Unigine.RenderState Class
A low-level graphics state abstraction.
Usage Example
The following example illustrates the common usage of the saveState(), clearStates(), flushStates(), and restoreState() methods
/* ... */
// getting the current render state pointer
RenderState render_state = RenderState.get();
// saving the current render state
render_state.saveState();
// clearing the current render state to prevent our rendering code from being affected by the previous settings
render_state.clearStates();
/* ... */
// changing current render state
render_state.setBlendFunc(RenderState.BLEND_SRC_ALPHA, RenderState.BLEND_ONE_MINUS_SRC_ALPHA );
// flushing the current render state to GPU
render_state.flushStates();
/* rendering code begin
...
rendering code end */
// clearing the current render state (if necessary)
render_state.clearStates();
// changing current render state again
render_state.setPolygonFront(1);
// flushing the current render state to GPU
render_state.flushStates();
/* rendering code begin
...
rendering code end */
// restoring the previously saved render state
render_state.restoreState();
/* ... */
RenderState Class
Members
void setAnisotropy(int anisotropy)
Sets the texture anisotropy level (degree of anisotropic filtering).Arguments
- int anisotropy - Texture anisotropy level to be set:
- 0 - anisotropy level 1.
- 1 - anisotropy level 2.
- 2 - anisotropy level 4.
- 3 - anisotropy level 8.
- 4 - anisotropy level 16.
int getAnisotropy()
Returns the current texture anisotropy level (degree of anisotropic filtering).Return value
Current texture anisotropy level:- 0 - anisotropy level 1.
- 1 - anisotropy level 2.
- 2 - anisotropy level 4.
- 3 - anisotropy level 8.
- 4 - anisotropy level 16.
int getBlendDestFunc()
Returns the destination blending function.Return value
Destination blending function. One of the BLEND_* variables.int getBlendDestFuncBuffer(int num)
Returns the destination blending function for the specified buffer.Arguments
- int num - Buffer number.
Return value
Destination blending function. One of the BLEND_* variables.void setBlendFunc(int src, int dest, int blend_op = 0)
Sets blending function.Arguments
- int src - Source blending function. One of the BLEND_* variables.
- int dest - Destination blending function. One of the BLEND_* variables.
- int blend_op - Blending operation to be used. One of the BLEND_OP_* variables. BLEND_OP_ADD is used by default.
void setBlendFuncBuffer(int num, int src, int dest, int blend_op = 0)
Sets blending function for the specified buffer.Arguments
- int num - Buffer number.
- int src - Source blending function. One of the BLEND_* variables.
- int dest - Destination blending function. One of the BLEND_* variables.
- int blend_op - Blending operation to be used. One of the BLEND_OP_* variables. BLEND_OP_ADD is used by default.
int getBlendSrcFunc()
Returns the source blending function.Return value
Source blending function. One of the BLEND_* variables.int getBlendSrcFuncBuffer(int num)
Returns the source blending function for the specified buffer.Arguments
- int num - Buffer number.
Return value
Source blending function. One of the BLEND_* variables.int getBlendOperation()
Returns the current blending operation.Return value
Current blending operation. One of the BLEND_OP_* variables.int getBlendOperationBuffer(int num)
Returns the current blending operation for the given buffer.Arguments
- int num - Buffer number.
Return value
Current blending operation for the given buffer. One of the BLEND_OP_* variables.void setBufferMask(int num, int mask)
Sets the buffer mask.Arguments
- int num - Buffer number.
- int mask - Buffer mask.
int getBufferMask(int num)
Returns buffer mask.Arguments
- int num - Buffer number.
Return value
Buffer mask.void setDepthFunc(int func)
Sets the depth function.Arguments
- int func - Depth function
int getDepthFunc()
Returns the current depth function.Return value
The depth function (one of the DEPTH_* variables).int getHeight()
Returns the viewport height.Return value
Viewport height.void setMaterial(Material material)
Sets the material.Arguments
- Material material - Material.
