ) const#

Returns the total number of scriptable materials applied globally.

Return value

Total number of scriptable materials applied globally.

int findScriptableMaterial ( const Ptr<Material> & material ) const#

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

Ptr<Material> getScriptableMaterial ( int num ) const#

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 ) const#

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 ( ) const#

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 ) #

Console: render_lights_interleaved_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 ( ) const#

Console: render_lights_interleaved_samples
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 ) #

Console: render_ssao_denoise_quality
Sets the noise reduction quality level for the SSAO (Screen-Space Ambient Occlusion) effect defining the number of samples used.
Notice
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 - 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 ( ) const#

Console: render_ssao_denoise_quality
Returns the current noise reduction quality level for the SSAO (Screen-Space Ambient Occlusion) effect defining the number of samples used.
Notice
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 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 ) #

Console: render_ssgi_denoise_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 ( ) const#

Console: render_ssgi_denoise_quality
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 ) #

Console: render_ssgi_denoise_intensity
Sets the noise reduction intensity for the SSGI (Screen Space Global Illumination) effect.
Notice
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 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 ( ) const#

Console: render_ssgi_denoise_intensity
Returns the current noise reduction intensity for the SSGI (Screen Space Global Illumination) effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 ) #

Console: render_ssgi_denoise_gaussian_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.
Notice
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 sigma - Gaussian blur sigma parameter value in range [0.0f; 100.0f] to be set. The default value is 10.0f.

float getSSGIDenoiseGaussianSigma ( ) const#

Console: render_ssgi_denoise_gaussian_sigma
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Gaussian blur sigma parameter value in range [0.0f; 100.0f]. The default value is 10.0f.

void setSSGIDenoiseThreshold ( float threshold ) #

Console: render_ssgi_denoise_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.
Notice
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 - 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 ( ) const#

Console: render_ssgi_denoise_threshold
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 ) #

Console: render_ssgi_denoise_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 ( ) const#

Console: render_ssgi_denoise_radius
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 ) #

Console: render_ssgi_color_clamping_intensity
Sets the intensity of TAA color clamping at zero pixel velocity for the SSGI (Screen Space Global Illumination) effect.
Notice
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 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 ( ) const#

Console: render_ssgi_color_clamping_intensity
Returns the current intensity of TAA color clamping at zero pixel velocity for the SSGI (Screen Space Global Illumination) effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 ) #

Console: render_ssgi_color_clamping_velocity_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.
Notice
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 - Threshold for the intensity of TAA color clamping at zero pixel velocity.

float getSSGIColorClampingVelocityThreshold ( ) const#

Console: render_ssgi_color_clamping_velocity_threshold
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Threshold for the intensity of TAA color clamping at zero pixel velocity.

void setBentNormalDenoiseQuality ( int quality ) #

Console: render_bent_normal_denoise_quality
Sets the noise reduction quality level for bent normals calculation defining the number of samples used.
Notice
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.
Notice
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 - 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 ( ) const#

Console: render_bent_normal_denoise_quality
Returns the current noise reduction quality level for bent normals calculation defining the number of samples used.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Notice
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 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 ) #

Console: render_ssr_denoise_quality
Sets the noise reduction quality level for the SSR (Screen-Space Reflections) effect defining the number of samples used.
Notice
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 - 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 ( ) const#

Console: render_ssr_denoise_quality
Returns the current noise reduction quality level for the SSR (Screen-Space Reflections) effect defining the number of samples used.
Notice
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 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 ) #

Console: render_ssr_denoise_intensity
Sets the noise reduction intensity for the SSR (Screen-Space Reflections) effect.
Notice
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 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 ( ) const#

Console: render_ssr_denoise_intensity
Returns the current noise reduction intensity for the SSR (Screen-Space Reflections) effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 ) #

Console: render_ssr_denoise_gaussian_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.
Notice
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 sigma - Gaussian blur sigma parameter value in range [0.0f; 100.0f] to be set. The default value is 10.0f.

float getSSRDenoiseGaussianSigma ( ) const#

Console: render_ssr_denoise_gaussian_sigma
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Gaussian blur sigma parameter value in range [0.0f; 100.0f]. The default value is 10.0f.

void setSSRDenoiseThreshold ( float threshold ) #

Console: render_ssr_denoise_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.
Notice
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 - 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 ( ) const#

Console: render_ssr_denoise_threshold
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
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 ) #

Console: render_ssr_denoise_radius
Sets the radius of the area to be affected by noise reduction for the SSR (Screen-Space Reflections) effect.
Notice
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 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 ( ) const#

Console: render_ssr_denoise_radius
Returns the current radius of the area to be affected by noise reduction for the SSR (Screen-Space Reflections) effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 ) #

Console: render_ssr_color_clamping_intensity
Sets the intensity of TAA color clamping at zero pixel velocity for the SSR (Screen-Space Reflections) effect.
Notice
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 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 ( ) const#

Console: render_ssr_color_clamping_intensity
Returns the current intensity of TAA color clamping at zero pixel velocity for the SSR (Screen-Space Reflections) effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 ) #

Console: render_ssr_color_clamping_velocity_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.
Notice
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 - 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 ( ) const#

Console: render_ssr_color_clamping_velocity_threshold
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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 ) #

Console: render_sssss_diffuse
Enables or disables the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights).
Notice
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 diffuse - 1 to enable the SSSSS calculation for diffuse lighting;0 — to disable it.

bool isSSSSSDiffuse ( ) const#

Console: render_sssss_diffuse
Returns a value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights) is enabled.
Notice
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 the SSSSS calculation for diffuse lighting is enabled; otherwise, 0.

void setSSSSSAmbient ( bool ambient ) #

Console: render_sssss_ambient
Enables or disables the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment).
Notice
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 ambient - 1 to enable the SSSSS calculation for ambient lighting; 0 — to disable it.

