Unigine::WidgetSpriteViewport Class
Header: | #include <UnigineWidgets.h> |
Inherits from: | WidgetSprite |
This class is used to create virtual monitors that display data from arbitrary cameras in the world. This widget is used to render the whole scene, with all engine post-processes like HDR, DOF, motion blur, glow, etc. Unlike WidgetSpriteNode, this widget does not support alpha channel masking.
By default, the sprite viewport is rendered at the same frame rate as the main Unigine viewport. For it to be rendered at different frame rate (for example, lower one in order to decrease the rendering load), use setIFps().
The following samples demonstrate the usage of the WidgetSpriteViewport class:
- gui_02
- Split-Screen View implementation in CPP Samples suite
WidgetSpriteViewport Class
Members
static WidgetSpriteViewportPtr create ( const Ptr<Gui> & gui, int width, int height ) #
Constructor. Creates a new viewport sprite with given properties and adds it to the specified GUI.Arguments
- const Ptr<Gui> & gui - GUI, to which the new sprite will belong.
- int width - Width of the sprite.
- int height - Height of the sprite.
static WidgetSpriteViewportPtr create ( int width, int height ) #
Constructor. Creates a new viewport sprite with given properties and adds it to the Engine GUI.Arguments
- int width - Width of the sprite.
- int height - Height of the sprite.
void setAspectCorrection ( bool correction ) #
Sets the aspect correction for the WidgetSpriteViewport. true enables correction, false disables.Arguments
- bool correction - true to enable aspect correction, false to disable.
bool isAspectCorrection ( ) const#
Returns the value indicating if the aspect correction enabled for WidgetSpriteViewport.Return value
true if the aspect correction enabled, otherwise false.void setCamera ( const Ptr<Camera> & camera ) #
Copies parameters of the given Camera instance.Arguments
Ptr<Camera> getCamera ( ) const#
Copies the instance of camera.Return value
Camera instance.void setIFps ( float ifps ) #
Sets a constant frame duration used to render sprite viewport. It can be used to decrease the frame rate to get higher performance. (For example, if the widget is used to create a TV set, lowered frame rate makes no visual difference, but allows for faster rendering of the scene.)Arguments
- float ifps - Frame duration in seconds (1/FPS). If a too small value is provided, 1E-6 will be used instead. 0 means that a widget is rendered at the same frame rate as the main application window.
float getIFps ( ) const#
Returns the current constant frame duration used to render WidgetSpriteViewport viewport.Return value
Frame duration in seconds (1 / FPS).void setModelview ( const Math::Mat4 & modelview ) #
Sets a model-view matrix for the associated camera.Arguments
- const Math::Mat4 & modelview - Model-view matrix.
Math::Mat4 getModelview ( ) const#
Returns the current model-view matrix of the associated camera.Return value
Model-view matrix.void setProjection ( const Math::mat4 & projection ) #
Sets a projection matrix for the associated camera.Arguments
- const Math::mat4 & projection - Projection matrix.
Math::mat4 getProjection ( ) const#
Returns the current projection matrix of the associated camera.Return value
Projection matrix.void setReflectionViewportMask ( int mask ) #
Sets a bit mask for rendering reflections into the viewport. Reflections are rendered in the sprite viewport if masks of reflective materials match this one (one bit at least).Arguments
- int mask - Integer, each bit of which is a mask.
int getReflectionViewportMask ( ) const#
Returns the current bit mask for rendering reflections into the viewport. Reflections are rendered in the sprite viewport if masks of reflective materials match this one (one bit at least).Return value
Integer, each bit of which is a mask.void setSkipFlags ( int flags ) #
Sets the skip flag for the WidgetSpriteViewport viewport.Arguments
- int flags - A skip flag. Available flags:
- SKIP_SHADOWS
- SKIP_VISUALIZER
- SKIP_POSTEFFECTS
- SKIP_DYNAMIC_REFLECTIONS
- SKIP_VELOCITY_BUFFER
- SKIP_SRGB
int getSkipFlags ( ) const#
Returns the skip flag set for the current viewport.Return value
A skip flag. Available flags:- SKIP_SHADOWS
- SKIP_VISUALIZER
- SKIP_POSTEFFECTS
- SKIP_DYNAMIC_REFLECTIONS
- SKIP_VELOCITY_BUFFER
- SKIP_SRGB
void setTextureHeight ( int height ) #
Sets the height of the texture buffer used for a widget. This affects the widget size accordingly.Arguments
- int height - Height of the texture buffer size.
int getTextureHeight ( ) const#
Returns the height of the texture buffer used for a widget that affects the widget size.Return value
Height of the texture buffer size.void setTextureWidth ( int width ) #
Sets the width of the texture buffer used for a widget. This affects the widget size accordingly.Arguments
- int width - Width of the texture buffer size.
int getTextureWidth ( ) const#
Returns the width of the texture buffer used for a widget that affects the widget size.Return value
Width of the texture buffer size.void setViewportMask ( int mask ) #
Sets a bit mask for rendering into the viewport. Nodes are rendered in this sprite viewport if their masks match this one.Arguments
- int mask - Integer, each bit of which is a mask.
int getViewportMask ( ) const#
Returns the current bit mask for rendering into the viewport. Nodes are rendered in the sprite viewport if their masks match this one.Return value
Integer, each bit of which is a mask.void appendSkipFlags ( int flags ) #
Appends a new skip flag without rewriting already set.Arguments
- int flags - A skip flag. Available flags:
- SKIP_SHADOWS
- SKIP_VISUALIZER
- SKIP_POSTEFFECTS
- SKIP_DYNAMIC_REFLECTIONS
- SKIP_VELOCITY_BUFFER
- SKIP_SRGB
int checkSkipFlags ( int flags ) #
Checks if given flags are already set.Arguments
- int flags - A skip flag. Available flags:
- SKIP_SHADOWS
- SKIP_VISUALIZER
- SKIP_POSTEFFECTS
- SKIP_DYNAMIC_REFLECTIONS
- SKIP_VELOCITY_BUFFER
- SKIP_SRGB
Return value
1 if flag/flags already set, otherwise 0.void removeSkipFlags ( int flags ) #
Removes the given skip flag without affecting other set flags.Arguments
- int flags - A skip flag to be removed. Available flags:
- SKIP_SHADOWS
- SKIP_VISUALIZER
- SKIP_POSTEFFECTS
- SKIP_DYNAMIC_REFLECTIONS
- SKIP_VELOCITY_BUFFER
- SKIP_SRGB
void renderTexture ( const Ptr<Texture> & texture ) #
Renders the sprite viewport into the specified target texture.Arguments
void setUseTAAOffset ( bool offset ) #
Sets a value indicating if skipping render mode check is enabled for using TAA. Can be used to ensure proper TAA calculation when rendering mode for the Viewport is set to RENDER_DEPTH.Arguments
- bool offset - true to enable skipping render mode check and use TAA; otherwise false.
bool isUseTAAOffset ( ) const#
Returns a value indicating if skipping render mode check is enabled for using TAA. Can be used to ensure proper TAA calculation when rendering mode for the Viewport is set to RENDER_DEPTH.Return value
true if skipping render mode check is enabled for using TAA; otherwise false.Last update:
13.12.2024
Помогите сделать статью лучше
Была ли эта статья полезной?
(или выберите слово/фразу и нажмите Ctrl+Enter