Material getMaterial()
Returns the current material.Return value
Material.float getPolygonBias()
Returns the polygon bias offset.Return value
Polygon bias offset.void setPolygonCull(int cull)
Sets the polygon cull mode.Arguments
- int cull - The polygon cull mode (one of the CULL_* variables).
int getPolygonCull()
Returns the polygon cull mode.Return value
Polygon cull mode (one of the CULL_* variables).void setPolygonFill(int fill)
Sets the polygon fill mode.Arguments
- int fill - Polygon fill mode (one of the FILL_* variables).
int getPolygonFill()
Returns the polygon fill mode.Return value
Polygon fill mode.void setPolygonFront(int front)
Set the polygon mode to front.Arguments
- int front - 1 - enable the front mode; 0 - disable it.
int getPolygonFront()
Returns value indicating if the polygon front mode is set.Return value
1 if the polygon front mode is set; otherwise - 0.void setPolygonOffset(float bias, float offset)
Sets the polygon offset value.Arguments
- float bias - Polygon bias offset.
- float offset - Polygon slope offset.
float getPolygonSlope()
Returns the polygon slope offset.Return value
Polygon slope offset.void setScissorTest(float x, float y, float width, float height)
Sets scissor test.Arguments
- float x - The X coordinate.
- float y - The Y coordinate.
- float width - Viewport width.
- float height - Viewport height.
void setScissorTest(ivec4 rectangle)
Sets scissor test by using rectangle coordinates.Arguments
- ivec4 rectangle - Rectangle coordinates.
void setScissorTest(vec4 rectangle)
Sets scissor test by using rectangle coordinates.Arguments
- vec4 rectangle - Rectangle coordinates.
int getScissorTest()
Returns the scissors test status.Return value
Scissors test status.Texture getScreenColorTexture()
Returns the screen color texture.Return value
Texture.Texture getScreenDepthTexture()
Returns the screen depth texture.Return value
Texture.void setShader(Shader shader)
Sets the shader.Arguments
- Shader shader - Shader.
Shader getShader()
Returns the shader.Return value
Shader.Shader smart pointer.void setStencilFunc(int func, int pass, int ref)
Sets the stencil function.Arguments
- int func - Stencil function.
- int pass - Stencil operation.
- int ref - Stencil reference value.
int getStencilFunc()
Returns the stencil function.Return value
Stencil function.int getStencilPass()
Returns the stencil mode.Return value
The stencil mode (one of the STENCIL_* variables.)int getStencilRef()
Returns the stencil reference value.Return value
Stencil reference value.void setStructuredBuffer(int num, StructuredBuffer buffer)
Sets given StructuredBuffer to the render state.Arguments
- int num - StructuredBuffer unit number.
- StructuredBuffer buffer - A pointer to the StructuredBuffer.
void setTexture(int binding, int num, Texture texture)
Sets the texture.Arguments
- int binding - Binding.
- int num - Texture unit number.
- Texture texture - Texture.
Texture getTexture(int num)
Returns the current texture.Arguments
- int num - Texture unit number.
Return value
Texture.void setViewport(int x, int y, int width, int height)
Sets the viewport size and position.Arguments
- int x - The X coordinate.
- int y - The Y coordinate.
- int width - The width.
- int height - The height.
int getWidth()
Returns the viewport width.Return value
Viewport width.void clearBuffer(int buffer, vec4 color, float depth = 1.0f, int stencil = 0)
Clears the specified buffer.Arguments
- int buffer - Buffer mask determines which buffers are to be cleared. One or combination of BUFFER_* variables.
clearBuffer(BUFFER_COLOR); // clears color buffer clearBuffer(BUFFER_DEPTH); // clears depth buffer clearBuffer(BUFFER_STENCIL); // clears stencil buffer //masks can be combined: clearBuffer(BUFFER_COLOR | BUFFER_STENCIL); // clears color and stencil buffer //there is a separate BUFFER_DEPTH_STENCIL mask for convenience clearBuffer(BUFFER_DEPTH_STENCIL);
- vec4 color - Color value to be used.