bool isSSSSSAmbient ( ) const#

Console: render_sssss_ambient
Returns a value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment) is enabled.
Notice
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 the SSSSS calculation for ambient lighting is enabled; otherwise, 0.

void setSSSSSMinThreshold ( float threshold ) #

Console: render_sssss_min_threshold
Sets the threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency).
Notice
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 - Threshold scattering value for the material's Translucent parameter equal to 0.

float getSSSSSMinThreshold ( ) const#

Console: render_sssss_min_threshold
Returns the threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency).
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Threshold scattering value for the material's Translucent parameter equal to 0.

void setSSSSSMaxThreshold ( float threshold ) #

Console: render_sssss_max_threshold
Sets the threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency).
Notice
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 - Threshold scattering value for the material's Translucent parameter equal to 1.

float getSSSSSMaxThreshold ( ) const#

Console: render_sssss_max_threshold
Returns the threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency).
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Threshold scattering value for the material's Translucent parameter equal to 1.

void setSSSSSNoiseStep ( float step ) #

Console: render_sssss_noise_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
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 - Intensity of the step noise used for SSSSS calculation.

float getSSSSSNoiseStep ( ) const#

Console: render_sssss_noise_step
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
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Intensity of the step noise used for SSSSS calculation.

void setSSSSSNoiseRay ( float ray ) #

Console: render_sssss_noise_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
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 ray - Intensity of the ray noise used for SSSSS calculation.

float getSSSSSNoiseRay ( ) const#

Console: render_sssss_noise_ray
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
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Intensity of the ray noise used for SSSSS calculation.

void setSSSSSInterleaved ( bool interleaved ) #

Console: render_sssss_interleaved
Enables or disables interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering).
Notice
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 interleaved - 1 to enable the interleaved mode for SSSSS; 0 — to disable it.

bool isSSSSSInterleaved ( ) const#

Console: render_sssss_interleaved
Returns a value indicating if the interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering) is enabled.
Notice
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 the interleaved mode for SSSSS is enabled; otherwise, 0.

void setSSSSSInterleavedColorClamping ( int clamping ) #

Console: render_sssss_interleaved_color_clamping
Sets the color clamping mode used to reduce ghosting effect.
Notice
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 clamping - One of the color clamping modes:
    • 0 — disabled
    • 1 — low
    • 2 — medium
    • 3 — high
    • 4 — high + velocity

int getSSSSSInterleavedColorClamping ( ) const#

Console: render_sssss_interleaved_color_clamping
Returns the color clamping mode used to reduce ghosting effect.
Notice
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 color clamping modes:
  • 0 — disabled
  • 1 — low
  • 2 — medium
  • 3 — high
  • 4 — high + velocity

void setSSSSSInterleavedSamples ( int samples ) #

Console: render_sssss_interleaved_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.
Notice
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 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)

int getSSSSSInterleavedSamples ( ) const#

Console: render_sssss_interleaved_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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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)

void setSSSSSTAAFixFlicker ( bool flicker ) #

Console: render_sssss_taa_fix_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
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 flicker - true to enable the Fix Flicker effect; false — to disable it.

bool isSSSSSTAAFixFlicker ( ) const#

Console: render_sssss_taa_fix_flicker
Returns a value indicating if the Fix Flicker effect is enabled for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
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 the Fix Flicker effect is enabled; otherwise, false.

void setSSSSSTAAAntialiasingInMotion ( bool motion ) #

Console: render_sssss_taa_antialiasing_in_motion
Enables or disables antialiasing in motion (for moving camera and objects) for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
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 motion - 1 to enable antialiasing in motion; 0 — to disable it.

bool isSSSSSTAAAntialiasingInMotion ( ) const#

Console: render_sssss_taa_antialiasing_in_motion
Returns a value indicating if antialiasing in motion is enabled for the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
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 antialiasing in motion is enabled; otherwise, 0.

void setSSSSSTAAFramesByColor ( bool color ) #

Console: render_sssss_taa_frames_by_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
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 color - 1 to enable the Frames By Color option; 0 — to disable it.

bool isSSSSSTAAFramesByColor ( ) const#

Console: render_sssss_taa_frames_by_color
Returns a value indicating if the Frames By Color option for the SSSSS (Screen-Space Subsurface Scattering) effect is enabled.
Notice
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 the Frames By Color option is enabled; otherwise, 0.

void setSSSSSTAAFramesByVelocity ( bool velocity ) #

Console: render_sssss_taa_frames_by_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
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 velocity - 1 to enable the Frames By Velocity option; 0 — to disable it.

bool isSSSSSTAAFramesByVelocity ( ) const#

Console: render_sssss_taa_frames_by_velocity
Returns a value indicating if the Frames By Velocity option for the SSSSS (Screen-Space Subsurface Scattering) effect is enabled.
Notice
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 the Frames By Velocity option is enabled; otherwise, 0.

void setSSSSSTAAPreserveDetails ( float details ) #

Console: render_sssss_taa_preserve_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
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 details - The TAA detail level.

float getSSSSSTAAPreserveDetails ( ) const#

Console: render_sssss_taa_preserve_details
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
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

The TAA detail level.

void setSSSSSTAAFrameCount ( float count ) #

Console: render_sssss_taa_frame_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
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 count - The number of frames for velocity buffer. The default value is 30.0f

float getSSSSSTAAFrameCount ( ) const#

Console: render_sssss_taa_frame_count
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
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

The number of frames for velocity buffer. The default value is 30.0f

void setSSSSSTAAFramesVelocityThreshold ( float threshold ) #

Console: render_sssss_taa_frames_velocity_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.

Arguments

  • float threshold - Velocity threshold at which pixels are treated as fast-moving.

float getSSSSSTAAFramesVelocityThreshold ( ) const#

Console: render_sssss_taa_frames_velocity_threshold
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.

