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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

Source code (C#)
/* ... */

// 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

Properties

Material Material#

The current material.
set
Sets the material.
set value - Material.

Shader Shader#

The shader.
set
Sets the shader.
set value - Shader.

int Anisotropy#

The current texture anisotropy level (degree of anisotropic filtering).
set
Sets the texture anisotropy level (degree of anisotropic filtering).
set value - 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 PolygonFill#

The polygon fill mode.
set
Sets the polygon fill mode.
set value - Polygon fill mode (one of the FILL_* variables).

int PolygonCull#

The polygon cull mode.
set
Sets the polygon cull mode.
set value - The polygon cull mode (one of the CULL_* variables).

int PolygonFront#

Value indicating if the polygon front mode is set.
set
Set the polygon mode to front.
set value - 1 - enable the front mode; 0 - disable it.

int DepthFunc#

The current depth function.
set
Sets the depth function.
set value - Depth function

int Height#

The viewport height.

int Width#

The viewport width.

Members


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.

float GetPolygonBias ( ) #

Returns the polygon bias offset.

Return value

Polygon bias offset.

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 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.

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.
    Source code
    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.

void Dispatch ( int group_threads_x, int group_threads_y, int group_threads_z ) #

Executes commands in a compute shader (similar to ID3D11DeviceContext::Dispatch() method). A compute shader can be run on many threads in parallel, within a thread group. Index a particular thread, within a thread group using a 3D vector given by (x,y,z).

Arguments

  • int group_threads_x - Local X work-group size of the compute shader.
  • int group_threads_y - Local Y work-group size of the compute shader.
  • int group_threads_z - Local Z work-group size of the compute shader.

void SetMaterial ( Render.PASS pass, Material material ) #

Arguments

  • Render.PASS pass
  • Material material
Last update: 2019-08-16
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