- float depth - Depth value to be used.
- int stencil - Stencil value to be used.
void clearStates()
Clears all current render states. This method is used to prevent certain rendering code segment from being affected by other segments. See the usage example, that illustrates the typical use case.void clearTextures()
Clears all textures.void flushRender()
Flushes the render.void flushStates()
Flushes the current render state to GPU. See the usage example, that illustrates the typical use case.void restoreState()
Restores the current render state, that was saved by calling the saveState() method. These two methods are used together to enclose a segment of code, that changes the render state. See the usage example, that illustrates the typical use case.void saveState()
Saves the current render state. This method is to be used together with the restoreState() method to enclose a segment of code, that changes the render state. See the usage example, that illustrates the typical use case.int BIND_ALL
Description
A flag indicating that texture should be bound to all shaders.int BIND_FRAGMENT
Description
A flag indicating that texture should be bound to fragment shaders only.int BLEND_DEST_ALPHA
Description
Destination alpha blending factor. Each component of the color is multiplied by the alpha value of the destination.int BLEND_DEST_COLOR
Description
Destination color blending factor. Each component of the color is multiplied by the destination color.int BLEND_NONE
Description
None blending factor.int BLEND_ONE
Description
One blending factor. Each component of the color is multiplied by (1, 1, 1, 1).int BLEND_ONE_MINUS_DEST_ALPHA
Description
Inversed destination alpha blending factor. Each component of the color is multiplied by the inverse of the alpha value of the destination.int BLEND_ONE_MINUS_DEST_COLOR
Description
Inversed destination color blending factor. Each component of the color is multiplied by the inverse of the destination color.int BLEND_ONE_MINUS_SRC1_ALPHA
Description
Inversed source alpha blending factor (for dual source blending). Each component of the color is multiplied by the inverse of the alpha value of the source.int BLEND_ONE_MINUS_SRC1_COLOR
Description
Inversed source color blending factor (for dual source blending). Each component of the color is multiplied by the inverse of the source color.int BLEND_ONE_MINUS_SRC_ALPHA
Description
Inversed source alpha blending factor. Each component of the color is multiplied by the inverse of the alpha value of the source.int BLEND_ONE_MINUS_SRC_COLOR
Description
Inversed source color blending factor. Each component of the color is multiplied by the inverse of the source color.int BLEND_SRC1_ALPHA
Description
Source alpha blending factor. Each component of the color is multiplied by the alpha value of the source.int BLEND_SRC1_COLOR
Description
Source color blending factor (for dual source blending). Each component of the color is multiplied by the source color.int BLEND_SRC_ALPHA
Description
Source alpha blending factor. Each component of the color is multiplied by the alpha value of the source.int BLEND_SRC_COLOR
Description
Source color blending factor. Each component of the color is multiplied by the source color.int BLEND_ZERO
Description
Zero blending factor. Each component of the color is multiplied by (0, 0, 0, 0).int BUFFER_ALL
Description
Buffer mask indicating that all color channels, depth, and stencil buffers are available for rendering.int BUFFER_ALPHA
Description
Buffer mask indicating that A channel of the buffer is available for rendering.int BUFFER_BLUE
Description
Buffer mask indicating that B channel of the buffer is available for rendering.int BUFFER_COLOR
Description
Buffer mask indicating that all color channels of the buffer are available for rendering.int BUFFER_DEPTH
Description
Buffer mask indicating that depth buffer is available for rendering.int BUFFER_DEPTH_STENCIL
Description
Buffer mask indicating that depth and stencil buffers are available for rendering.int BUFFER_GREEN
Description
Buffer mask indicating that G channel of the buffer is available for rendering.int BUFFER_NONE
Description
Buffer mask indicating that all color channels, depth, and stencil buffers are not available for rendering.int BUFFER_RED
Description
Buffer mask indicating that R channel of the buffer is available for rendering.int BUFFER_STENCIL
Description
Buffer mask indicating that stencil buffer is available for rendering.int CULL_BACK