Return value

Velocity threshold at which pixels are treated as fast-moving.

void setSSSSSTAAMaxFramesByVelocity ( float velocity ) #

Console: render_sssss_taa_max_frames_by_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.

Arguments

  • float velocity - Maximum number of frames for velocity buffer. The default value is 60.0f.

float getSSSSSTAAMaxFramesByVelocity ( ) const#

Console: render_sssss_taa_max_frames_by_velocity
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.

Return value

Maximum number of frames for velocity buffer.

void setSSSSSTAAMinFramesByVelocity ( float velocity ) #

Console: render_sssss_taa_min_frames_by_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.

Arguments

  • float velocity - Minimum number of frames for velocity buffer. The default value is 4.0f.

float getSSSSSTAAMinFramesByVelocity ( ) const#

Console: render_sssss_taa_min_frames_by_velocity
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.

Return value

Minimum number of frames for velocity buffer.

void setSSSSSTAACatmullResampling ( bool resampling ) #

Console: render_sssss_taa_catmull_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.

Arguments

  • bool resampling - true to enable Catmull-Rom resampling; false — to disable it.

bool isSSSSSTAACatmullResampling ( ) const#

Console: render_sssss_taa_catmull_resampling
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.

Return value

true if Catmull-Rom resampling is enabled; otherwise, false.

void setSSSSSTAASamples ( int samples ) #

Console: render_sssss_taa_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.

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 ( ) const#

Console: render_sssss_taa_samples
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.

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 ) #

Console: render_environment_correct_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 ( ) const#

Console: render_environment_correct_roughness
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 setShowLandscapeAlbedo ( bool albedo ) #

Console: render_show_landscape_albedo
Sets a value indicating if visualization of albedo data of the Landscape Terrain is enabled. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool albedo - true to enable visualization of albedo data of the Landscape Terrain; false — to disable it.

bool isShowLandscapeAlbedo ( ) const#

Console: render_show_landscape_albedo
Returns a value indicating if visualization of albedo data of the Landscape Terrain is enabled. This parameter is stored in the following configuration file: *.user.

Return value

true if visualization of albedo data of the Landscape Terrain is enabled; otherwise, false.

void setShowLandscapeMask ( int mask ) #

Console: render_show_landscape_mask
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. This parameter is stored in the following configuration file: *.user.

Arguments

  • int mask - Number of landscape terrain detail mask to be visualized in the [1; 20] range, or 0 - to disable mask visualization.

int getShowLandscapeMask ( ) const#

Console: render_show_landscape_mask
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. This parameter is stored in the following configuration file: *.user.

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 ) #

Console: render_show_landscape_terrain_vt_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. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool streaming - true to enable visualization of streaming of landscape terrain tiles; false — to disable it.

bool isShowLandscapeTerrainVTStreaming ( ) const#

Console: render_show_landscape_terrain_vt_streaming
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. This parameter is stored in the following configuration file: *.user.

Return value

true if visualization for streaming of tiles of the landscape terrain megatexture is enabled; otherwise, false.

void setLandscapeTerrainVTMemorySize ( float size ) #

Console: render_landscape_terrain_vt_memory_size
Sets a value defining memory consumption for the Landscape Terrain textures.

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 ( ) const#

Console: render_landscape_terrain_vt_memory_size
Returns a value defining memory consumption for the Landscape Terrain textures.

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 ) #

Console: render_landscape_terrain_vt_target_resolution
Sets the target resolution for the landscape terrain.

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 ( ) const#

Console: render_landscape_terrain_vt_target_resolution
Returns the current target resolution for the landscape terrain.

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 ) #

Console: render_landscape_terrain_vt_detail_level_by_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.

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 ( ) const#

Console: render_landscape_terrain_vt_detail_level_by_angle
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.

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 ) #

Console: render_landscape_terrain_vt_filtering
Sets the filtering mode for the Landscape Terrain textures.

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 ( ) const#

Console: render_landscape_terrain_vt_filtering
Returns the filtering mode currently used for the Landscape Terrain textures.

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 ) #

Console: render_landscape_terrain_vt_tiles_update_per_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 ( ) const#

Console: render_landscape_terrain_vt_tiles_update_per_frame
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 ) #

Console: render_landscape_terrain_vt_tiles_load_per_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 ( ) const#

Console: render_landscape_terrain_vt_tiles_load_per_frame
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 ) #

Console: render_landscape_terrain_vt_tiles_reload_per_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 ( ) const#

Console: render_landscape_terrain_vt_tiles_reload_per_frame
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 ) #

Console: render_landscape_terrain_detail_resolution_additional_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 ( ) const#

Console: render_landscape_terrain_detail_resolution_additional_mask
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 albedo ) #

Console: render_landscape_terrain_detail_resolution_albedo
Sets the resolution of the albedo texture for details of the landscape terrain.

Arguments

  • int albedo - 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 ( ) const#

Console: render_landscape_terrain_detail_resolution_albedo
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 height ) #

Console: render_landscape_terrain_detail_resolution_height
Sets the resolution of the height texture for details of the landscape terrain.

Arguments

  • int height - 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 ( ) const#

Console: render_landscape_terrain_detail_resolution_height
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 setLandscapeTerrainMaskDithering ( float dithering ) #

Console: render_landscape_terrain_mask_dithering
Sets a new global dither amount multiplier to be used for rendering details of the landscape terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for a detail. This is a global multiplier for dithering values set for each detail mask.

Arguments

  • float dithering - New global dither amount multiplier to be set in the [0.0f; 1.0f] range. The default value is 1.0f.

float getLandscapeTerrainMaskDithering ( ) const#

Console: render_landscape_terrain_mask_dithering
Returns the current global dither amount multiplier to be used for rendering details of the landscape terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for a detail. This is a global multiplier for dithering values set for each detail mask.

