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Unigine::Render Class

Header: #include <UnigineRender.h>

Provides access to Unigine rendering functions. For example, it is used by Wall application to render onto multiple monitors.

See Also
See Also#

  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/rendering/ folder

Render Class

Перечисления (Enums)

PASS#

ИмяОписание
PASS_WIREFRAME = 0Wireframe pass.
PASS_VISUALIZER_SOLID = 1Visualizer pass.
PASS_DEFERRED = 2Deferred pass.
PASS_AUXILIARY = 3Auxiliary pass.
PASS_EMISSION = 4Emission pass.
PASS_REFRACTION = 5Refraction pass.
PASS_TRANSPARENT_BLUR = 6Transparent blur pass.
PASS_AMBIENT = 7Ambient pass.
PASS_LIGHT_VOXEL_PROBE = 8Light voxel probe pass.
PASS_LIGHT_ENVIRONMENT_PROBE = 9Light environment probe pass.
PASS_LIGHT_PLANAR_PROBE = 10Light planar probe pass.
PASS_LIGHT_OMNI = 11Omni light pass.
PASS_LIGHT_PROJ = 12Proj light pass.
PASS_LIGHT_WORLD = 13World light pass.
PASS_SHADOW = 14Shadow pass.
PASS_DEPTH_PRE_PASS = 15Depth pre-pass.
PASS_MS_DEPTH = 16MS depth pass.
PASS_POST = 17Post materials pass.
PASS_LIGHTMAP_DATA = 18Lightmap data rendering pass.
PASS_PROCEDURAL_DECALS = 19Pass for rendering of particles into procedural textures to be used by orthographic decals.
PASS_PROCEDURAL_FIELDS = 20Pass for rendering of particles into procedural textures to be used by height fields.
PASS_MIXED_REALITY_BLEND_MASK_COLOR = 21Pass for rendering the blend mask for mixed reality.
PASS_CUSTOM_0 = 22Custom pass (unassigned).
PASS_CUSTOM_1 = 23Custom pass (unassigned).
PASS_CUSTOM_2 = 24Custom pass (unassigned).
PASS_CUSTOM_3 = 25Custom pass (unassigned).
PASS_CUSTOM_4 = 26Custom pass (unassigned).
PASS_CUSTOM_5 = 27Custom pass (unassigned).
PASS_CUSTOM_6 = 28Custom pass (unassigned).
PASS_CUSTOM_7 = 29Custom pass (unassigned).
PASS_CUSTOM_8 = 30Custom pass (unassigned).
PASS_CUSTOM_9 = 31Custom pass (unassigned).
PASS_CUSTOM_10 = 32Custom pass (unassigned).
PASS_CUSTOM_11 = 33Custom pass (unassigned).
PASS_CUSTOM_12 = 34Custom pass (unassigned).
PASS_CUSTOM_13 = 35Custom pass (unassigned).
PASS_CUSTOM_14 = 36Custom pass (unassigned).
PASS_CUSTOM_15 = 37Custom pass (unassigned).
PASS_CUSTOM_16 = 38Custom pass (unassigned).
PASS_CUSTOM_17 = 39Custom pass (unassigned).
PASS_CUSTOM_18 = 40Custom pass (unassigned).
PASS_CUSTOM_19 = 41Custom pass (unassigned).
PASS_CUSTOM_20 = 42Custom pass (unassigned).
PASS_CUSTOM_21 = 43Custom pass (unassigned).
PASS_CUSTOM_22 = 44Custom pass (unassigned).
PASS_CUSTOM_23 = 45Custom pass (unassigned).
PASS_CUSTOM_24 = 46Custom pass (unassigned).
PASS_CUSTOM_25 = 47Custom pass (unassigned).
PASS_CUSTOM_26 = 48Custom pass (unassigned).
PASS_CUSTOM_27 = 49Custom pass (unassigned).
PASS_CUSTOM_28 = 50Custom pass (unassigned).
PASS_CUSTOM_29 = 51Custom pass (unassigned).
PASS_CUSTOM_30 = 52Custom pass (unassigned).
PASS_CUSTOM_31 = 53Custom pass (unassigned).
PASS_CUSTOM_32 = 54Custom pass (unassigned).
NUM_PASSES = 55Total number of rendering passes.

GGX_MIPMAPS_QUALITY#

Quality of GGX mipmaps for environment reflections on rough surfaces.
ИмяОписание
GGX_MIPMAPS_QUALITY_LOW = 0Low quality of GGX mipmaps.
GGX_MIPMAPS_QUALITY_MEDIUM = 1Medium quality of GGX mipmaps.
GGX_MIPMAPS_QUALITY_HIGH = 2High quality of GGX mipmaps.
GGX_MIPMAPS_QUALITY_ULTRA = 3Ultra quality of GGX mipmaps.

STREAMING_MESHES_PREFETCH#

ИмяОписание
STREAMING_MESHES_PREFETCH_DISABLE = 0Asynchronous pre-loading of meshes is disabled.
STREAMING_MESHES_PREFETCH_RADIUS = 1Asynchronous pre-loading of meshes is enabled within a certain radius.
STREAMING_MESHES_PREFETCH_FULL = 2Asynchronous pre-loading of all meshes is enabled.

STREAMING_MESHES#

ИмяОписание
STREAMING_MESHES_ASYNC = 0Asynchronous streaming of meshes.
STREAMING_MESHES_FORCE = 1Force-loading of meshes.
STREAMING_MESHES_ALL = 2Loading of all meshes.

STREAMING_TEXTURES#

ИмяОписание
STREAMING_TEXTURES_ASYNC = 0Asynchronous streaming of textures.
STREAMING_TEXTURES_FORCE = 1Force-loading of textures.

SHOW_TEXTURE_RESOLUTION_UV#

ИмяОписание
SHOW_TEXTURE_RESOLUTION_UV_MODE_0 = 0UV Channel 0 is used for visualization of the texture resolution.
SHOW_TEXTURE_RESOLUTION_UV_MODE_1 = 1UV Channel 1 is used for visualization of the texture resolution.

SHOW_TEXTURE_RESOLUTION#

ИмяОписание
SHOW_TEXTURE_RESOLUTION_DISABLED = 0Texture resolution rendering mode is disabled.
SHOW_TEXTURE_RESOLUTION_BY_MAX_PIXEL_COUNT = 1Surfaces are colored depending on maximum resolution of textures used in materials assigned to them in accordance with the scale.
SHOW_TEXTURE_RESOLUTION_BY_SCREEN_SIZE = 2Surfaces are colored to display the relationship between maximum texture resolution of the material to the size of triangles on the screen to which it is applied: blue indicates insufficient texture resolution, while yellow tells that it is excessive, if the color is green - everything is ok.

SHOW_IMMOVABLE#

ИмяОписание
SHOW_IMMOVABLE_DISABLED = 0Do not display geometry with or without the Immovable option.
SHOW_IMMOVABLE_OPTION_ENABLED = 1Display geometry with the Immovable option enabled.
SHOW_IMMOVABLE_OPTION_DISABLED = 2Display geometry with the Immovable option disabled.

SHOW_VERTEX_COLOR#

ИмяОписание
SHOW_VERTEX_COLOR_DISABLED = 0Displaying of vertex colors is disabled.
SHOW_VERTEX_COLOR_RED = 1Display geometry that uses the red vertex color channel.
SHOW_VERTEX_COLOR_GREEN = 2Display geometry that uses the green vertex color channel.
SHOW_VERTEX_COLOR_BLUE = 3Display geometry that uses the blue vertex color channel.
SHOW_VERTEX_COLOR_ALPHA = 4Display geometry that uses the alpha vertex color channel.
SHOW_VERTEX_COLOR_RGB = 5Display geometry that uses RGB vertex color channels.

TONEMAPPER#

Tone mapping mode.
ИмяОписание
TONEMAPPER_FILMIC = 0Filmic - basic customizable filmic tone mapping mode.
TONEMAPPER_ACES = 1ACES - tone mapping in accordance with the industry standard set by the Academy Color Encoding System (ACES) for television and film.
TONEMAPPER_MIX_ACES_WITH_REINHARD = 2Mix ACES With Reinhard - Combination of ACES and Reinhard tone mapping.
TONEMAPPER_REINHARD = 3Reinhard - Simple Reinhard. C/(1+C) formula applied to each of the channels. May cause slight desaturation.
TONEMAPPER_REINHARD_LUMA_BASED = 4Reinhard Luma-Based - Luma-based Reinhard tone mapping, applied to luminance only. More accurate representation of colors.

VIEWPORT_MODE#

ИмяОписание
VIEWPORT_MODE_DEFAULT = 0Enables the default stereo mode - no stereo and panoramic rendering in the current viewport is available. This mode is set by default for a new viewport.
VIEWPORT_MODE_PANORAMA_CURVED_180 = 1Enables rendering of the viewport as a panorama with curved edges with an angle of 180 degrees.
VIEWPORT_MODE_PANORAMA_CURVED_360 = 2Enables rendering of the viewport as a panorama with curved edges with an angle of 360 degrees.
VIEWPORT_MODE_PANORAMA_LINEAR_180 = 3Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 180 degrees.
VIEWPORT_MODE_PANORAMA_LINEAR_360 = 4Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 360 degrees.
VIEWPORT_MODE_PANORAMA_FISHEYE_ORTHOGRAPHIC = 5Enables rendering of the viewport as an orthographic spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_EQUDISTANT = 6Enables rendering of the viewport as an equidistant spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_STEREOGRAPHIC = 7Enables rendering of the viewport as an stereographic spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_EQUISOLID = 8Enables rendering of the viewport as an equisolid spherical panorama (fisheye).
VIEWPORT_MODE_STEREO_ANAGLYPH = 9Enables the anaglyph stereo mode that is viewed with red-cyan anaglyph glasses.
VIEWPORT_MODE_STEREO_INTERLACED = 10Enables the interlaced stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
VIEWPORT_MODE_STEREO_HORIZONTAL = 11Enables the horizontal stereo mode that is supported on mobile devices.
VIEWPORT_MODE_STEREO_VERTICAL = 12Enables the vertical stereo mode that is supported on mobile devices.
VIEWPORT_MODE_STEREO_SEPARATE = 13Enables the replicate images stereo mode.
VIEWPORT_MODE_STEREO_REPLICATE = 14Enables the separate images stereo mode. This mode serves to output two separate images for each of the eye. It can be used with any VR/AR output devices that support separate images output, e.g. for 3D video glasses or helmets (HMD).

SHOW_LIGHTING_MODE#

ИмяОписание
SHOW_LIGHTING_MODE_DISABLED = 0Displaying of lighting mode is disabled.
SHOW_LIGHTING_MODE_STATIC = 1Displaying of surfaces for which static lighting mode is enabled.
SHOW_LIGHTING_MODE_DYNAMIC = 2Displaying of surfaces for which dynamic lighting mode is enabled.
SHOW_LIGHTING_MODE_ADVANCED = 3Displaying of surfaces for which advanced lighting mode is enabled.

SHADERS_COMPILE_MODE#

ИмяОписание
SHADERS_COMPILE_MODE_ASYNC = 0Asynchronous shaders compilation mode.
SHADERS_COMPILE_MODE_FORCE = 1Forced shaders compilation mode.

EXPOSURE_MODE#

ИмяОписание
EXPOSURE_MODE_DISABLED = 0Static exposure mode. The amount of luminance is determined by the Exposure (см. setExposure()) depending on the Camera Mode (см. setCameraMode()) parameter.
EXPOSURE_MODE_LOGARITHMIC = 1Exposure mode based on the adaptive logarithmic mapping technique.
EXPOSURE_MODE_QUADRATIC = 2Exposure mode based on the adaptive quadratic mapping technique.
EXPOSURE_MODE_CURVE_BASED = 3Exposure mode based on the adaptive curve mapping technique.

CAMERA_MODE#

ИмяОписание
CAMERA_MODE_CLASSIC = 0Camera mode with the exposure set by the Exposure value (см. setExposure()).
CAMERA_MODE_PHYSICALLY_BASED = 1Camera mode with the real-world values used to set up lighting and camera exposure: ISO (см. setISO()), shutter speed (см. setShutterSpeed()), F-stop (см. setFStop()). With the default values of these parameters, the static exposure value is near 1. The exposure mode (см. setExposureMode()) should be set to Static to avoid exposure issues.

RENDER_API#

ИмяОписание
API_NULL = 0Null API name.
API_OPENGL = 1OpenGL API.
API_DIRECT3D11 = 2DIRECT3D 11 API.
API_DIRECT3D12 = 3DIRECT3D 12 API.
API_VULKAN = 4VULKAN API.

Члены класса

void setEnabled ( bool enabled ) #

Устанавливает a value indicating if the render is enabled.

Аргументы

  • bool enabled - Set true to enable the render is; false - to disable it.

bool isEnabled() const#

Возвращает a value indicating if the render is enabled.

Возвращаемое значение

true if the render is is enabled; otherwise false.

int getNumTriangles() const#

Возвращает number of rendered per frame triangles that can be seen in the viewport. See Rendering Profiler article for details.

Возвращаемое значение

number of triangles.

int getNumSurfaces() const#

Возвращает number of rendered per frame surfaces that can be seen in the viewport (in all rendering passes). See Rendering Profiler article for details.

Возвращаемое значение

number of surfaces.

int getNumShadows() const#

Возвращает number of shadow passes rendered per frame. See Rendering Profiler article for details.

Возвращаемое значение

number of shadow passes.

long long getNumShaders() const#

Возвращает number of shaders set per frame. See Rendering Profiler article for details.

Возвращаемое значение

number of shaders.

int getNumReflections() const#

Возвращает number of reflections drawn per frame that can be seen in the viewport. In case of cubemap reflections, if all six faces are updated, six reflections are rendered per each frame.

Возвращаемое значение

number of reflections.

int getNumPrimitives() const#

Возвращает number of geometric rendered per frame primitives that can be seen in the viewport. See Rendering Profiler article for details.

