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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

engine.RenderContext Functions

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

This class is used to manage render context.

RenderContext Class

Members


int createContext ( void * handle, int width, int height ) #

Creates a new rendering context.

Arguments

  • void * handle - Window handle.
  • int width - Canvas width.
  • int height - Canvas height.

Return value

1 if rendering context is created successfully; otherwise, 0.

int isCreated ( ) #

Returns a value indicating if rendering context is created.

Return value

1 if rendering context is created successfully; otherwise, 0.

int destroyContext ( ) #

Destroys the rendering context.

Return value

1 if the rendering context is destroyed successfully; otherwise, 0.

int getContextAPI ( ) #

Returns the graphics API of the rendering context.

Return value

One of the following values:

string getContextName ( ) #

Returns the name of the graphics API of the rendering context.

Return value

One of the following values:
  • opengl
  • direct3d11

void * getD3D11Context ( ) #

Returns a pointer to the existing ID3D11DeviceContext interface.

Return value

ID3D11DeviceContext interface pointer.

void * getD3D11DepthStencil ( ) #

Returns a pointer to the depth stencil texture.

Return value

Depth stencil texture pointer.

void * getD3D11DepthStencilView ( ) #

Returns a pointer to the existing ID3D11DepthStencilView interface.

Return value

ID3D11DepthStencilView interface pointer.

void * getD3D11Device ( ) #

Returns a pointer to the existing ID3D11Device interface.

Return value

ID3D11Device interface pointer.

void * getD3D11RenderTarget ( ) #

Returns a pointer to the render target texture.

Return value

Render target texture pointer.

void * getD3D11RenderTargetView ( ) #

Returns a pointer to the existing ID3D11RenderTargetView interface.

Return value

ID3D11RenderTargetView interface pointer.

void * getD3D11SwapChain ( ) #

Returns a pointer to the existing IDXGISwapChain interface.

Return value

IDXGISwapChain interface pointer.

void * getHandle ( ) #

Returns a window handle.

Return value

Window handle.

void * getGLContext ( ) #

Returns a pointer to the OpenGL context.

Return value

OpenGL context pointer.

void * getGLDisplay ( ) #

Returns a pointer to the OpenGL display.

Return value

OpenGL display pointer.

int resizeWindow ( int width, int height ) #

Resizes the window.

Arguments

  • int width - New window width.
  • int height - New window height.

Return value

1 if the window is resized successfully; otherwise, 0.

int renderWindow ( ) #

Renders the window.

Return value

1 if the window is rendered successfully; otherwise, 0.

int swapWindow ( ) #

Swaps the window.

Return value

1 if the window is swapped successfully; otherwise, 0.

int isReady ( ) #

Returns a value indicating if the rendering context is ready.

Return value

1 if the rendering context is ready; otherwise, 0.

void * createVisual ( ) #

Creates a visual context.

Return value

Pointer to the created visual context.
Last update: 2022-03-10
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