Unigine::RenderState Class
Header: | #include <UnigineRenderState.h> |
RenderState Class
Members
RenderState * get()
int getBlendDestFunc()
Returns the destination blending function.Return value
Destination blending function.void setBlendFunc(int src, int dest)
Sets blending function (use the BLEND_* variables).Arguments
- int src - Source blending function.
- int dest - Destination blending function.
int getBlendSrcFunc()
Returns the source blending function.Return value
Source blending function.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(const Ptr<Material> & material)
Sets the material.Arguments
- const Ptr<Material> & material - Material smart pointer..
Ptr<Material> getMaterial()
Returns the current material.Return value
Material smart pointer.float getPolygonBias()
Returns the 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)
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(const Math::ivec4 & rectangle)
Arguments
- const Math::ivec4 & rectangle
void setScissorTest(const Math::vec4 & rectangle)
Arguments
- const Math::vec4 & rectangle
int getScissorTest()
Returns the scissors test status.Return value
Scissors test status.getScreenColorTexture()
Ptr<Texture> getScreenDepthTexture()
Returns the screen depth texture.Return value
Texture smart pointer.void setShader(const Ptr<Shader> & shader)
Sets the shader.Arguments
- const Ptr<Shader> & shader - Shader smart pointer.
Ptr<Shader> getShader()
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 setTexture(int binding, int num, const Ptr<Texture> & texture)
Sets the texture.Arguments
- int binding - Binding.
- int num - Texture unit number.
- const Ptr<Texture> & texture - Texture smart pointer.
Ptr<Texture> getTexture(int num)
Returns the current texture.Arguments
- int num
Return value
Texture smart pointer.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, const Math::vec4 & color, float depth = 1.0f, int stencil = 0)
Clears the currently attached buffer.Arguments
- int buffer - Buffer mask.
- const Math::vec4 & color - Color value to clear.
- float depth - Depth value to clear.
- int stencil - Stencil value to clear.
void clearStates()
Clears all states.void clearTextures()
void flushRender()
Flushes the render.void flushStates()
Flushes all states.void restoreState()
void saveState()
int ALPHA_COVERAGE
int ALPHA_NONE
int BIND_ALL
int BIND_FRAGMENT
int BLEND_DEST_ALPHA
int BLEND_DEST_COLOR
int BLEND_NONE
int BLEND_ONE
int BLEND_ONE_MINUS_DEST_ALPHA
int BLEND_ONE_MINUS_DEST_COLOR
int BLEND_ONE_MINUS_SRC1_ALPHA
int BLEND_ONE_MINUS_SRC1_COLOR
int BLEND_ONE_MINUS_SRC_ALPHA
int BLEND_ONE_MINUS_SRC_COLOR
int BLEND_SRC1_ALPHA
int BLEND_SRC1_COLOR
int BLEND_SRC_ALPHA
int BLEND_SRC_COLOR
int BLEND_ZERO
int BUFFER_ALL
int BUFFER_ALPHA
int BUFFER_BLUE
int BUFFER_COLOR
int BUFFER_DEPTH
int BUFFER_DEPTH_STENCIL
int BUFFER_GREEN
int BUFFER_NONE
int BUFFER_RED
int BUFFER_STENCIL
int CULL_BACK
int CULL_FRONT
int CULL_NONE
int DEPTH_ALWAYS
int DEPTH_EQUAL
int DEPTH_GEQUAL
int DEPTH_LEQUAL
int DEPTH_NONE
int FILL_SOLID
int FILL_WIREFRAME
int FRONT_CCW
int FRONT_CW
int FRONT_INVERT
int STENCIL_ALWAYS
int STENCIL_EQUAL
int STENCIL_INCR
int STENCIL_KEEP
int STENCIL_NONE
int STENCIL_REPLACE
Last update: 03.07.2017
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