Возвращаемое значение

number of primitives.

int getNumMaterials() const#

Возвращает number of materials set per frame (during all of the rendering passes) in the current scene.

Возвращаемое значение

number of materials.

int getNumLights() const#

Возвращает number of light passes rendered per frame. It means that the value contains the number of all light sources that are currently seen illuminating something in the viewport and also includes additional passes for rendering lights in the reflecting surfaces (if dynamical reflections are used). See Rendering Profiler article for details.

Возвращаемое значение

number of light passes.

int getNumDips() const#

Возвращает number of draw calls used in the current scene. See Rendering Profiler article for details.

Возвращаемое значение

number of draw calls.

int getNumDecals() const#

Возвращает number of rendered per frame decals that can be seen in the viewport (during all of the rendering passes).

Возвращаемое значение

number of decals.

int getHDRTextureFormat() const#

Возвращает HDR texture format to be used.

Возвращаемое значение

void setShowFieldMask ( bool mask = 0 ) #

Console: render_show_field_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the field mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the field mask; false - to disable it. Значение по умолчанию false.

bool isShowFieldMask() const#

Console: render_show_field_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the field mask.

Возвращаемое значение

true if visualizer for the surfaces using the field mask is enabled; otherwise false. Значение по умолчанию false.

void setShowFieldMaskBits ( int bits ) #

Console: render_show_field_mask_bits
Устанавливает value indicating which bit or bits of the field mask are used for visualization. The surfaces that use the specified bits of the field mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowFieldMask()) should be enabled.

Аргументы

  • int bits - bits of the field mask to be visualized

int getShowFieldMaskBits() const#

Console: render_show_field_mask_bits
Возвращает value indicating which bit or bits of the field mask are used for visualization. The surfaces that use the specified bits of the field mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowFieldMask()) should be enabled.

Возвращаемое значение

bits of the field mask to be visualized

void setShowShadowMask ( bool mask = 0 ) #

Console: render_show_shadow_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the shadow mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the shadow mask; false - to disable it. Значение по умолчанию false.

bool isShowShadowMask() const#

Console: render_show_shadow_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the shadow mask.

Возвращаемое значение

true if visualizer for the surfaces using the shadow mask is enabled; otherwise false. Значение по умолчанию false.

void setShowShadowMaskBits ( int bits ) #

Console: render_show_shadow_mask_bits
Устанавливает value indicating which bit or bits of the shadow mask are used for visualization. The surfaces that use the specified bits of the shadow mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowShadowMask()) should be enabled.

Аргументы

  • int bits - bits of the shadow mask to be visualized

int getShowShadowMaskBits() const#

Console: render_show_shadow_mask_bits
Возвращает value indicating which bit or bits of the shadow mask are used for visualization. The surfaces that use the specified bits of the shadow mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowShadowMask()) should be enabled.

Возвращаемое значение

bits of the shadow mask to be visualized

void setShowObstacleMask ( bool mask = 0 ) #

Console: render_show_obstacle_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the obstacle mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the obstacle mask; false - to disable it. Значение по умолчанию false.

bool isShowObstacleMask() const#

Console: render_show_obstacle_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the obstacle mask.

Возвращаемое значение

true if visualizer for the surfaces using the obstacle mask is enabled; otherwise false. Значение по умолчанию false.

void setShowObstacleMaskBits ( int bits ) #

Console: render_show_obstacle_mask_bits
Устанавливает value indicating which bit or bits of the obstacle mask are used for visualization. The surfaces that use the specified bits of the obstacle mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowObstacleMask()) should be enabled.

Аргументы

  • int bits - bits of the obstacle mask to be visualized

int getShowObstacleMaskBits() const#

Console: render_show_obstacle_mask_bits
Возвращает value indicating which bit or bits of the obstacle mask are used for visualization. The surfaces that use the specified bits of the obstacle mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowObstacleMask()) should be enabled.

Возвращаемое значение

bits of the obstacle mask to be visualized

void setShowMaterialMask ( bool mask = 0 ) #

Console: render_show_material_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the material mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the material mask; false - to disable it. Значение по умолчанию false.

bool isShowMaterialMask() const#

Console: render_show_material_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the material mask.

Возвращаемое значение

true if visualizer for the surfaces using the material mask is enabled; otherwise false. Значение по умолчанию false.

void setShowMaterialMaskBits ( int bits ) #

Console: render_show_material_mask_bits
Устанавливает value indicating which bit or bits of the material mask are used for visualization. The surfaces that use the specified bits of the material mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowMaterialMask()) should be enabled.

Аргументы

  • int bits - bits of the material mask to be visualized

int getShowMaterialMaskBits() const#

Console: render_show_material_mask_bits
Возвращает value indicating which bit or bits of the material mask are used for visualization. The surfaces that use the specified bits of the material mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowMaterialMask()) should be enabled.

Возвращаемое значение

bits of the material mask to be visualized

void setShowViewportMask ( bool mask = 0 ) #

Console: render_show_viewport_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the viewport mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the viewport mask; false - to disable it. Значение по умолчанию false.

bool isShowViewportMask() const#

Console: render_show_viewport_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the viewport mask.

Возвращаемое значение

true if visualizer for the surfaces using the viewport mask is enabled; otherwise false. Значение по умолчанию false.

void setShowViewportMaskBits ( int bits ) #

Console: render_show_viewport_mask_bits
Устанавливает value indicating which bit or bits of the viewport mask are used for visualization. The surfaces that use the specified bits of the viewport mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowViewportMask()) should be enabled.

Аргументы

  • int bits - bits of the viewport mask to be visualized

int getShowViewportMaskBits() const#

Console: render_show_viewport_mask_bits
Возвращает value indicating which bit or bits of the viewport mask are used for visualization. The surfaces that use the specified bits of the viewport mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowViewportMask()) should be enabled.

Возвращаемое значение

bits of the viewport mask to be visualized

void setShowPhysicalMask ( bool mask = 0 ) #

Console: render_show_physical_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physical mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the physical mask; false - to disable it. Значение по умолчанию false.

bool isShowPhysicalMask() const#

Console: render_show_physical_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physical mask.

Возвращаемое значение

true if visualizer for the surfaces using the physical mask is enabled; otherwise false. Значение по умолчанию false.

void setShowPhysicalMaskBits ( int bits ) #

Console: render_show_physical_mask_bits
Устанавливает value indicating which bit or bits of the physical mask are used for visualization. The surfaces that use the specified bits of the physical mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowPhysicalMask()) should be enabled.

Аргументы

  • int bits - bits of the physical mask to be visualized

int getShowPhysicalMaskBits() const#

Console: render_show_physical_mask_bits
Возвращает value indicating which bit or bits of the physical mask are used for visualization. The surfaces that use the specified bits of the physical mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowPhysicalMask()) should be enabled.

Возвращаемое значение

bits of the physical mask to be visualized

void setShowCollisionMask ( bool mask = 0 ) #

Console: render_show_collision_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the collision mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the collision mask; false - to disable it. Значение по умолчанию false.

bool isShowCollisionMask() const#

Console: render_show_collision_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the collision mask.

Возвращаемое значение

true if visualizer for the surfaces using the collision mask is enabled; otherwise false. Значение по умолчанию false.

void setShowCollisionMaskBits ( int bits ) #

Console: render_show_collision_mask_bits
Устанавливает value indicating which bit or bits of the collision mask are used for visualization. The surfaces that use the specified bits of the collision mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowCollisionMask()) should be enabled.

Аргументы

  • int bits - bits of the collision mask to be visualized

int getShowCollisionMaskBits() const#

Console: render_show_collision_mask_bits
Возвращает value indicating which bit or bits of the collision mask are used for visualization. The surfaces that use the specified bits of the collision mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowCollisionMask()) should be enabled.

Возвращаемое значение

bits of the collision mask to be visualized

void setShowNavigationMask ( bool mask = 0 ) #

Console: render_show_navigation_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the navigation mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the navigation mask; false - to disable it. Значение по умолчанию false.

bool isShowNavigationMask() const#

Console: render_show_navigation_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the navigation mask.

Возвращаемое значение

true if visualizer for the surfaces using the navigation mask is enabled; otherwise false. Значение по умолчанию false.

void setShowNavigationMaskBits ( int bits ) #

Console: render_show_navigation_mask_bits
Устанавливает value indicating which bit or bits of the navigation mask are used for visualization. The surfaces that use the specified bits of the navigation mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowNavigationMask()) should be enabled.

Аргументы

  • int bits - bits of the navigation mask to be visualized

int getShowNavigationMaskBits() const#

Console: render_show_navigation_mask_bits
Возвращает value indicating which bit or bits of the navigation mask are used for visualization. The surfaces that use the specified bits of the navigation mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowNavigationMask()) should be enabled.

Возвращаемое значение

bits of the navigation mask to be visualized

void setShowIntersectionMask ( bool mask = 0 ) #

Console: render_show_intersection_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the intersection mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the intersection mask; false - to disable it. Значение по умолчанию false.

bool isShowIntersectionMask() const#

Console: render_show_intersection_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the intersection mask.

Возвращаемое значение

true if visualizer for the surfaces using the intersection mask is enabled; otherwise false. Значение по умолчанию false.

void setShowIntersectionMaskBits ( int bits ) #

Console: render_show_intersection_mask_bits
Устанавливает value indicating which bit or bits of the intersection mask are used for visualization. The surfaces that use the specified bits of the intersection mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowIntersectionMask()) should be enabled.

Аргументы

  • int bits - bits of the intersection mask to be visualized

int getShowIntersectionMaskBits() const#

Console: render_show_intersection_mask_bits
Возвращает value indicating which bit or bits of the intersection mask are used for visualization. The surfaces that use the specified bits of the intersection mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowIntersectionMask()) should be enabled.

Возвращаемое значение

bits of the intersection mask to be visualized

void setShowSoundSourceMask ( bool mask = 0 ) #

Console: render_show_sound_source_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the sound source mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the sound source mask; false - to disable it. Значение по умолчанию false.

bool isShowSoundSourceMask() const#

Console: render_show_sound_source_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the sound source mask.

Возвращаемое значение

true if visualizer for the surfaces using the sound source mask is enabled; otherwise false. Значение по умолчанию false.

void setShowSoundSourceMaskBits ( int bits ) #

Console: render_show_sound_source_mask_bits
Устанавливает value indicating which bit or bits of the sound source mask are used for visualization. The surfaces that use the specified bits of the sound source mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowSoundSourceMask()) should be enabled.

Аргументы

  • int bits - bits of the sound source mask to be visualized

int getShowSoundSourceMaskBits() const#

Console: render_show_sound_source_mask_bits
Возвращает value indicating which bit or bits of the sound source mask are used for visualization. The surfaces that use the specified bits of the sound source mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowSoundSourceMask()) should be enabled.

Возвращаемое значение

bits of the sound source mask to be visualized

void setShowSoundReverbMask ( bool mask = 0 ) #

Console: render_show_sound_reverb_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the reverberation mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the reverberation mask; false - to disable it. Значение по умолчанию false.

bool isShowSoundReverbMask() const#

Console: render_show_sound_reverb_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the reverberation mask.

Возвращаемое значение

true if visualizer for the surfaces using the reverberation mask is enabled; otherwise false. Значение по умолчанию false.

void setShowSoundReverbMaskBits ( int bits ) #

Console: render_show_sound_reverb_mask_bits
Устанавливает value indicating which bit or bits of the reverberation mask are used for visualization. The surfaces that use the specified bits of the reverberation mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowSoundReverbMask()) should be enabled.

Аргументы

  • int bits - bits of the reverberation mask to be visualized

int getShowSoundReverbMaskBits() const#

Console: render_show_sound_reverb_mask_bits
Возвращает value indicating which bit or bits of the reverberation mask are used for visualization. The surfaces that use the specified bits of the reverberation mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowSoundReverbMask()) should be enabled.

Возвращаемое значение

bits of the reverberation mask to be visualized

void setShowSoundOcclusionMask ( bool mask = 0 ) #

Console: render_show_sound_occlusion_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the sound occlusion mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the sound occlusion mask; false - to disable it. Значение по умолчанию false.

bool isShowSoundOcclusionMask() const#

Console: render_show_sound_occlusion_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the sound occlusion mask.

Возвращаемое значение

true if visualizer for the surfaces using the sound occlusion mask is enabled; otherwise false. Значение по умолчанию false.

void setShowSoundOcclusionMaskBits ( int bits ) #

Console: render_show_sound_occlusion_mask_bits
Устанавливает value indicating which bit or bits of the sound occlusion mask are used for visualization. The surfaces that use the specified bits of the sound occlusion mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowSoundOcclusionMask()) should be enabled.

Аргументы

  • int bits - bits of the sound occlusion mask to be visualized

int getShowSoundOcclusionMaskBits() const#

Console: render_show_sound_occlusion_mask_bits
Возвращает value indicating which bit or bits of the sound occlusion mask are used for visualization. The surfaces that use the specified bits of the sound occlusion mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowSoundOcclusionMask()) should be enabled.

Возвращаемое значение

bits of the sound occlusion mask to be visualized

void setShowPhysicalExclusionMask ( bool mask = 0 ) #

Console: render_show_physical_exclusion_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physical exclusion mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the physical exclusion mask; false - to disable it. Значение по умолчанию false.

bool isShowPhysicalExclusionMask() const#

Console: render_show_physical_exclusion_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physical exclusion mask.

Возвращаемое значение

true if visualizer for the surfaces using the physical exclusion mask is enabled; otherwise false. Значение по умолчанию false.

void setShowPhysicalExclusionMaskBits ( int bits ) #

Console: render_show_physical_exclusion_mask_bits
Устанавливает value indicating which bit or bits of the physical exclusion mask are used for visualization. The surfaces that use the specified bits of the physical exclusion mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowPhysicalExclusionMask()) should be enabled.