Return value

Current global dither amount multiplier in the [0.0f; 1.0f] range.

void setLandscapeTerrainVisibleDistance ( float distance ) #

Console: render_landscape_terrain_visible_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 ( ) const#

Console: render_landscape_terrain_visible_distance
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 ) #

Console: render_landscape_terrain_geometry_holes
Sets a value indicating if decal-based holes for the landscape terrain are enabled.

Arguments

  • bool holes - true to enable decal-based holes for the landscape terrain; otherwise, false.

bool isLandscapeTerrainGeometryHoles ( ) const#

Console: render_landscape_terrain_geometry_holes
Returns a value indicating if decal-based holes for the landscape terrain are enabled.

Return value

true if decal-based holes are enabled for the landscape terrain; otherwise, false.

void setLandscapeTerrainGeometryPolygonSize ( float size ) #

Console: render_landscape_terrain_geometry_polygon_size
Sets the size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.
Notice
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 size - 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 ( ) const#

Console: render_landscape_terrain_geometry_polygon_size
Returns the size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.
Notice
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 size of Landscape Terrain polygons (in units), in the [0.0001f, 1000.0f] range. The default value is 0.01f.

void setLandscapeTerrainGeometryProgression ( float progression ) #

Console: render_landscape_terrain_geometry_progression
Sets the progression of Landscape Terrain geometry tessellation.
Notice
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 progression - New progression value to be set in the [0.0f; 50.0f] range. The default value is 1.5f.

float getLandscapeTerrainGeometryProgression ( ) const#

Console: render_landscape_terrain_geometry_progression
Returns the current progression of Landscape Terrain geometry tessellation.
Notice
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 progression value in the [0.0f; 50.0f] range. The default value is 1.5f.

void setLandscapeTerrainGeometryFadeLods ( float lods ) #

Console: render_landscape_terrain_geometry_fade_lods
Sets the intensity of fading between levels of Landscape Terrain geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.
Notice
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 lods - Fading intensity value to be set, in the [0.0f; 1.0f] range. The default value is 0.5f.

float getLandscapeTerrainGeometryFadeLods ( ) const#

Console: render_landscape_terrain_geometry_fade_lods
Returns the current intensity of fading between levels of Landscape Terrain geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.
Notice
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 fading intensity value in the [0.0f; 1.0f] range. The default value is 0.5f.

void setLandscapeTerrainGeometrySubpixelReduction ( float reduction ) #

Console: render_landscape_terrain_geometry_subpixel_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).
Notice
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 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 ( ) const#

Console: render_landscape_terrain_geometry_subpixel_reduction
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).
Notice
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 subpixel reduction ratio, in the [0.0f; 50.0f] range. The default value is 6.0f.

void setLandscapeTerrainCullingAggressive ( bool aggressive ) #

Console: render_landscape_terrain_culling_aggressive
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).

Arguments

  • bool aggressive - true to enable frustum culling optimization for the Landscape Terrain; false - to disable it.

bool isLandscapeTerrainCullingAggressive ( ) const#

Console: render_landscape_terrain_culling_aggressive
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).

Return value

true if frustum culling optimization is enabled for the landscape terrain; otherwise, false.

void setLandscapeTerrainCullingFrustumPadding ( float padding ) #

Console: render_landscape_terrain_culling_frustum_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 ( ) const#

Console: render_landscape_terrain_culling_frustum_padding
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 ) #

Console: render_landscape_terrain_culling_back_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 ( ) const#

Console: render_landscape_terrain_culling_back_face
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 ) #

Console: render_landscape_terrain_culling_oblique_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 ( ) const#

Console: render_landscape_terrain_culling_oblique_frustum
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 ) #

Console: render_landscape_terrain_texel_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 ( ) const#

Console: render_landscape_terrain_texel_size
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 ) #

Console: render_landscape_cache_cpu_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 ( ) const#

Console: render_landscape_cache_cpu_size
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 ) #

Console: render_landscape_cache_gpu_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 ( ) const#

Console: render_landscape_cache_gpu_size
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 ) #

Console: render_landscape_cache_gpu_life_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 ( ) const#

Console: render_landscape_cache_gpu_life_time
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 setWireframeAntialiasing ( bool antialiasing ) #

Console: render_wireframe_antialiasing
Sets a value indicating if antialiasing is enabled for wireframe rendering.

Arguments

  • bool antialiasing - true to enable antialiasing for wireframe rendering; false - to disable it.

bool isWireframeAntialiasing ( ) const#

Console: render_wireframe_antialiasing
Returns a value indicating if antialiasing is enabled for wireframe rendering.

Return value

true if antialiasing is enabled for wireframe rendering; otherwise, false.

void setFfpAntialiasingLines ( bool lines ) #

Console: render_ffp_antialiasing_lines
Sets a value indicating if antialiasing is enabled for rendering of the Visualizer and other FFP lines.

Arguments

  • bool lines - true to enable antialiasing for visualizer rendering; false - to disable it.

bool isFfpAntialiasingLines ( ) const#

Console: render_ffp_antialiasing_lines
Returns a value indicating if antialiasing is enabled for rendering of the Visualizer and other FFP lines.

Return value

true if antialiasing is enabled for rendering of the Visualizer and other FFP lines; otherwise, false.

bool isAPISupported ( int api ) #

Returns a value indicating if the specified graphics API (Null/OpenGL/DirectX) is currently supported.

Arguments

  • int api - Graphics API ID. One of the API_* values.

Return value

true if the specified graphics API is currently supported; otherwise, false.

void setCloudsRounded ( bool rounded ) #

Console: render_clouds_rounded
Sets a value indicating if cloud layers are to be curved to make them look more natural imitating planet's curvature.

Arguments

  • bool rounded - true to enable curving for clouds; false - to disable it.

bool isCloudsRounded ( ) const#

Console: render_clouds_rounded
Returns a value indicating if cloud layers are to be curved to make them look more natural imitating planet's curvature.

