Unigine::Renderer Class
Header: | #include <UnigineRender.h> |
Unigine renderer.
Renderer Class
Members
Renderer * get()
Math::Vec3 getCameraPosition()
Return current camera position.Return value
Returns current camera position.Math::Mat4 getIModelview()
Return current inverse modelview matrix.Return value
Returns current inverse modelview matrix.void setMaterial(int pass, const Ptr<Material> & material)
Set material and initialize all material textures.Arguments
- int pass - Rendering pass.
- const Ptr<Material> & material - Material smart pointer.
void setModelview(const Math::Mat4 & modelview)
Sets current modelview matrix.Arguments
- const Math::Mat4 & modelview - Modelview matrix.
Math::Mat4 getModelview()
Return current modelview matrix.Return value
Returns current modelview matrix.int isNode()
Return a value indicates that the node rendering is in process.Return value
Returns 1 if the node rendering is in process.void setObjectSurface(int pass, const Ptr<Object> & object, int surface, const Ptr<Shader> & shader, const Ptr<Material> & material)
Set shader and material and initialize all their rendering parameters.Arguments
- int pass - Rendering pass.
- const Ptr<Object> & object - Object smart pointer.
- int surface - Surface number.
- const Ptr<Shader> & shader - Shader smart pointer.
- const Ptr<Material> & material - Material smart pointer.
void setObjectSurface(int pass, const Ptr<Object> & object, int surface)
Set shader and material and initialize all their rendering parameters.Arguments
- int pass - Rendering pass.
- const Ptr<Object> & object - Object smart pointer.
- int surface - Surface number.
void setProjection(const Math::mat4 & projection)
Sets current projection matrix.Arguments
- const Math::mat4 & projection - Projection matrix.
Math::mat4 getProjection()
Return current projection matrix.Return value
Returns current projection matrix.int isReflection()
Return a value indicates that the reflection rendering is in process.Return value
Returns 1 if the reflection rendering is in process.int getReflectionMask()
Return current reflection mask.Return value
Returns current reflection mask.void setShader(int pass, const Ptr<Shader> & shader, bool screen_space = false)
Set shader and initialize all shader parameters.Arguments
- int pass
- const Ptr<Shader> & shader
- bool screen_space
void setShaderMaterial(int pass, const Ptr<Shader> & shader, const Ptr<Material> & material)
Set shader and material and initialize all their rendering parameters.Arguments
- int pass - Rendering pass.
- const Ptr<Shader> & shader - Shader smart pointer.
- const Ptr<Material> & material - Material smart pointer.
int getViewportMask()
Return current viewport mask.Return value
Returns current viewport mask.float getZFar()
Return current far clipping plane.Return value
Returns current far clipping plane.float getZNear()
Return current near clipping plane.Return value
Returns current near clipping plane.void restoreState()
Restores current renderer matrices.void saveState()
Saves current renderer matrices.Last update: 2017-07-03
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