Аргументы

  • int bits - bits of the physical exclusion mask to be visualized

int getShowPhysicalExclusionMaskBits() const#

Console: render_show_physical_exclusion_mask_bits
Возвращает value indicating which bit or bits of the physical exclusion mask are used for visualization. The surfaces that use the specified bits of the physical exclusion mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowPhysicalExclusionMask()) should be enabled.

Возвращаемое значение

bits of the physical exclusion mask to be visualized

void setShowPhysicsIntersectionMask ( bool mask = 0 ) #

Console: render_show_physics_intersection_mask
Устанавливает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physics intersection mask.

Аргументы

  • bool mask - Set true to enable visualizer for the surfaces using the physics intersection mask; false - to disable it. Значение по умолчанию false.

bool isShowPhysicsIntersectionMask() const#

Console: render_show_physics_intersection_mask
Возвращает value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physics intersection mask.

Возвращаемое значение

true if visualizer for the surfaces using the physics intersection mask is enabled; otherwise false. Значение по умолчанию false.

void setShowPhysicsIntersectionMaskBits ( int bits ) #

Console: render_show_physics_intersection_mask_bits
Устанавливает value indicating which bit or bits of the physics intersection mask are used for visualization. The surfaces that use the specified bits of the physics intersection mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowPhysicsIntersectionMask()) should be enabled.

Аргументы

  • int bits - bits of the physics intersection mask to be visualized

int getShowPhysicsIntersectionMaskBits() const#

Console: render_show_physics_intersection_mask_bits
Возвращает value indicating which bit or bits of the physics intersection mask are used for visualization. The surfaces that use the specified bits of the physics intersection mask will be highlighted. To use this option, rendering of the relevant visualizer (см. setShowPhysicsIntersectionMask()) should be enabled.

Возвращаемое значение

bits of the physics intersection mask to be visualized

void setShowQueries ( bool queries ) #

Console: render_show_queries
Устанавливает value indicating whether occlusion query boxes are displayed in the viewport. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool queries - Set true to enable rendering of occlusion query boxes; false - to disable it. Значение по умолчанию false.

bool isShowQueries() const#

Console: render_show_queries
Возвращает value indicating whether occlusion query boxes are displayed in the viewport. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if rendering of occlusion query boxes is enabled; otherwise false. Значение по умолчанию false.

void setShowDecals ( bool decals ) #

Console: render_show_decals
Устанавливает value indicating whether the visualizer is displayed for decals. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool decals - Set true to enable visualizer for decals; false - to disable it. Значение по умолчанию false.

bool isShowDecals() const#

Console: render_show_decals
Возвращает value indicating whether the visualizer is displayed for decals. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualizer for decals is enabled; otherwise false. Значение по умолчанию false.

void setShowScissors ( bool scissors = 0 ) #

Console: render_show_scissors
Устанавливает value indicating if scissor rectangles are displayed. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool scissors - Set true to enable visualization of scissor rectangles; false - to disable it. Значение по умолчанию false.

bool isShowScissors() const#

Console: render_show_scissors
Возвращает value indicating if scissor rectangles are displayed. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualization of scissor rectangles is enabled; otherwise false. Значение по умолчанию false.

void setShowLightmapChecker ( bool checker ) #

Console: render_show_lightmap_checker
Устанавливает value indicating whether the Baked Lightmap Checker debug mode is enabled. This mode maps the checker texture onto the baked lightmap polygons, which can be used to facilitate the process of comparing UV map texels on neighboring planes.

Аргументы

  • bool checker - Set true to enable Baked Lightmap Checker debug mode; false - to disable it. Значение по умолчанию false.

bool isShowLightmapChecker() const#

Console: render_show_lightmap_checker
Возвращает value indicating whether the Baked Lightmap Checker debug mode is enabled. This mode maps the checker texture onto the baked lightmap polygons, which can be used to facilitate the process of comparing UV map texels on neighboring planes.

Возвращаемое значение

true if Baked Lightmap Checker debug mode is enabled; otherwise false. Значение по умолчанию false.

void setShowOccluder ( bool occluder ) #

Console: render_show_occluder
Устанавливает value indicating whether the buffer used for occluders is displayed in the viewport. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool occluder - Set true to enable visualization of the buffer used for occluders; false - to disable it. Значение по умолчанию false.

bool isShowOccluder() const#

Console: render_show_occluder
Возвращает value indicating whether the buffer used for occluders is displayed in the viewport. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualization of the buffer used for occluders is enabled; otherwise false. Значение по умолчанию false.

void setShowCascades ( bool cascades ) #

Console: render_show_cascades
Устанавливает value indicating whether Parallel Split Shadow Map - world shadow cascades are displayed. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool cascades - Set true to enable visualization of world shadow cascades; false - to disable it. Значение по умолчанию false.

bool isShowCascades() const#

Console: render_show_cascades
Возвращает value indicating whether Parallel Split Shadow Map - world shadow cascades are displayed. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualization of world shadow cascades is enabled; otherwise false. Значение по умолчанию false.

void setShowVisualizerDistance ( float distance = 500 ) #

Console: render_show_visualizer_distance
Устанавливает distance from the camera within which the helpers are visualized. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • float distance - visualization distance.
    Диапазон значений: [0, 100000]. Значение по умолчанию : 500.

float getShowVisualizerDistance() const#

Console: render_show_visualizer_distance
Возвращает distance from the camera within which the helpers are visualized. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

visualization distance.
Диапазон значений: [0, 100000]. Значение по умолчанию : 500.

void setShowWorldShadowCasters ( bool casters = 0 ) #

Console: render_show_world_shadow_casters
Устанавливает value indicating whether the visualizer is displayed for surfaces that are configured to cast shadows from the current World Light.

Аргументы

  • bool casters - Set true to enable visualizer for surfaces casting shadows from World Light; false - to disable it. Значение по умолчанию false.

bool isShowWorldShadowCasters() const#

Console: render_show_world_shadow_casters
Возвращает value indicating whether the visualizer is displayed for surfaces that are configured to cast shadows from the current World Light.

Возвращаемое значение

true if visualizer for surfaces casting shadows from World Light is enabled; otherwise false. Значение по умолчанию false.

void setShowAlphaTest ( bool test = 0 ) #

Console: render_show_alpha_test
Устанавливает value indicating whether the visualizer is displayed for transparent objects using alpha test. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool test - Set true to enable visualizer for transparent objects using alpha test; false - to disable it. Значение по умолчанию false.

bool isShowAlphaTest() const#

Console: render_show_alpha_test
Возвращает value indicating whether the visualizer is displayed for transparent objects using alpha test. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualizer for transparent objects using alpha test is enabled; otherwise false. Значение по умолчанию false.

void setShowEmission ( bool emission = 0 ) #

Console: render_show_emission
Устанавливает value indicating whether the visualizer is displayed for materials with the Emission state enabled or connecting any data to the Emission input in the material graph.

Аргументы

  • bool emission - Set true to enable visualizer for emissive materials.; false - to disable it. Значение по умолчанию false.

bool isShowEmission() const#

Console: render_show_emission
Возвращает value indicating whether the visualizer is displayed for materials with the Emission state enabled or connecting any data to the Emission input in the material graph.

Возвращаемое значение

true if visualizer for emissive materials. is enabled; otherwise false. Значение по умолчанию false.

void setShowMeshStatics ( bool statics = 0 ) #

Console: render_show_mesh_statics
Устанавливает value indicating whether the visualizer is displayed for static meshes.

Аргументы

  • bool statics - Set true to enable visualizer for static meshes; false - to disable it. Значение по умолчанию false.

bool isShowMeshStatics() const#

Console: render_show_mesh_statics
Возвращает value indicating whether the visualizer is displayed for static meshes.

Возвращаемое значение

true if visualizer for static meshes is enabled; otherwise false. Значение по умолчанию false.

void setShowMeshDynamics ( bool dynamics = 0 ) #

Console: render_show_mesh_dynamics
Устанавливает value indicating whether the visualizer is displayed for dynamic meshes.

Аргументы

  • bool dynamics - Set true to enable visualizer for dynamic meshes; false - to disable it. Значение по умолчанию false.

bool isShowMeshDynamics() const#

Console: render_show_mesh_dynamics
Возвращает value indicating whether the visualizer is displayed for dynamic meshes.

Возвращаемое значение

true if visualizer for dynamic meshes is enabled; otherwise false. Значение по умолчанию false.

void setShowComplexShadowShader ( bool shader = 0 ) #

Console: render_show_complex_shadow_shader
Устанавливает value indicating whether the visualizer is displayed for objects that cast shadows in the following way: the pixels are cut out during the shadow pass, as it's done in Alpha Test or Alpha Blend materials, materials assigned to animated Mesh Skinned, opaque materials with the enabled Depth Offset or any other effects that affect shadows.

Аргументы

  • bool shader - Set true to enable visualizer for objects that cast complex shadows with the pixels are cut out during the shadow pass; false - to disable it. Значение по умолчанию false.

bool isShowComplexShadowShader() const#

Console: render_show_complex_shadow_shader
Возвращает value indicating whether the visualizer is displayed for objects that cast shadows in the following way: the pixels are cut out during the shadow pass, as it's done in Alpha Test or Alpha Blend materials, materials assigned to animated Mesh Skinned, opaque materials with the enabled Depth Offset or any other effects that affect shadows.

Возвращаемое значение

true if visualizer for objects that cast complex shadows with the pixels are cut out during the shadow pass is enabled; otherwise false. Значение по умолчанию false.

void setShowSurfaceCustomTextureNotAvailable ( bool available = 0 ) #

Console: render_show_surface_custom_texture_not_available
Устанавливает value indicating whether the visualizer is displayed for surfaces the materials of which use the surface custom texture in the material graph, however the option is not enabled for the surface.

Аргументы

  • bool available - Set true to enable visualizer for surfaces the materials of which use the surface custom texture in the material graph, however the option is not enabled for the surface; false - to disable it. Значение по умолчанию false.

bool isShowSurfaceCustomTextureNotAvailable() const#

Console: render_show_surface_custom_texture_not_available
Возвращает value indicating whether the visualizer is displayed for surfaces the materials of which use the surface custom texture in the material graph, however the option is not enabled for the surface.

Возвращаемое значение

true if visualizer for surfaces the materials of which use the surface custom texture in the material graph, however the option is not enabled for the surface is enabled; otherwise false. Значение по умолчанию false.

void setShowSurfaceCustomTextureNotUsed ( bool used = 0 ) #

Console: render_show_surface_custom_texture_not_used
Устанавливает value indicating whether the visualizer is displayed for surfaces with the surface custom texture enabled and/or set, but not used in the material graph.

Аргументы

  • bool used - Set true to enable visualizer for surfaces with the surface custom texture enabled and/or set, but not used in the material graph; false - to disable it. Значение по умолчанию false.

bool isShowSurfaceCustomTextureNotUsed() const#

Console: render_show_surface_custom_texture_not_used
Возвращает value indicating whether the visualizer is displayed for surfaces with the surface custom texture enabled and/or set, but not used in the material graph.

Возвращаемое значение

true if visualizer for surfaces with the surface custom texture enabled and/or set, but not used in the material graph is enabled; otherwise false. Значение по умолчанию false.

void setShowSurfaceCustomTexture ( bool texture = 0 ) #

Console: render_show_surface_custom_texture
Устанавливает value indicating whether the visualizer is displayed for surfaces with the surface custom texture enabled.

Аргументы

  • bool texture - Set true to enable visualizer for surfaces with the surface custom texture enabled; false - to disable it. Значение по умолчанию false.

bool isShowSurfaceCustomTexture() const#

Console: render_show_surface_custom_texture
Возвращает value indicating whether the visualizer is displayed for surfaces with the surface custom texture enabled.

Возвращаемое значение

true if visualizer for surfaces with the surface custom texture enabled is enabled; otherwise false. Значение по умолчанию false.

void setShowPhysicsIntersection ( bool intersection = 0 ) #

Console: render_show_physics_intersection
Устанавливает value indicating whether the visualizer is displayed for surfaces with the physics intersection enabled.

Аргументы

  • bool intersection - Set true to enable visualizer for surfaces with the physics intersection enabled; false - to disable it. Значение по умолчанию false.

bool isShowPhysicsIntersection() const#

Console: render_show_physics_intersection
Возвращает value indicating whether the visualizer is displayed for surfaces with the physics intersection enabled.

Возвращаемое значение

true if visualizer for surfaces with the physics intersection enabled is enabled; otherwise false. Значение по умолчанию false.

void setShowIntersection ( bool intersection = 0 ) #

Console: render_show_intersection
Устанавливает value indicating whether the visualizer is displayed for surfaces with the Intersection enabled.

Аргументы

  • bool intersection - Set true to enable visualizer for surfaces with the intersection enabled; false - to disable it. Значение по умолчанию false.

bool isShowIntersection() const#

Console: render_show_intersection
Возвращает value indicating whether the visualizer is displayed for surfaces with the Intersection enabled.

Возвращаемое значение

true if visualizer for surfaces with the intersection enabled is enabled; otherwise false. Значение по умолчанию false.

void setShowManualMaterials ( bool materials = 0 ) #

Console: render_show_manual_materials
Устанавливает value indicating whether the visualizer is displayed for objects with manual materials.

Аргументы

  • bool materials - Set true to enable visualizer for objects with manual materials; false - to disable it. Значение по умолчанию false.

bool isShowManualMaterials() const#

Console: render_show_manual_materials
Возвращает value indicating whether the visualizer is displayed for objects with manual materials.

Возвращаемое значение

true if visualizer for objects with manual materials is enabled; otherwise false. Значение по умолчанию false.

void setShowNonManualMaterials ( bool materials = 0 ) #

Console: render_show_non_manual_materials
Устанавливает value indicating whether the visualizer is displayed for objects with non-manual materials.

Аргументы

  • bool materials - Set true to enable visualizer for objects with non-manual materials; false - to disable it. Значение по умолчанию false.

bool isShowNonManualMaterials() const#

Console: render_show_non_manual_materials
Возвращает value indicating whether the visualizer is displayed for objects with non-manual materials.