Return value

true if visual curving for clouds is enabled; otherwise, false.

void setCloudsRoundedPlanetRadius ( float radius ) #

Console: render_clouds_rounded_planet_radius
Sets the radius of the planet to be used for clouds curving. Visual curving can be used to make clouds look more natural imitating planet's curvature.

Arguments

  • float radius - Planet radius to be used for clouds curving, in units.

float getCloudsRoundedPlanetRadius ( ) const#

Console: render_clouds_rounded_planet_radius
Sets the radius of the planet to be used for clouds curving. Visual curving can be used to make clouds look more natural imitating planet's curvature.

Return value

Planet radius used for clouds curving, in units.

void setPanoramaFisheyeFov ( float fov ) #

Console: render_panorama_fisheye_fov
Sets the Field of View in the Fisheye Panorama Custom mode.

Arguments

  • float fov - Field of View, in degrees.

float getPanoramaFisheyeFov ( ) const#

Console: render_panorama_fisheye_fov
Sets the Field of View in the Fisheye Panorama Custom mode.

Return value

Field of View, in degrees.

void setSRAA ( bool sraa ) #

Console: render_sraa
Toggles the SRAA on and off.

Arguments

  • bool sraa - 1 to enable SRAA, 0 to disable it.

bool isSRAA ( ) const#

Console: render_sraa
Returns a value indicating if SRAA is enabled.

void setSRAASamples ( int samples ) #

Console: render_sraa_samples
Sets the number of depth samples per pixel.

Arguments

  • int samples - The number of depth geometry samples per pixel. This value may significantly affect performance, so keep it low when the image quality differences are not apparent.
    • 0 - 2 depth samples per pixel
    • 1 - 4 depth samples per pixel
    • 2 - 8 depth samples per pixel

int getSRAASamples ( ) const#

Console: render_sraa_samples
Returns the number of depth samples per pixel.

void setSRAATemporal ( bool temporal ) #

Console: render_sraa_temporal
Toogles the usage of the shading sample from the previously rendered frame. Uses camera jittering, so it works only when the TAA is enabled.

Arguments

  • bool temporal - true to enable TAA, false to disable it.

bool isSRAATemporal ( ) const#

Console: render_sraa_temporal
Returns the value indicating if the TAA integration is enabled.

void setSRAADebug ( bool debug ) #

Console: render_sraa_debug
Enables or disables the debug rendering of the smoothed geometry edges.

Arguments

  • bool debug - 1 to enable debug mode, 0 to disable it.

bool isSRAADebug ( ) const#

Console: render_sraa_debug
Returns the value indicating if the SRAA debug mode is enabled.

void setSRAADepthThreshold ( float threshold ) #

Console: render_sraa_depth_threshold
Sets the depth threshold value used for edges detection.

Arguments

  • float threshold - The depth threshold. Minimum value is 0.0f.

float getSRAADepthThreshold ( ) const#

Console: render_sraa_depth_threshold
Returns the depth threshold value used for edges detection.

void setSSGIIntensityBoost ( int boost ) #

Console: render_ssgi_intensity_boost
Sets the boost intensity value.
Notice
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 boost - The value to which the intensity is raised. The set of accepted values: 1, 2, 3 and 4.

int getSSGIIntensityBoost ( ) const#

Console: render_ssgi_intensity_boost
Returns the intensity boost value.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

void setTessellationDensityMultiplier ( float multiplier ) #

Console: render_tessellation_density_multiplier
Sets the current global Density multiplier for the Tessellated Displacement effect.

Arguments

  • float multiplier - Tessellation Density multiplier in the [0.0f, 10.0f] range.

float getTessellationDensityMultiplier ( ) const#

Console: render_tessellation_density_multiplier
Returns the current global Density multiplier for the Tessellated Displacement effect.

Return value

Tessellation Density multiplier.

void setTessellationShadowDensityMultiplier ( float multiplier ) #

Console: render_tessellation_shadow_density_multiplier
Sets the current global Shadow Density multiplier for the Tessellated Displacement effect.

Arguments

  • float multiplier - Tessellation Shadow Density multiplier in the [0.0f, 10.0f] range.

float getTessellationShadowDensityMultiplier ( ) const#

Console: render_tessellation_shadow_density_multiplier
Returns the current global Shadow Density multiplier for the Tessellated Displacement effect.

Return value

Tessellation Shadow Density multiplier.

void setTessellationDistanceMultiplier ( float multiplier ) #

Console: render_tessellation_distance_multiplier
Sets the current global multiplier for all distance parameters of the Tessellated Displacement effect.

Arguments

  • float multiplier - Tessellation distance multiplier in the [0.0f, 10.0f] range.

float getTessellationDistanceMultiplier ( ) const#

Console: render_tessellation_distance_multiplier
Returns the current global multiplier for all distance parameters of the Tessellated Displacement effect.

Return value

Tessellation distance multiplier.

void setSSRNormalBias ( float bias ) #

Console: render_ssr_normal_bias
Sets the bias value for shifting of the ray starting position along the normal vector.
Notice
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 bias - Normal bias value within the [0; 1] range.

float getSSRNormalBias ( ) const#

Console: render_ssr_normal_bias
Returns the bias value to which the ray starting position has been shifted along the normal vector.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Normal bias value within the [0; 1] range.

void setSSRViewBias ( float bias ) #

Console: render_ssr_view_bias
Sets the bias value for shifting of the ray starting position along the view vector.
Notice
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 bias - View bias value within the [0; 1] range.

float getSSRViewBias ( ) const#

Console: render_ssr_view_bias
Returns the bias value to which the ray starting position has been shifted along the view vector.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

View bias value within the [0; 1] range.

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

Console: render_lightmap_color
Returns the color multiplier for lightmaps. By default, the color is white.

Arguments

  • const Math::vec4 & color - Color multiplier.

Math::vec4 getLightmapColor ( ) const#

Console: render_lightmap_color
Returns the color multiplier for lightmaps.

