Unigine::RenderTarget Class
Header: | #include <UnigineTextures.h> |
A container to which an image is rendered (a framebuffer abstraction).
RenderTarget Class
Members
static RenderTargetPtr create ( ) #
Constructor. Creates a new render target.void destroy ( ) #
Destroys the render target.void enable ( ) #
Enables the render target.void enableCompute ( ) #
Enables the render target with the use of compute shader output.void disable ( ) #
Disables the render target.void flush ( ) #
Flushes the render target.Ptr<Texture> getColorTexture ( int slot ) const#
Returns a color texture by the specified slot.Arguments
- int slot - Texture slot.
Return value
Color texture if it exists, otherwise nullptr.void bindColorTexture ( int slot, const Ptr<Texture> & texture ) #
Binds all layers and faces (if supported by the texture type) of a texture on the 0 mip level to the specified slot as render target.Arguments
void bindColorTexture2D ( int slot, const Ptr<Texture> & texture, int mip = 0 ) #
Binds the specified slot of a 2D texture on the specified mipmap level to the specified slot as render target.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - 2D color texture to be bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindColorTexture2DArray ( int slot, const Ptr<Texture> & texture, int layer = -1, int mip = 0 ) #
Binds the specified slot and layer of a 2D texture array on the specified mipmap level to the specified slot as render target.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - 2D color texture array to be bound.
- int layer - Number of the 2D texture array layer. With the default value of -1, all layers of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindColorTextureCube ( int slot, const Ptr<Texture> & texture, int face = -1, int mip = 0 ) #
Binds the specified slot and face of a texture cube on the specified mipmap level to the specified slot as render target.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Color texture cube to be bound.
- int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindColorTextureCubeArray ( int slot, const Ptr<Texture> & texture, int layer = -1, int face = -1, int mip = 0 ) #
Binds the specified layer and face of a texture cube array on the specified mipmap level to the specified slot as render target.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Color cube array texture to be bound.
- int layer - Number of the texture cube array layer. With the default value of -1, all layers of the texture on a specified mip level are bound.
- int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindColorTexture3D ( int slot, const Ptr<Texture> & texture, int depth = -1, int mip = 0 ) #
Binds the specified depth layer of a 3D texture on the specified mipmap level to the specified slot as render target.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - 3D Color texture to be bound.
- int depth - 3D texture depth layer. With the default value of -1, all depth layers of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void unbindColorTexture ( int slot ) #
Unbinds a render target texture from the specified slot.Arguments
- int slot - Texture slot.
void unbindColorTextures ( ) #
Unbinds all render target textures from a render target.Ptr<Texture> getDepthTexture ( ) const#
Returns the depth texture.Return value
Depth texture if it exists, otherwise nullptr.void bindDepthTexture ( const Ptr<Texture> & texture ) #
Binds all layers and faces (if supported by the texture type) of a texture on the 0 mip level to the specified slot as depth target.Arguments
void bindDepthTexture2D ( const Ptr<Texture> & texture, int mip = 0 ) #
Binds a 2D depth texture on the specified mipmap level as depth target.Arguments
- const Ptr<Texture> & texture - 2D depth texture to be bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindDepthTexture2DArray ( const Ptr<Texture> & texture, int layer = -1, int mip = 0 ) #
Binds the specified layer of a depth texture on the specified mipmap level as depth target.Arguments
- const Ptr<Texture> & texture - 2D depth texture array to be bound.
- int layer - Number of the 2D depth texture array layer. With the default value of -1, all layers of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindDepthTextureCube ( const Ptr<Texture> & texture, int face = -1, int mip = 0 ) #
Binds the specified face of a depth texture cube on the specified mipmap level as depth target.Arguments
- const Ptr<Texture> & texture - Depth texture cube to be bound.
- int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindDepthTextureCubeArray ( const Ptr<Texture> & texture, int layer = -1, int face = -1, int mip = 0 ) #
Binds the specified layer and face of a depth texture cube array on the specified mipmap level as depth target.Arguments
- const Ptr<Texture> & texture - Depth texture cube array to be bound.