Возвращаемое значение

true if visualizer for objects with non-manual materials is enabled; otherwise false. Значение по умолчанию false.

void setShowClusters ( bool clusters = 0 ) #

Console: render_show_clusters
Устанавливает value indicating whether the visualizer is displayed for Mesh Cluster objects.

Аргументы

  • bool clusters - Set true to enable visualizer for Mesh Cluster objects; false - to disable it. Значение по умолчанию false.

bool isShowClusters() const#

Console: render_show_clusters
Возвращает value indicating whether the visualizer is displayed for Mesh Cluster objects.

Возвращаемое значение

true if visualizer for Mesh Cluster objects is enabled; otherwise false. Значение по умолчанию false.

void setShowImmovable ( int immovable = 0 ) #

Console: render_show_immovable
Устанавливает value visualizing the state of the Immovable option for objects. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • int immovable - Одно из следующих значений:
    • 0 - disabled (по умолчанию)
    • 1 - show objects with Immovable option enabled
    • 2 - show objects with Immovable option disabled

int getShowImmovable() const#

Console: render_show_immovable
Возвращает value visualizing the state of the Immovable option for objects. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

Одно из следующих значений:
  • 0 - disabled (по умолчанию)
  • 1 - show objects with Immovable option enabled
  • 2 - show objects with Immovable option disabled

void setShowDynamic ( bool dynamic = 0 ) #

Console: render_show_dynamic
Устанавливает value indicating whether the visualizer is displayed for dynamic objects. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool dynamic - Set true to enable visualizer for dynamic objects; false - to disable it. Значение по умолчанию false.

bool isShowDynamic() const#

Console: render_show_dynamic
Возвращает value indicating whether the visualizer is displayed for dynamic objects. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualizer for dynamic objects is enabled; otherwise false. Значение по умолчанию false.

void setShowTransparent ( bool transparent = 0 ) #

Console: render_show_transparent
Устанавливает value indicating whether the visualizer is displayed for transparent objects. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool transparent - Set true to enable visualizer for transparent objects; false - to disable it. Значение по умолчанию false.

bool isShowTransparent() const#

Console: render_show_transparent
Возвращает value indicating whether the visualizer is displayed for transparent objects. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualizer for transparent objects is enabled; otherwise false. Значение по умолчанию false.

void setShowAmbient ( bool ambient = 0 ) #

Console: render_show_ambient
Устанавливает value indicating whether the ambient pass buffer is displayed. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool ambient - Set true to enable displaying of the ambient pass buffer; false - to disable it. Значение по умолчанию false.

bool isShowAmbient() const#

Console: render_show_ambient
Возвращает value indicating whether the ambient pass buffer is displayed. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if displaying of the ambient pass buffer is enabled; otherwise false. Значение по умолчанию false.

void setShowGeodeticPivot ( bool pivot = 0 ) #

Console: render_show_geodetic_pivot
Устанавливает value indicating whether geodetic pivots are displayed. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool pivot - Set true to enable displaying of geodetic pivots; false - to disable it. Значение по умолчанию false.

bool isShowGeodeticPivot() const#

Console: render_show_geodetic_pivot
Возвращает value indicating whether geodetic pivots are displayed. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if displaying of geodetic pivots is enabled; otherwise false. Значение по умолчанию false.

void setShowLandscapeMask ( int mask ) #

Console: render_show_landscape_mask
Устанавливает number of the Landscape Terrain detail mask to be visualized. This method can be used for visual debugging to display the selected detail mask of the Landscape Terrain. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • int mask - Landscape Terrain detail mask number. Одно из следующих значений:
    • 0 - mask vizualization is disabled (по умолчанию)
    • 1 - DetailMask 0
    • 2 - DetailMask 1
    • 3 - ...
    • 4 - DetailMask 19

int getShowLandscapeMask() const#

Console: render_show_landscape_mask
Возвращает number of the Landscape Terrain detail mask to be visualized. This method can be used for visual debugging to display the selected detail mask of the Landscape Terrain. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

Landscape Terrain detail mask number. Одно из следующих значений:
  • 0 - mask vizualization is disabled (по умолчанию)
  • 1 - DetailMask 0
  • 2 - DetailMask 1
  • 3 - ...
  • 4 - DetailMask 19

void setShowLandscapeAlbedo ( bool albedo ) #

Console: render_show_landscape_albedo
Устанавливает value indicating if visualization of albedo data of the Landscape Terrain is enabled. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool albedo - Set true to enable visualization of albedo data of the Landscape Terrain; false - to disable it. Значение по умолчанию false.

bool isShowLandscapeAlbedo() const#

Console: render_show_landscape_albedo
Возвращает value indicating if visualization of albedo data of the Landscape Terrain is enabled. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualization of albedo data of the Landscape Terrain is enabled; otherwise false. Значение по умолчанию false.

void setShowLandscapeTerrainVTStreaming ( bool vtstreaming ) #

Console: render_show_landscape_terrain_vt_streaming
Устанавливает value indicating if visualization is enabled for streaming of tiles of the Landscape Terrain megatexture. In this mode colored areas show the tiles that are currently being rendered in a lower resolution until the highest MIP-level is loaded. This method can be used for visual adjustment of the streaming process.

Аргументы

  • bool vtstreaming - Set true to enable visualization of Landscape Terrain tiles being streamed; false - to disable it. Значение по умолчанию false.

bool isShowLandscapeTerrainVTStreaming() const#

Console: render_show_landscape_terrain_vt_streaming
Возвращает value indicating if visualization is enabled for streaming of tiles of the Landscape Terrain megatexture. In this mode colored areas show the tiles that are currently being rendered in a lower resolution until the highest MIP-level is loaded. This method can be used for visual adjustment of the streaming process.

Возвращаемое значение

true if visualization of Landscape Terrain tiles being streamed is enabled; otherwise false. Значение по умолчанию false.

void setShowVoxelProbeVisualizer ( bool visualizer ) #

Console: render_show_voxel_probe_visualizer
Устанавливает value indicating if the Voxel Probe visualizer is enabled. The visualizer shows only the selected probe with the grid size (см. setShowVoxelProbeVisualizerGridSize()) from 7 to 40.

Аргументы

  • bool visualizer - Set true to enable Voxel Probe visualizer; false - to disable it. Значение по умолчанию false.

bool isShowVoxelProbeVisualizer() const#

Console: render_show_voxel_probe_visualizer
Возвращает value indicating if the Voxel Probe visualizer is enabled. The visualizer shows only the selected probe with the grid size (см. setShowVoxelProbeVisualizerGridSize()) from 7 to 40.

Возвращаемое значение

true if Voxel Probe visualizer is enabled; otherwise false. Значение по умолчанию false.

void setShowVoxelProbeVisualizerGridSize ( int size ) #

Console: render_show_voxel_probe_visualizer_grid_size
Устанавливает size of the grid that is used to visualize Voxel Probes.
Примечание
For the probe to be visualized properly, the grid size should be from 7 to 40.

Аргументы

  • int size - number of spheres along the axis.
    Диапазон значений: [7, 40]. Значение по умолчанию : 15.

int getShowVoxelProbeVisualizerGridSize() const#

Console: render_show_voxel_probe_visualizer_grid_size
Возвращает size of the grid that is used to visualize Voxel Probes.
Примечание
For the probe to be visualized properly, the grid size should be from 7 to 40.

Возвращаемое значение

number of spheres along the axis.
Диапазон значений: [7, 40]. Значение по умолчанию : 15.

void setShowVoxelProbeVisualizerSphereScale ( float scale ) #

Console: render_show_voxel_probe_visualizer_sphere_scale
Устанавливает scale factor of the sphere that is used to visualize Voxel Probes. The sphere size depends on the scale factor and the voxel size.

Аргументы

  • float scale - scale factor of the visualization sphere.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.25f.

float getShowVoxelProbeVisualizerSphereScale() const#

Console: render_show_voxel_probe_visualizer_sphere_scale
Возвращает scale factor of the sphere that is used to visualize Voxel Probes. The sphere size depends on the scale factor and the voxel size.

Возвращаемое значение

scale factor of the visualization sphere.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.25f.

void setShowTextures ( int textures = 0 ) #

Console: render_show_textures
Устанавливает display mode for texture buffers used by the renderer. The number of displayed buffers depends on the number of buffers in a row specified by the corresponding command (см. setShowTexturesNumber()). Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • int textures - display mode. Одно из следующих значений:
    • 0 - all buffers are hidden (по умолчанию)
    • 1 - show render textures (compact)
    • 2 - show render textures (full)

int getShowTextures() const#

Console: render_show_textures
Возвращает display mode for texture buffers used by the renderer. The number of displayed buffers depends on the number of buffers in a row specified by the corresponding command (см. setShowTexturesNumber()). Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

display mode. Одно из следующих значений:
  • 0 - all buffers are hidden (по умолчанию)
  • 1 - show render textures (compact)
  • 2 - show render textures (full)

void setShowTexturesOffset ( int offset = 0 ) #

Console: render_show_textures_offset
Устанавливает number of the buffer to start displaying from in the full view mode (см. setShowTextures()). Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • int offset - number of the buffer to start displaying from.
    Диапазон значений: [0, 256]. Значение по умолчанию : 0.

int getShowTexturesOffset() const#

Console: render_show_textures_offset
Возвращает number of the buffer to start displaying from in the full view mode (см. setShowTextures()). Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

number of the buffer to start displaying from.
Диапазон значений: [0, 256]. Значение по умолчанию : 0.

void setShowTexturesNumber ( int number = 7 ) #

Console: render_show_textures_number
Устанавливает number of buffers in a row and column displayed in the full view mode (см. setShowTextures()). Textures are displayed in the following manner, depending on the set value:
  • 1 — a single texture per screen
  • 2 — 2x2 textures per screen
  • 3 — 3x3 textures per screen
  • ... etc.
Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • int number - number of buffers in a row and column.
    Диапазон значений: [0, 16]. Значение по умолчанию : 7.

int getShowTexturesNumber() const#

Console: render_show_textures_number
Возвращает number of buffers in a row and column displayed in the full view mode (см. setShowTextures()). Textures are displayed in the following manner, depending on the set value:
  • 1 — a single texture per screen
  • 2 — 2x2 textures per screen
  • 3 — 3x3 textures per screen
  • ... etc.
Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

number of buffers in a row and column.
Диапазон значений: [0, 16]. Значение по умолчанию : 7.

void setShowTextureResolutionBlend ( float blend = 0.5 ) #

Console: render_show_texture_resolution_blend
Устанавливает value used for blending the rendered image with the color displaying the texture resolution.

Аргументы

  • float blend -
    Диапазон значений: [0, 1]. Значение по умолчанию : 0.5.

float getShowTextureResolutionBlend() const#

Console: render_show_texture_resolution_blend
Возвращает value used for blending the rendered image with the color displaying the texture resolution.

Возвращаемое значение


Диапазон значений: [0, 1]. Значение по умолчанию : 0.5.

void setShowTextureResolutionUVMode ( Render::SHOW_TEXTURE_RESOLUTION_UV uvmode = 0 ) #

Console: render_show_texture_resolution_uv_mode
Устанавливает Sets the UV channel to be used for visualization of the texture resolution.

Аргументы


Render::SHOW_TEXTURE_RESOLUTION_UV getShowTextureResolutionUVMode() const#

Console: render_show_texture_resolution_uv_mode
Возвращает Sets the UV channel to be used for visualization of the texture resolution.

Возвращаемое значение

Одно из следующих значений:
  • 0 - UV0 (по умолчанию)
  • 1 - UV1

void setShowTextureResolution ( Render::SHOW_TEXTURE_RESOLUTION resolution = 0 ) #

Console: render_show_texture_resolution
Устанавливает display mode for texture resolution used by the renderer.

Аргументы

  • Render::SHOW_TEXTURE_RESOLUTION resolution - Одно из следующих значений:
    • 0 - disabled (по умолчанию)
    • 1 - show surfaces depending on maximum resolution of textures used in materials assigned to them applying colors in accordance with the scale
    • 2 - show the relationship between maximum texture resolution of the material to the size of triangles on the screen to which it is applied: blue indicates insufficient texture resolution, while yellow tells that it is excessive, if the color is green - everything is ok.

Render::SHOW_TEXTURE_RESOLUTION getShowTextureResolution() const#

Console: render_show_texture_resolution
Возвращает display mode for texture resolution used by the renderer.

Возвращаемое значение

Одно из следующих значений:
  • 0 - disabled (по умолчанию)
  • 1 - show surfaces depending on maximum resolution of textures used in materials assigned to them applying colors in accordance with the scale
  • 2 - show the relationship between maximum texture resolution of the material to the size of triangles on the screen to which it is applied: blue indicates insufficient texture resolution, while yellow tells that it is excessive, if the color is green - everything is ok.

void setShowTriangles ( int triangles = 0 ) #

Console: render_show_triangles
Устанавливает wireframe mode for scene triangles. One of the TRIANGLES_* values. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • int triangles - Значение по умолчанию false.

int getShowTriangles() const#

Console: render_show_triangles
Возвращает wireframe mode for scene triangles. One of the TRIANGLES_* values. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

Значение по умолчанию false.

void setShowVertexColor ( Render::SHOW_VERTEX_COLOR color = 0 ) #

Console: render_show_vertex_color
Устанавливает value indicating whether displaying of geometry that uses the selected vertex color is enabled. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • Render::SHOW_VERTEX_COLOR color - Одно из следующих значений:
    • 0 - disabled. (по умолчанию)
    • 1 - Red color.
    • 2 - Green color.
    • 3 - Blue color.
    • 4 - Alpha color.
    • 5 - RGB color.

