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Unigine::RenderTarget Class

Header: #include <UnigineTextures.h>

A container to which an image is rendered (a framebuffer abstraction).

RenderTarget Class

Members


Ptr<RenderTarget> create ( ) #

Creates a new render target.

Return value

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 ) #

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, int array_slice = -1, int texture_slice = -1, int mip_level = 0 ) #

Binds a render target texture to a device by the specified slot.

Arguments

  • int slot - Texture slot.
  • const Ptr<Texture> & texture - Color texture to be bound.
  • int array_slice - Array slice.
  • int texture_slice - Texture slice.
  • int mip_level - Texture mip level.

void unbindColorTexture ( int slot ) #

Unbinds a render target texture from a device by the specified slot.

Arguments

  • int slot - Texture slot.

void unbindColorTextures ( ) #

Unbinds all render target textures from a device.

Ptr<Texture> getDepthTexture ( ) #

Returns the depth texture.

Return value

Depth texture if it exists, otherwise nullptr.

void bindDepthTexture ( const Ptr<Texture> & texture, int array_slice = -1, int texture_slice = -1, int mip_level = 0 ) #

Binds a depth texture to a device by the specified slot.

Arguments

  • const Ptr<Texture> & texture - Depth texture to be bound.
  • int array_slice - Array slice.
  • int texture_slice - Texture slice.
  • int mip_level - Texture mip level.

void unbindDepthTexture ( ) #

Unbinds a depth texture from a device.

Ptr<Texture> getUnorderedAccessTexture ( int slot ) #

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, int writeonly = 0 ) #

Binds an unordered access texture to a device by the specified slot.

Arguments

  • int slot - Texture slot.
  • const Ptr<Texture> & texture - Unordered access texture to be bound.
  • int writeonly - Access flag. 1 to use the texture for writing only, otherwise 0.

void unbindUnorderedAccessTexture ( int slot ) #

Unbinds an unordered access texture from a device by the specified slot.

Arguments

  • int slot - Texture slot.

void unbindUnorderedAccessTextures ( ) #

Unbinds all unordered access textures from a device.

Ptr<StructuredBuffer> getStructuredBuffer ( int slot ) #

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

void unbindStructuredBuffer ( int slot ) #

Unbinds a structured buffer from a device by the specified slot.

Arguments

  • int slot - Texture slot.

void unbindStructuredBuffers ( ) #

Unbinds all structured buffers from a device.

int isEnabled ( ) #

Returns a value indicating if the render target is enabled.

Return value

1 if the render target is enabled, otherwise 0.

int isCompleted ( ) #

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 from a device.
Last update: 24.11.2020
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