Return value

Color multiplier.

void setAAPreset ( int preset ) #

Sets the AA (Anti-Aliasing) preset as currently used.

Arguments

  • int preset - AA preset index.

int getAAPreset ( ) const#

Returns the index of a currently set AA (Anti-Aliasing) preset.

Return value

AA preset index.

int getAAPresetNumNames ( ) const#

Returns the number of AA (Anti-Aliasing) presets.

const char * getAAPresetName ( int num ) #

Returns the AA (Anti-Aliasing) preset name by given index.

Arguments

  • int num - AA preset index.

Return value

AA preset name.

void setTAAPreset ( int preset ) #

Sets the TAA (Temporal Anti-Aliasing) preset as currently used.

Arguments

  • int preset - TAA preset index.

int getTAAPreset ( ) const#

Returns the index of a currently set TAA (Temporal Anti-Aliasing) preset.

Return value

TAA preset index.

int getTAAPresetNumNames ( ) const#

Returns the number of TAA (Temporal Anti-Aliasing) presets.

Return value

Quantity of TAA presets.

const char * getTAAPresetName ( int num ) #

Returns the TAA (Temporal Anti-Aliasing) preset name by given index.

Arguments

  • int num - TAA preset index.

Return value

TAA preset name.

void setRefractionWarpBackgroundTransparentSurfaces ( int sorting ) #

Console: render_refraction_warp_background_transparent_surfaces

Arguments

  • int sorting

int getRefractionWarpBackgroundTransparentSurfaces ( ) const#

Console: render_refraction_warp_background_transparent_surfaces

void setGIPreset ( int preset ) #

Sets the GI (Global Illumination) preset as currently used.

Arguments

  • int preset - GI preset index.

int getGIPreset ( ) const#

Returns the index of a currently set GI (Global Illumination) preset.

Return value

GI preset index.

int getGIPresetNumNames ( ) const#

Returns the number of GI (Global Illumination) presets.

Return value

Quantity of GI presets.

const char * getGIPresetName ( int num ) #

Returns the GI (Global Illumination) preset name by given index.

Arguments

  • int num - GI preset index.

Return value

GI preset name.

void setSSRTGIPreset ( int preset ) #

Sets the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset as currently used.

Arguments

  • int preset - SSRTGI preset index.

int getSSRTGIPreset ( ) const#

Returns the index of a currently set SSRTGI (Screen-Space Ray-Traced Global Illumination) preset.

Return value

SSRTGI preset index.

int getSSRTGIPresetNumNames ( ) const#

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

Return value

Quantity of SSRTGI presets.

const char * getSSRTGIPresetName ( int num ) #

Returns the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset name by given index.

Arguments

  • int num - SSRTGI preset index.

Return value

SSRTGI preset name.

void setSSAOPreset ( int preset ) #

Sets the SSAO (Screen Space Ambient Occlusion) preset as currently used.

Arguments

  • int preset - SSAO preset index.

int getSSAOPreset ( ) const#

Returns the index of a currently set SSAO (Screen Space Ambient Occlusion) preset.

Return value

SSAO preset index.

int getSSAOPresetNumNames ( ) const#

Returns the number of SSAO (Screen Space Ambient Occlusion) presets.

Return value

Quantity of SSAO presets.

const char * getSSAOPresetName ( int num ) #

Returns the SSAO (Screen Space Ambient Occlusion) preset name by given index.

Arguments

  • int num - SSAO preset index.

Return value

SSAO preset name.

void setSSAODenoiseIntensity ( float intensity ) #

Sets the noise reduction intensity for the SSAO (Screen Space Ambient Occlusion) effect.
Notice
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 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 getSSAODenoiseIntensity ( ) const#

Returns the current noise reduction intensity for the SSAO (Screen Space Ambient Occlusion) effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 setSSAODenoiseGaussianSigma ( float sigma ) #

Sets the sigma parameter of Gaussian blur used for noise reduction for the SSAO (Screen Space Ambient Occlusion) effect. This parameter controls the amount of blur applied.
Notice
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 sigma - Gaussian blur sigma parameter value in range [0.0f; 100.0f] to be set. The default value is 10.0f.

float getSSAODenoiseGaussianSigma ( ) const#

Returns the current value of the sigma parameter of Gaussian blur used for noise reduction for the SSAO (Screen Space Ambient Occlusion) effect. This parameter controls the amount of blur applied.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Gaussian blur sigma parameter value in range [0.0f; 100.0f] to be set. The default value is 10.0f.

void setSSAODenoiseThreshold ( float threshold ) #

Sets the threshold value for color difference of neighboring pixels used for noise reduction for the SSAO (Screen Space Ambient Occlusion) 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.
Notice
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 - Threshold value for color difference of neighboring pixels in range [0.0f; 1.0f] to be set. The default value is 0.1f.

float getSSAODenoiseThreshold ( ) const#

Returns the current threshold value for color difference of neighboring pixels used for noise reduction for the SSAO (Screen Space Ambient Occlusion) 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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Threshold value for color difference of neighboring pixels in range [0.0f; 1.0f] to be set. The default value is 0.1f.

void setSSAODenoiseRadius ( int radius ) #

Sets the radius of the area to be affected by noise reduction for the SSAO (Screen Space Ambient Occlusion) effect.
Notice
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 radius - Radius to be affected by noise reduction, an integer value in range [1; 3] to be set. The default value is 1.

int getSSAODenoiseRadius ( ) const#

Returns the current radius of the area to be affected by noise reduction for the SSAO (Screen Space Ambient Occlusion) effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Radius to be affected by noise reduction, an integer value in range [1; 3] to be set. The default value is 1.

void setSSAOColorClampingIntensity ( float intensity ) #

Sets the intensity of TAA color clamping at zero pixel velocity for the SSAO (Screen Space Ambient Occlusion) effect.
Notice
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 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 SSAO Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

float getSSAOColorClampingIntensity ( ) const#

Returns the current intensity of TAA color clamping at zero pixel velocity for the SSAO (Screen Space Ambient Occlusion) effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 SSAO Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

void setSSAOColorClampingVelocityThreshold ( float threshold ) #

Sets the sensitivity of TAA color clamping for the SSAO (Screen Space Ambient Occlusion) 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.
Notice
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 - Threshold for the intensity of TAA color clamping at zero pixel velocity.

float getSSAOColorClampingVelocityThreshold ( ) const#

Returns the current sensitivity of TAA color clamping for the SSAO (Screen Space Ambient Occlusion) 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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Threshold for the intensity of TAA color clamping at zero pixel velocity.

void setSSGIPreset ( int preset ) #

Sets the SSGI (Screen-Space Global Illumination) preset as currently used.