Render::SHOW_VERTEX_COLOR getShowVertexColor() const#

Console: render_show_vertex_color
Возвращает value indicating whether displaying of geometry that uses the selected vertex color is enabled. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

Одно из следующих значений:
  • 0 - disabled. (по умолчанию)
  • 1 - Red color.
  • 2 - Green color.
  • 3 - Blue color.
  • 4 - Alpha color.
  • 5 - RGB color.

void setShowNodesInteractionGrass ( bool grass = 0 ) #

Console: render_show_nodes_interaction_grass
Устанавливает value indicating whether the visualizer is enabled for nodes with the Grass Interaction flag enabled. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool grass - Set true to enable visualizer for for nodes with the Grass Interaction flag enabled; false - to disable it. Значение по умолчанию false.

bool isShowNodesInteractionGrass() const#

Console: render_show_nodes_interaction_grass
Возвращает value indicating whether the visualizer is enabled for nodes with the Grass Interaction flag enabled. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualizer for for nodes with the Grass Interaction flag enabled is enabled; otherwise false. Значение по умолчанию false.

void setShowNodesInteractionClutter ( bool clutter = 0 ) #

Console: render_show_nodes_interaction_clutter
Устанавливает value indicating whether the visualizer is enabled for nodes with the Clutter Interaction flag enabled. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool clutter - Set true to enable visualizer for for nodes with the Clutter Interaction flag enabled; false - to disable it. Значение по умолчанию false.

bool isShowNodesInteractionClutter() const#

Console: render_show_nodes_interaction_clutter
Возвращает value indicating whether the visualizer is enabled for nodes with the Clutter Interaction flag enabled. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualizer for for nodes with the Clutter Interaction flag enabled is enabled; otherwise false. Значение по умолчанию false.

void setShowNodesInteractionTrigger ( bool trigger = 0 ) #

Console: render_show_nodes_interaction_trigger
Устанавливает value indicating whether the visualizer is enabled for nodes with the Trigger Interaction flag enabled. Этот параметр находится в следующем файле конфигурации: *.user.

Аргументы

  • bool trigger - Set true to enable visualizer for for nodes with the Trigger Interaction flag enabled; false - to disable it. Значение по умолчанию false.

bool isShowNodesInteractionTrigger() const#

Console: render_show_nodes_interaction_trigger
Возвращает value indicating whether the visualizer is enabled for nodes with the Trigger Interaction flag enabled. Этот параметр находится в следующем файле конфигурации: *.user.

Возвращаемое значение

true if visualizer for for nodes with the Trigger Interaction flag enabled is enabled; otherwise false. Значение по умолчанию false.

void setTransparentMultipleEnvProbes ( bool probes = 1 ) #

Console: render_transparent_multiple_env_probes
Устанавливает value indicating if the transparent multiple environment probes pass is rendered.
Примечание
This method takes effect only when the forward rendering pass is used for transparent objects rendering.

Аргументы

  • bool probes - Set true to enable rendering of the transparent multiple environment probes pass; false - to disable it. Значение по умолчанию true.

bool isTransparentMultipleEnvProbes() const#

Console: render_transparent_multiple_env_probes
Возвращает value indicating if the transparent multiple environment probes pass is rendered.
Примечание
This method takes effect only when the forward rendering pass is used for transparent objects rendering.

Возвращаемое значение

true if rendering of the transparent multiple environment probes pass is enabled; otherwise false. Значение по умолчанию true.

void setTransparentDeferred ( bool deferred = 1 ) #

Console: render_transparent_deferred
Устанавливает value indicating if the deferred pass for transparent objects is enabled.
Примечание
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Аргументы

  • bool deferred - Set true to enable rendering of the deferred pass for transparent objects; false - to disable it. Значение по умолчанию true.

bool isTransparentDeferred() const#

Console: render_transparent_deferred
Возвращает value indicating if the deferred pass for transparent objects is enabled.
Примечание
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Возвращаемое значение

true if rendering of the deferred pass for transparent objects is enabled; otherwise false. Значение по умолчанию true.

void setTransparentLight ( bool light = 1 ) #

Console: render_transparent_light
Устанавливает value indicating if the transparent light pass is rendered.
Примечание
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Аргументы

  • bool light - Set true to enable rendering of the transparent light pass; false - to disable it. Значение по умолчанию true.

bool isTransparentLight() const#

Console: render_transparent_light
Возвращает value indicating if the transparent light pass is rendered.
Примечание
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Возвращаемое значение

true if rendering of the transparent light pass is enabled; otherwise false. Значение по умолчанию true.

void setTransparentAmbient ( bool ambient = 1 ) #

Console: render_transparent_ambient
Устанавливает value indicating if the transparent ambient pass is rendered.
Примечание
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Аргументы

  • bool ambient - Set true to enable rendering of the transparent ambient pass; false - to disable it. Значение по умолчанию true.

bool isTransparentAmbient() const#

Console: render_transparent_ambient
Возвращает value indicating if the transparent ambient pass is rendered.
Примечание
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Возвращаемое значение

true if rendering of the transparent ambient pass is enabled; otherwise false. Значение по умолчанию true.

void setTransparentEnabled ( bool enabled = 1 ) #

Console: render_transparent_enabled
Устанавливает value indicating if the transparent pass is rendered.
Примечание
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Аргументы

  • bool enabled - Set true to enable rendering of the transparent pass; false - to disable it. Значение по умолчанию true.

bool isTransparentEnabled() const#

Console: render_transparent_enabled
Возвращает value indicating if the transparent pass is rendered.
Примечание
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Возвращаемое значение

true if rendering of the transparent pass is enabled; otherwise false. Значение по умолчанию true.

void setScreenSpaceEffects ( bool effects = 1 ) #

Console: render_screen_space_effects
Устанавливает value indicating if rendering of screen-space effects is enabled.

Аргументы

  • bool effects - Set true to enable rendering of screen-space effects; false - to disable it. Значение по умолчанию true.

bool isScreenSpaceEffects() const#

Console: render_screen_space_effects
Возвращает value indicating if rendering of screen-space effects is enabled.

Возвращаемое значение

true if rendering of screen-space effects is enabled; otherwise false. Значение по умолчанию true.

void setFieldShorelineResolution ( int resolution = 0 ) #

Console: render_field_shoreline_resolution
Устанавливает resolution of the texture into which all textures set for all FieldShoreline objects are rendered.
Примечание
Increased resolution significantly affects performance.

Аргументы

  • int resolution - resolution in pixels. Одно из следующих значений:
    • 0 - 128x128 (по умолчанию)
    • 1 - 256x256
    • 2 - 512x512
    • 3 - 1024x1024
    • 4 - 2048x2048
    • 5 - 4096x4096
    • 6 - 8192x8192

int getFieldShorelineResolution() const#

Console: render_field_shoreline_resolution
Возвращает resolution of the texture into which all textures set for all FieldShoreline objects are rendered.
Примечание
Increased resolution significantly affects performance.

Возвращаемое значение

resolution in pixels. Одно из следующих значений:
  • 0 - 128x128 (по умолчанию)
  • 1 - 256x256
  • 2 - 512x512
  • 3 - 1024x1024
  • 4 - 2048x2048
  • 5 - 4096x4096
  • 6 - 8192x8192

void setFieldPrecision ( bool precision = 0 ) #

Console: render_field_precision
Устанавливает value indicating the precision of textures used for field objects. Either of the following:
  • 16-bit precision R16 texture
  • 32-bit precision R32F texture

Аргументы

  • bool precision - Set true to enable high (32-bit) precision for textures; false - to disable it. Одно из следующих значений:
    • 0 - 16 bit (по умолчанию)
    • 1 - 32 bit

bool isFieldPrecision() const#

Console: render_field_precision
Возвращает value indicating the precision of textures used for field objects. Either of the following:
  • 16-bit precision R16 texture
  • 32-bit precision R32F texture

Возвращаемое значение

true if high (32-bit) precision for textures is enabled; otherwise false. Одно из следующих значений:
  • 0 - 16 bit (по умолчанию)
  • 1 - 32 bit

void setFieldHeightResolution ( int resolution = 2 ) #

Console: render_field_height_resolution
Устанавливает resolution of the texture into which all textures set for all FieldHeight objects are rendered.
Примечание
Increased resolution significantly affects performance.

Аргументы

  • int resolution - resolution in pixels. Одно из следующих значений:
    • 0 - 128 x 128
    • 1 - 256 x 256
    • 2 - 512 x 512 (по умолчанию)
    • 3 - 1024 x 1024
    • 4 - 2048 x 2048
    • 5 - 4096 x 4096
    • 6 - 8192 x 8192

int getFieldHeightResolution() const#

Console: render_field_height_resolution
Возвращает resolution of the texture into which all textures set for all FieldHeight objects are rendered.
Примечание
Increased resolution significantly affects performance.

Возвращаемое значение

resolution in pixels. Одно из следующих значений:
  • 0 - 128 x 128
  • 1 - 256 x 256
  • 2 - 512 x 512 (по умолчанию)
  • 3 - 1024 x 1024
  • 4 - 2048 x 2048
  • 5 - 4096 x 4096
  • 6 - 8192 x 8192

void setCloudsNoiseStepSkip ( float skip = 0.3f ) #

Console: render_clouds_noise_step_skip
Устанавливает value of the noise step skip parameter for clouds. This parameter determines the amount of jitter in the areas between clouds, that is used to reduce banding effect due to insufficient number of steps.

Аргументы

  • float skip - value of the noise step skip parameter for clouds.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getCloudsNoiseStepSkip() const#

Console: render_clouds_noise_step_skip
Возвращает value of the noise step skip parameter for clouds. This parameter determines the amount of jitter in the areas between clouds, that is used to reduce banding effect due to insufficient number of steps.

Возвращаемое значение

value of the noise step skip parameter for clouds.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsNoiseLighting ( float lighting = 0.3f ) #

Console: render_clouds_noise_lighting
Устанавливает value of the noise lighting parameter for the clouds. This parameter determines the amount of jitter for tracing steps of lighting calculation, that is used to reduce banding effect due to insufficient number of steps.

Аргументы

  • float lighting - value of the noise lighting parameter for clouds.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getCloudsNoiseLighting() const#

Console: render_clouds_noise_lighting
Возвращает value of the noise lighting parameter for the clouds. This parameter determines the amount of jitter for tracing steps of lighting calculation, that is used to reduce banding effect due to insufficient number of steps.

Возвращаемое значение

value of the noise lighting parameter for clouds.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsNoiseIterations ( float iterations = 0.1f ) #

Console: render_clouds_noise_iterations
Устанавливает value of the noise iterations parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.

Аргументы

  • float iterations - value of the noise iterations parameter for clouds.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getCloudsNoiseIterations() const#

Console: render_clouds_noise_iterations
Возвращает value of the noise iterations parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.

Возвращаемое значение

value of the noise iterations parameter for clouds.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsNoiseStep ( float step = 0.3f ) #

Console: render_clouds_noise_step
Устанавливает value of the noise step parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.

Аргументы

  • float step - value of the noise step parameter for clouds.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getCloudsNoiseStep() const#

Console: render_clouds_noise_step
Возвращает value of the noise step parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.

Возвращаемое значение

value of the noise step parameter for clouds.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsSoftIntersection ( float intersection = 100.0f ) #

Console: render_clouds_soft_intersection
Устанавливает soft intersection distance for clouds, in meters.

Аргументы

  • float intersection - soft intersection distance (in meters).
    Диапазон значений: [0.0f, 100000.0f]. Значение по умолчанию : 100.0f.

float getCloudsSoftIntersection() const#

Console: render_clouds_soft_intersection
Возвращает soft intersection distance for clouds, in meters.

Возвращаемое значение

soft intersection distance (in meters).
Диапазон значений: [0.0f, 100000.0f]. Значение по умолчанию : 100.0f.

void setCloudsSamplesCount ( int count = 2 ) #

Console: render_clouds_samples_count
Устанавливает number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality

Аргументы

  • int count - number of samples. Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)
    • Ultra - ultra quality
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getCloudsSamplesCount() const#

Console: render_clouds_samples_count
Возвращает number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality

Возвращаемое значение

number of samples. Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)
  • Ultra - ultra quality
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsDownsamplingRendering ( int rendering = 1 ) #

Console: render_clouds_downsampling_rendering
Устанавливает downsampling rendering mode for clouds. This parameter determines clouds resolution based on current screen resolution.
Примечание
This parameter has a significant impact on performance.

Аргументы

  • int rendering - downsampling rendering for clouds. Одно из следующих значений:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getCloudsDownsamplingRendering() const#

Console: render_clouds_downsampling_rendering
Возвращает downsampling rendering mode for clouds. This parameter determines clouds resolution based on current screen resolution.
Примечание
This parameter has a significant impact on performance.

Возвращаемое значение

downsampling rendering for clouds. Одно из следующих значений:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsInterleavedRendering ( int rendering = 0 ) #

Console: render_clouds_interleaved_rendering
Устанавливает interleaved rendering mode for clouds. In cases when clouds are viewed from the ground, or from above (at significant distance) and viewer's velocities are less than 200 units per second, this parameter can be used to provide a significant gain in performance.

Аргументы

  • int rendering - interleaved rendering mode for clouds. Одно из следующих значений:
    • 0 - Disabled (по умолчанию)
    • 1 - 2×2
    • 2 - 4×4
    • 3 - 8×8
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getCloudsInterleavedRendering() const#

Console: render_clouds_interleaved_rendering
Возвращает interleaved rendering mode for clouds. In cases when clouds are viewed from the ground, or from above (at significant distance) and viewer's velocities are less than 200 units per second, this parameter can be used to provide a significant gain in performance.

Возвращаемое значение

interleaved rendering mode for clouds. Одно из следующих значений:
  • 0 - Disabled (по умолчанию)
  • 1 - 2×2
  • 2 - 4×4
  • 3 - 8×8
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsDynamicCoverageResolution ( int resolution = 256 ) #

Console: render_clouds_dynamic_coverage_resolution
Устанавливает the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels. This parameter determines the quality of dynamic coverage texture for FieldWeather objects. Higher values make it possible to preserve texture details at high distances.
Примечание
Increased resolution significantly affects performance.