Description
A flag indicating that back-facing polygons should be culled.int CULL_FRONT
Description
A flag indicating that front-facing polygons should be culled.int CULL_NONE
Description
A flag tat disables the polygon culling.int DEPTH_ALWAYS
Description
A flag indicating depth function that performs the comparison which always succeeds (always passes).int DEPTH_EQUAL
Description
A flag indicating depth function that performs the comparison which is an equal-to operation (passes if the incoming depth value is equal to the stored depth value).int
Description
A flag indicating depth function that performs the comparison which is a not-equal-to operation (passes if the incoming depth value is not equal to the stored depth value).int DEPTH_GEQUAL
Description
A flag indicating depth function that performs the comparison which is a greater-than or equal-to operation (passes if the incoming depth value is greater than or equal to the stored depth value).int DEPTH_LEQUAL
Description
A flag indicating depth function that performs the comparison which is a less-than or equal-to operation (passes if the incoming depth value is less than or equal to the stored depth value).int DEPTH_NONE
Description
A flag that disables the depth comparison function.int FILL_SOLID
Description
A flag that specifies how polygons will be rasterized (the interior of the polygon is filled)int FILL_WIREFRAME
Description
A flag that specifies how polygons will be rasterized (boundary edges of the polygon are drawn as line segments.)int FRONT_CCW
Description
Counterclockwise orientation mode of the front-facing polygon.sint FRONT_CW
Description
Clockwise orientation mode of the front-facing polygons.int FRONT_INVERT
Description
Back-facing mode for polygons.int STENCIL_KEEP
Description
A flag indicating stencil buffer operation that does not update the entry in the stencil buffer (stencil value unchanged).int STENCIL_INCR
Description
A flag indicating stencil buffer operation that increments the stencil-buffer entry (stencil value incremented).int STENCIL_REPLACE
Description
A flag indicating stencil buffer operation that replaces the stencil-buffer entry with a reference value (stencil value replaced by stencil reference value).int STENCIL_NONE
Description
A flag that disables the stencil test.int
Description
A flag indicating stencil function that performs a comparison which is a less-than operation (passes if reference value is less than stencil buffer).int STENCIL_EQUAL
Description
A flag indicating stencil function that performs a comparison which is an equal-to operation (passes if reference value is equal to stencil buffer).int
Description
A flag indicating stencil function that performs a comparison which is a less-than-or-equal-to operation (passes if reference value is less than or equal to stencil buffer).int
Description
A flag indicating stencil function that performs a comparison which is a greater-than operation (passes if reference value is greater than stencil buffer).int
Description
A flag indicating stencil function that performs a comparison which is an not-equal-to operation (passes if reference value is not equal to stencil buffer).int
Description
A flag indicating stencil function that performs a comparison which is a greater-than-or-equal-to operation (passes if reference value is greater than or equal to stencil buffer).int STENCIL_ALWAYS
Description
A flag indicating stencil function that performs the comparison which always succeeds.int
int
int
Description
ADD blending operation: source and destination colors are added to each other. O = sS + dD. The source and dest are multiplied by blending parameters.int
Description
SUBTRACT blending operation: subtracts the destination from the source. O = sS - dD. The source and dest are multiplied by blending parameters.int
Description
REVERSE SUBTRACT blending operation: subtracts the source from the destination. O = dD - sS. The source and dest are multiplied by blending parameters.int
Description
MIN blending operation: output color is the component-wise minimum value of the source and dest colors. So for RGB it means that Or = min(Sr, Dr), Og = min(Sg, Dg), and so forth.int
Description
MAX blending operation: output color is the component-wise maximum value of the source and dest colors. So for RGB it means that Or = max(Sr, Dr), Og = max(Sg, Dg), and so forth.Last update: 2018-08-10
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