Arguments

  • int preset - SSGI preset index.

int getSSGIPreset ( ) const#

Returns the index of a currently set SSGI (Screen-Space Global Illumination) preset.

Return value

SSGI preset index.

int getSSGIPresetNumNames ( ) const#

Returns the number of SSGI (Screen-Space Global Illumination) presets.

Return value

Quantity of SSGI presets.

const char * getSSGIPresetName ( int num ) #

Returns the SSGI (Screen-Space Global Illumination) preset name by given index.

Arguments

  • int num - SSGI preset index.

Return value

SSGI preset name.

void setBentNormalPreset ( int preset ) #

Sets the Bent Normal preset as currently used.

Arguments

  • int preset - Bent Normal preset index.

int getBentNormalPreset ( ) const#

Returns the index of a currently set Bent Normal preset.

Return value

Bent Normal preset index.

int getBentNormalPresetNumNames ( ) const#

Returns the number of Bent Normal presets.

Return value

Quantity of Bent Normal presets.

const char * getBentNormalPresetName ( int num ) #

Returns the Bent Normal preset name by given index.

Arguments

  • int num - Bent Normal preset index.

Return value

Bent Normal preset name.

void setBentNormalDenoiseIntensity ( float intensity ) #

Sets the noise reduction intensity for the bent normals effect.
Notice
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 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 getBentNormalDenoiseIntensity ( ) const#

Returns the current noise reduction intensity for the bent normals effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 setBentNormalDenoiseGaussianSigma ( float sigma ) #

Sets the sigma parameter of Gaussian blur used for noise reduction for the bent normals effect. This parameter controls the amount of blur applied.
Notice
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 sigma - Gaussian blur sigma parameter value in range [0.0f; 100.0f] to be set. The default value is 10.0f.

float getBentNormalDenoiseGaussianSigma ( ) const#

Returns the current value of the sigma parameter of Gaussian blur used for noise reduction for the bent normals effect. This parameter controls the amount of blur applied.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Gaussian blur sigma parameter value in range [0.0f; 100.0f] to be set. The default value is 10.0f.

void setBentNormalDenoiseThreshold ( float threshold ) #

Sets the threshold value for color difference of neighboring pixels used for noise reduction for the bent normals 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.
Notice
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 - Threshold value for color difference of neighboring pixels in range [0.0f; 1.0f]. The default value is 0.1f.

float getBentNormalDenoiseThreshold ( ) const#

Returns the current threshold value for color difference of neighboring pixels used for noise reduction for the bent normals effect: blur is applied when the color difference is less than the threshold value.
Notice
Too high values result in blurring the whole image.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Threshold value for color difference of neighboring pixels in range [0.0f; 1.0f]. The default value is 0.1f.

void setBentNormalDenoiseRadius ( int radius ) #

Sets the radius of the area to be affected by noise reduction for the bent normal effect.
Notice
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 radius - Radius to be affected by noise reduction, an integer value in range [1; 3] to be set. The default value is 1.

int getBentNormalDenoiseRadius ( ) const#

Returns the current radius of the area to be affected by noise reduction for the bent normal effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Radius to be affected by noise reduction, an integer value in range [1; 3]. The default value is 1.

void setBentNormalColorClampingIntensity ( float intensity ) #

Sets the intensity of TAA color clamping at zero pixel velocity for the bent normals effect.
Notice
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 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 Bent Normal Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

float getBentNormalColorClampingIntensity ( ) const#

Returns the current intensity of TAA color clamping at zero pixel velocity for the bent normals effect.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

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 Bent Normal Color Clamping Velocity Threshold), while higher values reduce ghosting effect, but increase flickering. The default value is 1.0f.

void setBentNormalColorClampingVelocityThreshold ( float threshold ) #

Sets the sensitivity of TAA color clamping for the bent normals 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.
Notice
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 - Threshold for the ray-traced bent normals calculation.

float getBentNormalColorClampingVelocityThreshold ( ) const#

Returns the current sensitivity of TAA color clamping for the bent normals 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.
Notice
When checking the parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Threshold for the ray-traced bent normals calculation.

void setSSRPreset ( int preset ) #

Sets the SSR preset as currently used.

Arguments

  • int preset - SSR preset index.

int getSSRPreset ( ) const#

Returns the index of a currently set SSR preset.

Return value

SSR preset index.

int getSSRPresetNumNames ( ) const#

Returns the number of SSR presets.

Return value

Quantity of SSR presets.

const char * getSSRPresetName ( int num ) #

Returns the SSR preset name by given index.

Arguments

  • int num - SSR preset index.

Return value

SSR preset name.

void setSSSSSPreset ( int preset ) #

Sets the SSSSS preset as currently used.

Arguments

  • int preset - SSSSS preset index.

int getSSSSSPreset ( ) const#

Returns index of a currently set SSSSS preset.

Return value

SSSSS preset index.

int getSSSSSPresetNumNames ( ) const#

Returns the quantity of SSSSS presets.

Return value

Quantity of SSSSS presets.

const char * getSSSSSPresetName ( int num ) #

Returns the SSSSS preset name by given index.