Аргументы

  • int resolution - the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels.
    Диапазон значений: [16, 8192]. Значение по умолчанию : 256.

int getCloudsDynamicCoverageResolution() const#

Console: render_clouds_dynamic_coverage_resolution
Возвращает the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels. This parameter determines the quality of dynamic coverage texture for FieldWeather objects. Higher values make it possible to preserve texture details at high distances.
Примечание
Increased resolution significantly affects performance.

Возвращаемое значение

the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels.
Диапазон значений: [16, 8192]. Значение по умолчанию : 256.

void setCloudsDynamicCoverageArea ( float area = 10000.0f ) #

Console: render_clouds_dynamic_coverage_area
Устанавливает dynamic coverage area for clouds, in units. This parameter determines visibility distance for coverage of FieldWeather objects.
Примечание
Increasing dynamic coverage area leads to reduction of quality of FieldWeather coverage texture and loss of details. This effect can be mitigated by increasing dynamic coverage resolution using the corresponding command (см. setCloudsDynamicCoverageResolution()).

Аргументы

  • float area - dynamic coverage area, in units.
    Диапазон значений: [10.0f, 400000.0f]. Значение по умолчанию : 10000.0f.

float getCloudsDynamicCoverageArea() const#

Console: render_clouds_dynamic_coverage_area
Возвращает dynamic coverage area for clouds, in units. This parameter determines visibility distance for coverage of FieldWeather objects.
Примечание
Increasing dynamic coverage area leads to reduction of quality of FieldWeather coverage texture and loss of details. This effect can be mitigated by increasing dynamic coverage resolution using the corresponding command (см. setCloudsDynamicCoverageResolution()).

Возвращаемое значение

dynamic coverage area, in units.
Диапазон значений: [10.0f, 400000.0f]. Значение по умолчанию : 10000.0f.

void setCloudsLightingConeRadius ( float radius = 0.3f ) #

Console: render_clouds_lighting_cone_radius
Устанавливает lighting cone sampling radius for clouds lighting.
Примечание
Low values may result in unnatural behavior as the position of the sun changes.

Аргументы

  • float radius - lighting cone radius.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

float getCloudsLightingConeRadius() const#

Console: render_clouds_lighting_cone_radius
Возвращает lighting cone sampling radius for clouds lighting.
Примечание
Low values may result in unnatural behavior as the position of the sun changes.

Возвращаемое значение

lighting cone radius.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

void setCloudsLightingTraceLength ( float length = 230.0f ) #

Console: render_clouds_lighting_tracelength
Устанавливает lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.

Аргументы

  • float length - lighting trace length, in units.
    Диапазон значений: [1.0f, 2048.0f]. Значение по умолчанию : 230.0f.

float getCloudsLightingTraceLength() const#

Console: render_clouds_lighting_tracelength
Возвращает lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.

Возвращаемое значение

lighting trace length, in units.
Диапазон значений: [1.0f, 2048.0f]. Значение по умолчанию : 230.0f.

void setCloudsSamplingQuality ( int quality = 1 ) #

Console: render_clouds_sampling_quality
Устанавливает sampling quality for clouds. This parameter sets the number of noise samples that affects the cloud shape processing quality. The higher the value, the less are visual artifacts. The following modes are available:
  • Low — 1 sample, low quality (higher cloud density)
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality (lower density, the clouds are softer)
Примечание
Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.

Аргументы

  • int quality - sampling quality. Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getCloudsSamplingQuality() const#

Console: render_clouds_sampling_quality
Возвращает sampling quality for clouds. This parameter sets the number of noise samples that affects the cloud shape processing quality. The higher the value, the less are visual artifacts. The following modes are available:
  • Low — 1 sample, low quality (higher cloud density)
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality (lower density, the clouds are softer)
Примечание
Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.

Возвращаемое значение

sampling quality. Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsLightingQuality ( int quality = 1 ) #

Console: render_clouds_lighting_quality
Устанавливает lighting quality for clouds. This parameter determines the number of samples used to calculate lighting for clouds. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality
Примечание
This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.

Аргументы

  • int quality - lighting quality. Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getCloudsLightingQuality() const#

Console: render_clouds_lighting_quality
Возвращает lighting quality for clouds. This parameter determines the number of samples used to calculate lighting for clouds. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality
Примечание
This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.

Возвращаемое значение

lighting quality. Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsGroundShadows ( bool shadows = 1 ) #

Console: render_clouds_ground_shadows
Устанавливает value indicating if rendering of shadows from the clouds on the ground is enabled.

Аргументы

  • bool shadows - Set true to enable rendering of shadows from the clouds on the ground; false - to disable it. Значение по умолчанию true.

bool isCloudsGroundShadows() const#

Console: render_clouds_ground_shadows
Возвращает value indicating if rendering of shadows from the clouds on the ground is enabled.

Возвращаемое значение

true if rendering of shadows from the clouds on the ground is enabled; otherwise false. Значение по умолчанию true.

void setCloudsEnabled ( bool enabled = 1 ) #

Console: render_clouds_enabled
Устанавливает value indicating if rendering of clouds is enabled.

Аргументы

  • bool enabled - Set true to enable rendering of clouds; false - to disable it. Значение по умолчанию true.

bool isCloudsEnabled() const#

Console: render_clouds_enabled
Возвращает value indicating if rendering of clouds is enabled.

Возвращаемое значение

true if rendering of clouds is enabled; otherwise false. Значение по умолчанию true.

void setCloudsStepAccuracy ( float accuracy = 0.5f ) #

Console: render_clouds_step_accuracy
Устанавливает accuracy of ray marching steps. This parameter enables you to improve the visual look of clouds when viewed from inside a cloud layer. It reduces the noise of lighting and clouds shape for long ray marching distances, adds some noise-based blur to a sharp border at the bottom sphere of the cloud layer (rounded) and removes popping effect when leaving a rounded cloud layer. Higher values provide more accurate form and less noise, while lower ones gain more performance.

Аргументы

  • float accuracy - accuracy of ray marching (lower numbers gain more performance).
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getCloudsStepAccuracy() const#

Console: render_clouds_step_accuracy
Возвращает accuracy of ray marching steps. This parameter enables you to improve the visual look of clouds when viewed from inside a cloud layer. It reduces the noise of lighting and clouds shape for long ray marching distances, adds some noise-based blur to a sharp border at the bottom sphere of the cloud layer (rounded) and removes popping effect when leaving a rounded cloud layer. Higher values provide more accurate form and less noise, while lower ones gain more performance.

Возвращаемое значение

accuracy of ray marching (lower numbers gain more performance).
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsAccurateLayersSorting ( bool sorting = 0 ) #

Console: render_clouds_accurate_layers_sorting
Устанавливает value indicating if correct sorting of intersecting cloud layers is enabled.
Примечание
Enabling this feature may reduce raymarching quality as samples shall be distributed among all layers.

Аргументы

  • bool sorting - Set true to enable correct sorting of intersecting cloud layers; false - to disable it. Значение по умолчанию false.

bool isCloudsAccurateLayersSorting() const#

Console: render_clouds_accurate_layers_sorting
Возвращает value indicating if correct sorting of intersecting cloud layers is enabled.
Примечание
Enabling this feature may reduce raymarching quality as samples shall be distributed among all layers.

Возвращаемое значение

true if correct sorting of intersecting cloud layers is enabled; otherwise false. Значение по умолчанию false.

void setCloudDistortionTexture ( int texture = 0 ) #

Console: render_clouds_distortion_texture
Устанавливает value indicating which texture type is used for clouds distortion at the moment. This parameter has a significant impact on performance:
  • 2D Texture — more performance-friendly, but may cause an excessive vertical extrusion of clouds.
  • 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.

Аргументы

  • int texture - texture type to be used. Одно из следующих значений:
    • 0 - 2D texture (по умолчанию)
    • 1 - 3D texture

int getCloudDistortionTexture() const#

Console: render_clouds_distortion_texture
Возвращает value indicating which texture type is used for clouds distortion at the moment. This parameter has a significant impact on performance:
  • 2D Texture — more performance-friendly, but may cause an excessive vertical extrusion of clouds.
  • 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.

Возвращаемое значение

texture type to be used. Одно из следующих значений:
  • 0 - 2D texture (по умолчанию)
  • 1 - 3D texture

void setCloudsInterleavedRenderingTemporal ( bool temporal = 1 ) #

Console: render_clouds_interleaved_rendering_temporal
Устанавливает value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.
Примечание
Works only when the clouds interleaved rendering mode (см. setCloudsInterleavedRendering()) is set to 2x2.

Аргументы

  • bool temporal - Set true to enable temporal accumulation of noises for interleaved sampling for clouds; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isCloudsInterleavedRenderingTemporal() const#

Console: render_clouds_interleaved_rendering_temporal
Возвращает value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.
Примечание
Works only when the clouds interleaved rendering mode (см. setCloudsInterleavedRendering()) is set to 2x2.

Возвращаемое значение

true if temporal accumulation of noises for interleaved sampling for clouds is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsDepthBasedReconstructionThreshold ( float threshold = 100.0f ) #

Console: render_clouds_depth_based_reconstruction_threshold
Устанавливает depth threshold value for clouds depth-based reconstruction mode (см. setCloudsDepthBasedReconstruction()). This value defines the depth difference starting from which pixels are considered to be related to different surfaces.

Аргументы

  • float threshold - depth threshold value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 100.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getCloudsDepthBasedReconstructionThreshold() const#

Console: render_clouds_depth_based_reconstruction_threshold
Возвращает depth threshold value for clouds depth-based reconstruction mode (см. setCloudsDepthBasedReconstruction()). This value defines the depth difference starting from which pixels are considered to be related to different surfaces.

Возвращаемое значение

depth threshold value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 100.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsDepthBasedReconstruction ( bool reconstruction = 0 ) #

Console: render_clouds_depth_based_reconstruction
Устанавливает value indicating if clouds ray-marched depth is used for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth. Recommended for flying through clouds.
Примечание
Works only with the clouds downsampling rendering mode (см. setCloudsDownsamplingRendering()) set to half and/or the clouds interleaved rendering mode (см. setCloudsInterleavedRendering()) set to 2x2.

Аргументы

  • bool reconstruction - Set true to enable using ray-marched depth for upsampling the downsampled clouds; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isCloudsDepthBasedReconstruction() const#

Console: render_clouds_depth_based_reconstruction
Возвращает value indicating if clouds ray-marched depth is used for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth. Recommended for flying through clouds.
Примечание
Works only with the clouds downsampling rendering mode (см. setCloudsDownsamplingRendering()) set to half and/or the clouds interleaved rendering mode (см. setCloudsInterleavedRendering()) set to 2x2.

Возвращаемое значение

true if using ray-marched depth for upsampling the downsampled clouds is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setCloudsFarClipping ( bool clipping = 1 ) #

Console: render_clouds_far_clipping
Устанавливает value indicating if far-plane clipping is used for clouds visibility.

Controlling clouds visibility by increasing the far-plane distance significantly affects performance in many aspects (dynamic Environment Probes, etc.). You can disable this option when necessary as an optimization.

Аргументы

  • bool clipping - Set true to enable using far-plane clipping for clouds visibility.; false - to disable it. Значение по умолчанию true.

bool isCloudsFarClipping() const#

Console: render_clouds_far_clipping
Возвращает value indicating if far-plane clipping is used for clouds visibility.

Controlling clouds visibility by increasing the far-plane distance significantly affects performance in many aspects (dynamic Environment Probes, etc.). You can disable this option when necessary as an optimization.

Возвращаемое значение

true if using far-plane clipping for clouds visibility. is enabled; otherwise false. Значение по умолчанию true.

void setCloudsRoundedPlanetRadius ( float radius = 200000.0f ) #

Console: render_clouds_rounded_planet_radius
Устанавливает radius of the planet to be used for clouds curving. Visual curving can be used to make clouds look more natural imitating planet's curvature.

Аргументы

  • float radius - planet radius to be used for clouds curving, in units.
    Диапазон значений: [100.0f, inf]. Значение по умолчанию : 200000.0f.

float getCloudsRoundedPlanetRadius() const#

Console: render_clouds_rounded_planet_radius
Возвращает radius of the planet to be used for clouds curving. Visual curving can be used to make clouds look more natural imitating planet's curvature.

Возвращаемое значение

planet radius to be used for clouds curving, in units.
Диапазон значений: [100.0f, inf]. Значение по умолчанию : 200000.0f.

void setCloudsRounded ( bool rounded = 1 ) #

Console: render_clouds_rounded
Устанавливает value indicating if cloud layers are to be curved to make them look more natural imitating planet's curvature.

Аргументы

  • bool rounded - Set true to enable visual curving for clouds; false - to disable it. Значение по умолчанию true.

bool isCloudsRounded() const#

Console: render_clouds_rounded
Возвращает value indicating if cloud layers are to be curved to make them look more natural imitating planet's curvature.

Возвращаемое значение

true if visual curving for clouds is enabled; otherwise false. Значение по умолчанию true.

void setWaterAnisotropy ( int anisotropy = 1 ) #

Console: render_water_anisotropy
Устанавливает water texture anisotropy level. The following values are available:
  • 1x — anisotropy level 1
  • 2x — anisotropy level 2
  • 4x — anisotropy level 4
  • 8x — anisotropy level 8
  • 16x — anisotropy level 16

Аргументы

  • int anisotropy - anisotropy level. Одно из следующих значений:
    • 0 - 1x
    • 1 - 2x (по умолчанию)
    • 2 - 4x
    • 3 - 8x
    • 4 - 16x

int getWaterAnisotropy() const#

Console: render_water_anisotropy
Возвращает water texture anisotropy level. The following values are available:
  • 1x — anisotropy level 1
  • 2x — anisotropy level 2
  • 4x — anisotropy level 4
  • 8x — anisotropy level 8
  • 16x — anisotropy level 16

Возвращаемое значение

anisotropy level. Одно из следующих значений:
  • 0 - 1x
  • 1 - 2x (по умолчанию)
  • 2 - 4x
  • 3 - 8x
  • 4 - 16x

void setWaterRefractionQuality ( int quality = 2 ) #

Console: render_water_refraction_quality
Устанавливает quality of water refraction.