- int layer - Number of the texture cube array layer. With the default value of -1, all layers of the texture on a specified mip level are bound.
- int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void unbindDepthTexture ( ) #
Unbinds a depth texture from a depth target.Ptr<Texture> getUnorderedAccessTexture ( int slot ) const#
Returns an unordered access texture by the specified slot.Arguments
- int slot - Texture slot.
Return value
Unordered access texture if it exists, otherwise nullptr.void bindUnorderedAccessTexture ( int slot, const Ptr<Texture> & texture, bool writeonly = false, bool atomic = false ) #
Binds all layers and faces (if supported by the texture type) of a texture on the 0 mip level to the specified slot for unordered access.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Unordered access texture to be bound.
- bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
- bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
void bindUnorderedAccessTexture2D ( int slot, const Ptr<Texture> & texture, bool writeonly = false, bool atomic = false, int mip = 0 ) #
Binds a 2D texture on the specified mipmap level to the specified slot for unordered access.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Unordered access 2D texture to be bound.
- bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
- bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindUnorderedAccessTexture2DArray ( int slot, const Ptr<Texture> & texture, bool writeonly = false, bool atomic = false, int layer = -1, int mip = 0 ) #
Binds the specified layer of a 2D texture array on the specified mipmap level to the specified slot for unordered access.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Unordered access 2D texture array to be bound.
- bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
- bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
- int layer - Number of the 2D texture array layer. With the default value of -1, all layers of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindUnorderedAccessTextureCube ( int slot, const Ptr<Texture> & texture, bool writeonly = false, bool atomic = false, int face = -1, int mip = 0 ) #
Binds the specified face of a texture cube on the specified mipmap level to the specified slot for unordered access.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Unordered access texture cube to be bound.
- bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
- bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
- int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindUnorderedAccessTextureCubeArray ( int slot, const Ptr<Texture> & texture, bool writeonly = false, bool atomic = false, int layer = -1, int face = -1, int mip = 0 ) #
Binds the specified layer and face of a texture cube on the specified mipmap level to the specified slot for unordered access.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Unordered access texture cube array to be bound.
- bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
- bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
- int layer - Number of the texture cube array layer.
- int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void bindUnorderedAccessTexture3D ( int slot, const Ptr<Texture> & texture, bool writeonly = false, bool atomic = false, int depth = -1, int mip = 0 ) #
Binds the specified layer of a 3D texture on the specified mipmap level to the specified slot for unordered access.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Unordered access 3D texture to be bound.
- bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
- bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
- int depth - 3D texture depth layer. With the default value of -1, all depth layers of the texture on a specified mip level are bound.
- int mip - Mipmap level number in the range from 0 to the total number of mipmaps.
void unbindUnorderedAccessTexture ( int slot ) #
Unbinds an unordered access texture from the specified slot.Arguments
- int slot - Texture slot.
void unbindUnorderedAccessTextures ( ) #
Unbinds all unordered access textures for unordered access resources.Ptr<StructuredBuffer> getStructuredBuffer ( int slot ) const#
Returns a structured buffer by the specified slot.Arguments
- int slot - Texture slot.
Return value
Structured buffer if it exists, otherwise nullptr.void bindStructuredBuffer ( int slot, const Ptr<StructuredBuffer> & buffer ) #
Binds a structured buffer to a device by the specified slot.Arguments
- int slot - Texture slot.
- const Ptr<StructuredBuffer> & buffer - Structured buffer to be bound.
void unbindStructuredBuffer ( int slot ) #
Unbinds a structured buffer for unordered access resources.Arguments
- int slot - Texture slot.
void unbindStructuredBuffers ( ) #
Unbinds all structured buffers for unordered access resources.bool isEnabled ( ) const#
Returns a value indicating if the render target is enabled.Return value
1 if the render target is enabled, otherwise 0.bool isCompleted ( ) const#
Returns a value indicating if the render target is completed.Return value
1 if the render target is completed, otherwise 0.void unbindAll ( ) #
Unbinds all color, depth, and unordered access textures as well as structured buffers.Last update:
2024-12-13
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)