Arguments

  • int num - SSSSS preset index.

Return value

SSSSS preset name.

void setMotionBlurPreset ( int preset ) #

Sets the Motion Blur preset as currently used.

Arguments

  • int preset - Motion Blur preset index.

int getMotionBlurPreset ( ) const#

Returns the index of a currently set Motion Blur preset.

Return value

Motion Blur preset index.

int getMotionBlurPresetNumNames ( ) const#

Returns the quantity of Motion Blur presets.

Return value

Quantity of Motion Blur presets.

const char * getMotionBlurPresetName ( int num ) #

Returns the Motion Blur preset name by given index.

Arguments

  • int num

Return value

Motion Blur preset name.

void setDOFPreset ( int preset ) #

Sets the DOF preset as currently used.

Arguments

  • int preset - Motion Blur preset index.

int getDOFPreset ( ) const#

Returns the index of a currently set DOF preset.

Return value

Motion Blur preset index.

int getDOFPresetNumNames ( ) const#

Returns the quantity of DOF presets.

Return value

Quantity of DOF presets.

const char * getDOFPresetName ( int num ) #

Returns the DOF preset name by given index.

Arguments

  • int num

Return value

DOF preset name.

void setLandscapeTerrainGeometryPreset ( int preset ) #

Sets the Landscape Terrain Geometry preset as currently used.

Arguments

  • int preset - Landscape Terrain Geometry preset index.

int getLandscapeTerrainGeometryPreset ( ) const#

Returns the index of a currently set Landscape Terrain Geometry preset.

Return value

Landscape Terrain Geometry preset index.

int getLandscapeTerrainGeometryPresetNumNames ( ) const#

Returns the quantity of Landscape Terrain Geometry presets.

Return value

Quantity of Landscape Terrain Geometry presets.

const char * getLandscapeTerrainGeometryPresetName ( int num ) #

Returns the Landscape Terrain Geometry preset name by given index.

Arguments

  • int num - Landscape Terrain Geometry preset index.

Return value

Landscape Terrain Geometry preset name.

void setLandscapeTerrainStreamingPreset ( int preset ) #

Sets the Landscape Terrain Streaming preset as currently used.

Arguments

  • int preset - Landscape Terrain Streaming preset index.

int getLandscapeTerrainStreamingPreset ( ) const#

Returns the index of a currently set Landscape Terrain Streaming preset.

Return value

Landscape Terrain Streaming preset index.

int getLandscapeTerrainStreamingPresetNumNames ( ) const#

Returns the quantity of Landscape Terrain Streaming presets.

Return value

Quantity of Landscape Terrain Streaming presets.

const char * getLandscapeTerrainStreamingPresetName ( int num ) #

Returns the Landscape Terrain Streaming preset name by given index.

Arguments

  • int num - Landscape Terrain Streaming preset index.

Return value

Landscape Terrain Streaming preset name.

void setLandscapeOperationsPerFrame ( int frame ) #

Console: render_landscape_operations_per_frame
Sets the number of Landscape texture draw operations (asyncTextureDraw) that can be performed per frame.

Arguments

  • int frame

int getLandscapeOperationsPerFrame ( ) const#

Console: render_landscape_operations_per_frame
Returns the number of Landscape texture draw operations (asyncTextureDraw) that currently can be performed per frame.

void setShowLightmapChecker ( bool checker ) #

Console: render_show_lightmap_checker
Enables the Baked Lightmap Checker debug mode. This mode maps the checker texture onto the baked lightmap polygons, which can be used to facilitate the process of comparing UV map texels on neighboring planes.

Arguments

  • bool checker - true, to enable the lightmap checker, false to disable it.

bool isShowLightmapChecker ( ) const#

Console: render_show_lightmap_checker
Checks if the Baked Lightmap Checker debug mode is enabled. This mode maps the checker texture onto the baked lightmap polygons, which can be used to facilitate the process of comparing UV map texels on neighboring planes.

Return value

true, if the lightmap checker is enabled, otherwise false.

void setShowVoxelProbeVisualizer ( bool visualizer ) #

Console: render_show_voxel_probe_visualizer
Sets a value indicating if the Voxel Probe visualizer is enabled. The visualizer shows only the selected probe with the grid size from 7 to 40.

Arguments

  • bool visualizer - true, to enable the visualizer for Voxel Probes, false to disable it.

bool isShowVoxelProbeVisualizer ( ) const#

Console: render_show_voxel_probe_visualizer
Returns a value indicating if the Voxel Probe visualizer is enabled.

Return value

true, if the visualizer for Voxel Probes is enabled, otherwise false.

void setShowVoxelProbeVisualizerGridSize ( int size ) #

Console: render_show_voxel_probe_visualizer_grid_size
Sets the size of the grid that is used to visualize Voxel Probes.
Notice
For the probe to be visualized properly, the grid size should be from 7 to 40.

Arguments

  • int size - Number of spheres along the axis, the value from 7 to 40.

int getShowVoxelProbeVisualizerGridSize ( ) const#

Console: render_show_voxel_probe_visualizer_grid_size
Return the current size of the grid that is used to visualize Voxel Probes.

Return value

Number of spheres along the axis, the value from 7 to 40.

void setShowVoxelProbeVisualizerSphereScale ( float scale ) #

Console: render_show_voxel_probe_visualizer_sphere_scale
Sets the scale factor of the sphere that is used to visualize Voxel Probes. The sphere size depends on the scale factor and the voxel size.

Arguments

  • float scale - Scale factor of the visualization sphere.

float getShowVoxelProbeVisualizerSphereScale ( ) const#

Console: render_show_voxel_probe_visualizer_sphere_scale
Returns the current scale factor of the sphere that is used to visualize the voxel probe. The sphere size depends on the scale factor and the voxel size.

Return value

Scale factor of the visualization sphere.
Last update: 2021-04-29
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