Аргументы

  • int quality - refraction quality. Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)
    • Ultra - ultra quality

int getWaterRefractionQuality() const#

Console: render_water_refraction_quality
Возвращает quality of water refraction.

Возвращаемое значение

refraction quality. Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)
  • Ultra - ultra quality

void setWaterSSRQuality ( int ssrquality = 1 ) #

Console: render_water_ssr_quality
Устанавливает resolution of water SSR (Screen Space Reflections).

Аргументы

  • int ssrquality - water SSR quality. Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getWaterSSRQuality() const#

Console: render_water_ssr_quality
Возвращает resolution of water SSR (Screen Space Reflections).

Возвращаемое значение

water SSR quality. Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setWaterLights ( bool lights = 1 ) #

Console: render_water_lights
Устанавливает value indicating if rendering of lights on the water surface is enabled.
Примечание
The option doesn't affect the World Light source.

Аргументы

  • bool lights - Set true to enable rendering of lights on the water surface; false - to disable it. Значение по умолчанию true.

bool isWaterLights() const#

Console: render_water_lights
Возвращает value indicating if rendering of lights on the water surface is enabled.
Примечание
The option doesn't affect the World Light source.

Возвращаемое значение

true if rendering of lights on the water surface is enabled; otherwise false. Значение по умолчанию true.

void setWaterVoxelProbes ( bool probes = 1 ) #

Console: render_water_voxel_probes
Устанавливает value indicating if voxel probes are enabled for water rendering.

Аргументы

  • bool probes - Set true to enable rendering of voxel probes on the water surface; false - to disable it. Значение по умолчанию true.

bool isWaterVoxelProbes() const#

Console: render_water_voxel_probes
Возвращает value indicating if voxel probes are enabled for water rendering.

Возвращаемое значение

true if rendering of voxel probes on the water surface is enabled; otherwise false. Значение по умолчанию true.

void setWaterEnvironmentProbes ( bool probes = 1 ) #

Console: render_water_environment_probes
Устанавливает value indicating if rendering of environment probes on the water surface is enabled.

Аргументы

  • bool probes - Set true to enable rendering of environment probes on the water surface; false - to disable it. Значение по умолчанию true.

bool isWaterEnvironmentProbes() const#

Console: render_water_environment_probes
Возвращает value indicating if rendering of environment probes on the water surface is enabled.

Возвращаемое значение

true if rendering of environment probes on the water surface is enabled; otherwise false. Значение по умолчанию true.

void setWaterOpacityDepth ( bool depth = 1 ) #

Console: render_water_opacity_depth
Устанавливает value indicating if depth data for water is written to the opacity buffer.

Аргументы

  • bool depth - Set true to enable writing depth data for water to the opacity buffer; false - to disable it. Значение по умолчанию true.

bool isWaterOpacityDepth() const#

Console: render_water_opacity_depth
Возвращает value indicating if depth data for water is written to the opacity buffer.

Возвращаемое значение

true if writing depth data for water to the opacity buffer is enabled; otherwise false. Значение по умолчанию true.

void setWaterShafts ( bool shafts = 1 ) #

Console: render_water_shafts
Устанавливает value indicating if rendering of underwater shafts is enabled.

Аргументы

  • bool shafts - Set true to enable rendering of underwater shafts; false - to disable it. Значение по умолчанию true.

bool isWaterShafts() const#

Console: render_water_shafts
Возвращает value indicating if rendering of underwater shafts is enabled.

Возвращаемое значение

true if rendering of underwater shafts is enabled; otherwise false. Значение по умолчанию true.

void setWaterShorelineWetness ( bool wetness = 1 ) #

Console: render_water_shoreline_wetness
Устанавливает value indicating if the wetness effect for objects near the shoreline is enabled.

Аргументы

  • bool wetness - Set true to enable shoreline wetness; false - to disable it. Значение по умолчанию true.

bool isWaterShorelineWetness() const#

Console: render_water_shoreline_wetness
Возвращает value indicating if the wetness effect for objects near the shoreline is enabled.

Возвращаемое значение

true if shoreline wetness is enabled; otherwise false. Значение по умолчанию true.

void setWaterSSRIncreasedAccuracy ( bool accuracy = 0 ) #

Console: render_water_ssr_increased_accuracy
Устанавливает value indicating if increased accuracy for the water SSR (Screen Space Reflections). This option reduces visual artifacts by increasing accuracy of the last step.

Аргументы

  • bool accuracy - Set true to enable increased accuracy for the water SSR; false - to disable it. Значение по умолчанию false.

bool isWaterSSRIncreasedAccuracy() const#

Console: render_water_ssr_increased_accuracy
Возвращает value indicating if increased accuracy for the water SSR (Screen Space Reflections). This option reduces visual artifacts by increasing accuracy of the last step.

Возвращаемое значение

true if increased accuracy for the water SSR is enabled; otherwise false. Значение по умолчанию false.

void setWaterSSR ( bool ssr = 1 ) #

Console: render_water_ssr
Устанавливает value indicating if the SSR (Screen Space Reflections) effect is enabled for water.

Аргументы

  • bool ssr - Set true to enable SSR effect for water; false - to disable it. Значение по умолчанию true.

bool isWaterSSR() const#

Console: render_water_ssr
Возвращает value indicating if the SSR (Screen Space Reflections) effect is enabled for water.

Возвращаемое значение

true if SSR effect for water is enabled; otherwise false. Значение по умолчанию true.

void setWaterEnabled ( bool enabled = 1 ) #

Console: render_water_enabled
Устанавливает value indicating if rendering of water is enabled.

Аргументы

  • bool enabled - Set true to enable water rendering; false - to disable it. Значение по умолчанию true.

bool isWaterEnabled() const#

Console: render_water_enabled
Возвращает value indicating if rendering of water is enabled.

Возвращаемое значение

true if water rendering is enabled; otherwise false. Значение по умолчанию true.

void setTerrainGlobalAnisotropy ( int anisotropy = 2 ) #

Console: render_terrain_global_anisotropy
Устанавливает global terrain texture anisotropy level (degree of anisotropic filtering). Anisotropy for the global terrain has a huge impact for the performance if terrain has a lot of tiled detail materials as anisotropy filtering for the terrain is much slower than for the other objects.

Аргументы

  • int anisotropy - anisotropy level Одно из следующих значений:
    • 0 - anisotropy level 1
    • 1 - anisotropy level 2
    • 2 - anisotropy level 4 (по умолчанию)
    • 3 - anisotropy level 8
    • 4 - anisotropy level 16

int getTerrainGlobalAnisotropy() const#

Console: render_terrain_global_anisotropy
Возвращает global terrain texture anisotropy level (degree of anisotropic filtering). Anisotropy for the global terrain has a huge impact for the performance if terrain has a lot of tiled detail materials as anisotropy filtering for the terrain is much slower than for the other objects.

Возвращаемое значение

anisotropy level Одно из следующих значений:
  • 0 - anisotropy level 1
  • 1 - anisotropy level 2
  • 2 - anisotropy level 4 (по умолчанию)
  • 3 - anisotropy level 8
  • 4 - anisotropy level 16

void setTerrainGlobalHoles ( bool holes = 0 ) #

Console: render_terrain_global_holes
Устанавливает value indicating if decal-based holes are enabled for the global terrain.

Аргументы

  • bool holes - Set true to enable decal-based holes for the Global Terrain; false - to disable it. Значение по умолчанию false.

bool isTerrainGlobalHoles() const#

Console: render_terrain_global_holes
Возвращает value indicating if decal-based holes are enabled for the global terrain.

Возвращаемое значение

true if decal-based holes for the Global Terrain is enabled; otherwise false. Значение по умолчанию false.

void setTerrainGlobalDisplacementNormal ( bool normal = 0 ) #

Console: render_terrain_global_displacement_normal
Устанавливает value indicating if displacement mapping for the Global Terrain rendering uses normals.

Аргументы

  • bool normal - Set true to enable using normals for displacement mapping for the Global Terrain; false - to disable it. Значение по умолчанию false.

bool isTerrainGlobalDisplacementNormal() const#

Console: render_terrain_global_displacement_normal
Возвращает value indicating if displacement mapping for the Global Terrain rendering uses normals.

Возвращаемое значение

true if using normals for displacement mapping for the Global Terrain is enabled; otherwise false. Значение по умолчанию false.

void setTerrainGlobalDisplacement ( bool displacement = 0 ) #

Console: render_terrain_global_displacement
Устанавливает value indicating if displacement mapping is enabled for the Global Terrain.

Аргументы

  • bool displacement - Set true to enable displacement mapping for the Global Terrain; false - to disable it. Значение по умолчанию false.

bool isTerrainGlobalDisplacement() const#

Console: render_terrain_global_displacement
Возвращает value indicating if displacement mapping is enabled for the Global Terrain.

Возвращаемое значение

true if displacement mapping for the Global Terrain is enabled; otherwise false. Значение по умолчанию false.

void setTerrainGlobalTriplanar ( bool triplanar = 0 ) #

Console: render_terrain_global_triplanar
Устанавливает value indicating if triplanar texture mapping is enabled for the Global Terrain. If disabled, planar UV-mapping is used.

Аргументы

  • bool triplanar - Set true to enable triplanar texture mapping for the Global Terrain.; false - to disable it. Значение по умолчанию false.

bool isTerrainGlobalTriplanar() const#

Console: render_terrain_global_triplanar
Возвращает value indicating if triplanar texture mapping is enabled for the Global Terrain. If disabled, planar UV-mapping is used.

Возвращаемое значение

true if triplanar texture mapping for the Global Terrain. is enabled; otherwise false. Значение по умолчанию false.

void setSSDirtConvexityMetalnessVisibility ( float visibility = 0.0f ) #

Console: render_ssdirt_convexity_metalness_visibility
Устанавливает metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float visibility - metalness visibility for convexities.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

float getSSDirtConvexityMetalnessVisibility() const#

Console: render_ssdirt_convexity_metalness_visibility
Возвращает metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

metalness visibility for convexities.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

void setSSDirtConvexityMetalness ( float metalness = 0.0f ) #

Console: render_ssdirt_convexity_metalness
Устанавливает metalness value for convexities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in convex areas. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float metalness - metalness value for convexities.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

float getSSDirtConvexityMetalness() const#

Console: render_ssdirt_convexity_metalness
Возвращает metalness value for convexities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in convex areas. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

metalness value for convexities.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

void setSSDirtConvexityExponent ( float exponent = 1.0f ) #

Console: render_ssdirt_convexity_exponent
Устанавливает exponent value that determines the rate of gradual change of intensity along the radius for convexities. Lower values make gradual change of intensity smoother. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float exponent - exponent value for convexities.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSDirtConvexityExponent() const#

Console: render_ssdirt_convexity_exponent
Возвращает exponent value that determines the rate of gradual change of intensity along the radius for convexities. Lower values make gradual change of intensity smoother. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

exponent value for convexities.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSDirtConvexityColor ( const Math::vec4& color ) #

Console: render_ssdirt_convexity_color
Устанавливает color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • const Math::vec4& color - color multiplier for the Albedo texture used for convexities.
    vec4(0.48f, 0.44f, 0.39f, 1.0f) - default value

Math::vec4 getSSDirtConvexityColor() const#

Console: render_ssdirt_convexity_color
Возвращает color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

color multiplier for the Albedo texture used for convexities.
vec4(0.48f, 0.44f, 0.39f, 1.0f) - default value

void setSSDirtConvexityTextureSize ( float size = 1.0f ) #

Console: render_ssdirt_convexity_texture_size
Устанавливает scaling factor for the textures used for convexities. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float size - scaling factor.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSDirtConvexityTextureSize() const#

Console: render_ssdirt_convexity_texture_size
Возвращает scaling factor for the textures used for convexities. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

scaling factor.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSDirtCavityMetalnessVisibility ( float visibility = 0.0f ) #

Console: render_ssdirt_cavity_metalness_visibility
Устанавливает metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float visibility - metalness visibility for cavities.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

float getSSDirtCavityMetalnessVisibility() const#

Console: render_ssdirt_cavity_metalness_visibility
Возвращает metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

metalness visibility for cavities.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

void setSSDirtCavityMetalness ( float metalness = 0.0f ) #

Console: render_ssdirt_cavity_metalness
Устанавливает metalness value for cavities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in cavities. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float metalness - metalness value for cavities.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

float getSSDirtCavityMetalness() const#

Console: render_ssdirt_cavity_metalness
Возвращает metalness value for cavities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in cavities. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

metalness value for cavities.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

void setSSDirtCavityExponent ( float exponent = 1.0f ) #

Console: render_ssdirt_cavity_exponent
Устанавливает exponent value that determines the rate of gradual change of intensity along the radius for cavities. Lower values make gradual change of intensity smoother. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float exponent - exponent value for cavities.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSDirtCavityExponent() const#

Console: render_ssdirt_cavity_exponent
Возвращает exponent value that determines the rate of gradual change of intensity along the radius for cavities. Lower values make gradual change of intensity smoother. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

exponent value for cavities.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSDirtCavityColor ( const Math::vec4& color ) #

Console: render_ssdirt_cavity_color
Устанавливает color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • const Math::vec4& color - color multiplier for the Albedo texture used for cavities.
    vec4(0.26f, 0.24f, 0.21f, 1.0f) - default value

Math::vec4 getSSDirtCavityColor() const#

Console: render_ssdirt_cavity_color
Возвращает color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

color multiplier for the Albedo texture used for cavities.
vec4(0.26f, 0.24f, 0.21f, 1.0f) - default value

void setSSDirtCavityTextureSize ( float size = 1.0f ) #

Console: render_ssdirt_cavity_texture_size
Устанавливает scaling factor for the textures used for cavities. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float size - scaling factor.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSDirtCavityTextureSize() const#

Console: render_ssdirt_cavity_texture_size
Возвращает scaling factor for the textures used for cavities. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

scaling factor.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSDirtConvexityShadingTextureName ( const char * name ) #

Устанавливает name of the shading texture to be used for convexities. Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • const char * name - name of the shading texture.

const char * getSSDirtConvexityShadingTextureName() const#

Возвращает name of the shading texture to be used for convexities. Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

name of the shading texture.

void setSSDirtConvexityAlbedoTextureName ( const char * name ) #

Устанавливает name of the albedo texture to be used for convexities. This texture defines wear and scratch color pattern for all convexities globally. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • const char * name - name of the albedo texture.

const char * getSSDirtConvexityAlbedoTextureName() const#

Возвращает name of the albedo texture to be used for convexities. This texture defines wear and scratch color pattern for all convexities globally. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

name of the albedo texture.

void setSSDirtCavityShadingTextureName ( const char * name ) #

Устанавливает name of the shading texture to be used for cavities. Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored). SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • const char * name - name of the shading texture.

const char * getSSDirtCavityShadingTextureName() const#

Возвращает name of the shading texture to be used for cavities. Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored). SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

name of the shading texture.

void setSSDirtCavityAlbedoTextureName ( const char * name ) #

Устанавливает name of the albedo texture to be used for cavities. This texture defines wear and scratch color pattern for all cavities globally. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • const char * name - name of the albedo texture.

const char * getSSDirtCavityAlbedoTextureName() const#

Возвращает name of the albedo texture to be used for cavities. This texture defines wear and scratch color pattern for all cavities globally. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

name of the albedo texture.

void setSSDirtIncreaseAccuracy ( bool accuracy = 0 ) #

Console: render_ssdirt_increase_accuracy
Устанавливает value indicating if increased accuracy for the SSDirt effect. This option should be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, it should be disabled. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • bool accuracy - Set true to enable increased accuracy for SSDirt; false - to disable it. Значение по умолчанию false.

bool isSSDirtIncreaseAccuracy() const#

Console: render_ssdirt_increase_accuracy
Возвращает value indicating if increased accuracy for the SSDirt effect. This option should be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, it should be disabled. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

true if increased accuracy for SSDirt is enabled; otherwise false. Значение по умолчанию false.

void setSSDirtPerspective ( float perspective = 0.02f ) #

Console: render_ssdirt_perspective
Устанавливает perspective value, that determines the degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect.
  • 0.0f - radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
  • 1.0f - radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float perspective - perspective value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.02f.

float getSSDirtPerspective() const#

Console: render_ssdirt_perspective
Возвращает perspective value, that determines the degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect.
  • 0.0f - radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
  • 1.0f - radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

perspective value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.02f.

void setSSDirtAngleBias ( float bias = 0.35f ) #

Console: render_ssdirt_angle_bias
Устанавливает angle bias value to limit the SSDirt effect where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons. SSDirt (см. setSSDirt()) must be enabled.
Примечание
This parameter affects both, concave and convex areas.

Аргументы

  • float bias - angle bias value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.35f.

float getSSDirtAngleBias() const#

Console: render_ssdirt_angle_bias
Возвращает angle bias value to limit the SSDirt effect where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons. SSDirt (см. setSSDirt()) must be enabled.
Примечание
This parameter affects both, concave and convex areas.

Возвращаемое значение

angle bias value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.35f.

void setSSDirtThreshold ( float threshold = 1.0f ) #

Console: render_ssdirt_threshold
Устанавливает threshold of the SSDirt effect. It determines depth limit for the SSDirt effect in areas where information cannot be obtained. Higher values make the effect less pronounced. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float threshold - threshold value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

float getSSDirtThreshold() const#

Console: render_ssdirt_threshold
Возвращает threshold of the SSDirt effect. It determines depth limit for the SSDirt effect in areas where information cannot be obtained. Higher values make the effect less pronounced. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

threshold value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

void setSSDirtRadius ( float radius = 1.0f ) #

Console: render_ssdirt_radius
Устанавливает size of the SSDirt effect. SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float radius - size of the SSDirt effect.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSDirtRadius() const#

Console: render_ssdirt_radius
Возвращает size of the SSDirt effect. SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

size of the SSDirt effect.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSDirtIntensity ( float intensity = 1.0f ) #

Console: render_ssdirt_intensity
Устанавливает intensity of the SSDirt effect.
  • By the minimum value of 0.0f, the effect is not visible.
  • Higher values make the effect more pronounced.
SSDirt (см. setSSDirt()) must be enabled.

Аргументы

  • float intensity - SSDirt effect intensity.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSDirtIntensity() const#

Console: render_ssdirt_intensity
Возвращает intensity of the SSDirt effect.
  • By the minimum value of 0.0f, the effect is not visible.
  • Higher values make the effect more pronounced.
SSDirt (см. setSSDirt()) must be enabled.

Возвращаемое значение

SSDirt effect intensity.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSDirtResolution ( int resolution = 1 ) #

Console: render_ssdirt_resolution
Устанавливает resolution of the SSDirt effect. SSDirt (см. setSSDirt()) must be enabled.
Примечание
This parameter significantly affects performance, so choose it reasonably.

Аргументы

  • int resolution - SSDirt effect resolution. Одно из следующих значений:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

int getSSDirtResolution() const#

Console: render_ssdirt_resolution
Возвращает resolution of the SSDirt effect. SSDirt (см. setSSDirt()) must be enabled.
Примечание
This parameter significantly affects performance, so choose it reasonably.

Возвращаемое значение

SSDirt effect resolution. Одно из следующих значений:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

void setSSDirtQuality ( int quality = 2 ) #

Console: render_ssdirt_quality
Устанавливает quality for the SSDirt effect. SSDirt (см. setSSDirt()) must be enabled. Quality implies the number of samples used for the Screen-Space Dirt effect:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
Примечание
This parameter significantly affects performance, so choose it reasonably.

Аргументы

  • int quality - quality level. Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)
    • Ultra - ultra quality

int getSSDirtQuality() const#

Console: render_ssdirt_quality
Возвращает quality for the SSDirt effect. SSDirt (см. setSSDirt()) must be enabled. Quality implies the number of samples used for the Screen-Space Dirt effect:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
Примечание
This parameter significantly affects performance, so choose it reasonably.

Возвращаемое значение

quality level. Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)
  • Ultra - ultra quality

void setSSDirt ( bool ssdirt = 0 ) #

Console: render_ssdirt
Устанавливает value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.

Аргументы

  • bool ssdirt - Set true to enable SSDirt effect; false - to disable it. Значение по умолчанию false.

bool isSSDirt() const#

Console: render_ssdirt
Возвращает value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.

Возвращаемое значение

true if SSDirt effect is enabled; otherwise false. Значение по умолчанию false.

void setSSBevelRadius ( float radius = 0.01f ) #

Console: render_ssbevel_radius
Устанавливает size of the Screen-Space Bevel effect. To use this option, rendering of SSBevel (см. setSSBevel()) should be enabled.

Аргументы

  • float radius - size of the SSBevel effect.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.01f.

float getSSBevelRadius() const#

Console: render_ssbevel_radius
Возвращает size of the Screen-Space Bevel effect. To use this option, rendering of SSBevel (см. setSSBevel()) should be enabled.

Возвращаемое значение

size of the SSBevel effect.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.01f.

void setSSBevelNoise ( bool noise = 1 ) #

Console: render_ssbevel_noise
Устанавливает value indicating if the noise is enabled for smoothing bevels. It is recommended to use the noise with TAA (см. setTAA()) enabled to avoid visual artifacts. The bevel noise is applied at a certain distance from the camera (i.e. if the camera is too far from the object with bevels, the noise won't be applied). To use this option, rendering of SSBevel (см. setSSBevel()) should be enabled.

Аргументы

  • bool noise - Set true to enable noise-based smoothing for bevels; false - to disable it. Значение по умолчанию true.

bool isSSBevelNoise() const#

Console: render_ssbevel_noise
Возвращает value indicating if the noise is enabled for smoothing bevels. It is recommended to use the noise with TAA (см. setTAA()) enabled to avoid visual artifacts. The bevel noise is applied at a certain distance from the camera (i.e. if the camera is too far from the object with bevels, the noise won't be applied). To use this option, rendering of SSBevel (см. setSSBevel()) should be enabled.

Возвращаемое значение

true if noise-based smoothing for bevels is enabled; otherwise false. Значение по умолчанию true.

void setSSBevelQuality ( int quality = 1 ) #

Console: render_ssbevel_quality
Устанавливает quality mode for the screen-space bevels.

Аргументы

  • int quality - quality level. Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getSSBevelQuality() const#

Console: render_ssbevel_quality
Возвращает quality mode for the screen-space bevels.

Возвращаемое значение

quality level. Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setSSBevelVertexNormal ( int normal = 0 ) #

Console: render_ssbevel_vertex_normal
Устанавливает rendering mode of the screen-space bevels. The following modes are available:
  • Better Edges smoothes vertex and surface normals of the object. In this mode, the relief created by using Normal Mapping will be smoothed along with the mesh edges.
  • Better Normals smoothes only vertex normals. In this mode, only edges of the mesh geometry will be bevelled. The mode may produce visual artifacts on the edges. However, they can be reduced by increasing quality settings of anti-aliasing.
To use this option, rendering of SSBevel (см. setSSBevel()) should be enabled.

Аргументы

  • int normal - bevels rendering mode. Одно из следующих значений:
    • 0 - Better Edges (по умолчанию)
    • 1 - Better Normals

int getSSBevelVertexNormal() const#

Console: render_ssbevel_vertex_normal
Возвращает rendering mode of the screen-space bevels. The following modes are available:
  • Better Edges smoothes vertex and surface normals of the object. In this mode, the relief created by using Normal Mapping will be smoothed along with the mesh edges.
  • Better Normals smoothes only vertex normals. In this mode, only edges of the mesh geometry will be bevelled. The mode may produce visual artifacts on the edges. However, they can be reduced by increasing quality settings of anti-aliasing.
To use this option, rendering of SSBevel (см. setSSBevel()) should be enabled.

Возвращаемое значение

bevels rendering mode. Одно из следующих значений:
  • 0 - Better Edges (по умолчанию)
  • 1 - Better Normals

void setSSBevel ( bool ssbevel = 1 ) #

Console: render_ssbevel
Устанавливает value indicating if the Screen-Space Bevels (SSBevel effect) are enabled.

Аргументы

  • bool ssbevel - Set true to enable Screen-Space Bevels; false - to disable it. Значение по умолчанию true.

bool isSSBevel() const#

Console: render_ssbevel
Возвращает value indicating if the Screen-Space Bevels (SSBevel effect) are enabled.

Возвращаемое значение

true if Screen-Space Bevels is enabled; otherwise false. Значение по умолчанию true.

void setScreenPrecision ( bool precision = 1 ) #

Console: render_screen_precision
Устанавливает value indicating the current screen precision. This parameter determines the texture format used for screen HDR buffers.

Аргументы

  • bool precision - Set true to enable screen precision; false - to disable it. Одно из следующих значений:
    • 0 - RG11B10F
    • 1 - RGBA16F (по умолчанию)

bool isScreenPrecision() const#

Console: render_screen_precision
Возвращает value indicating the current screen precision. This parameter determines the texture format used for screen HDR buffers.

Возвращаемое значение

true if screen precision is enabled; otherwise false. Одно из следующих значений:
  • 0 - RG11B10F
  • 1 - RGBA16F (по умолчанию)

void setShadowsFilterNoise ( bool noise = 1 ) #

Console: render_shadows_filter_noise
Устанавливает value indicating if noise for shadow filtering is enabled. This noise is used for smoothing.

Аргументы

  • bool noise - Set true to enable noise for shadow filtering; false - to disable it. Значение по умолчанию true.

bool isShadowsFilterNoise() const#

Console: render_shadows_filter_noise
Возвращает value indicating if noise for shadow filtering is enabled. This noise is used for smoothing.

Возвращаемое значение

true if noise for shadow filtering is enabled; otherwise false. Значение по умолчанию true.

void setShadowsFilterMode ( int mode = 2 ) #

Console: render_shadows_filter_mode
Устанавливает global filtering mode to be used for shadows from all light sources by default. This mode determines quality of soft shadows. Higher quality produces smoother shadow edges. When disabled, no filtering is performed and the stair-step effect is clearly seen at the edges of shadows.
Примечание
You can set filtering mode or disable filtering for each light source individually.

Аргументы

  • int mode - filtering mode. Одно из следующих значений:
    • 0 - Disabled
    • 1 - Low
    • 2 - Medium (по умолчанию)
    • 3 - High
    • 4 - Ultra

int getShadowsFilterMode() const#

Console: render_shadows_filter_mode
Возвращает global filtering mode to be used for shadows from all light sources by default. This mode determines quality of soft shadows. Higher quality produces smoother shadow edges. When disabled, no filtering is performed and the stair-step effect is clearly seen at the edges of shadows.
Примечание
You can set filtering mode or disable filtering for each light source individually.

Возвращаемое значение

filtering mode. Одно из следующих значений:
  • 0 - Disabled
  • 1 - Low
  • 2 - Medium (по умолчанию)
  • 3 - High
  • 4 - Ultra

void setShadowsPenumbraNoise ( bool noise = 1 ) #

Console: render_shadows_penumbra_noise
Устанавливает value indicating if noise for penumbra rendering is enabled. This noise is used for smoothing.

Аргументы

  • bool noise - Set true to enable noise for penumbra rendering; false - to disable it. Значение по умолчанию true.

bool isShadowsPenumbraNoise() const#

Console: render_shadows_penumbra_noise
Возвращает value indicating if noise for penumbra rendering is enabled. This noise is used for smoothing.

Возвращаемое значение

true if noise for penumbra rendering is enabled; otherwise false. Значение по умолчанию true.

void setShadowsPenumbraMode ( int mode = 1 ) #

Console: render_shadows_penumbra_mode
Устанавливает global quality mode to be used for rendering penumbra from all light sources by default. This mode enables simulation of real-world shadows by keeping sharp contact shadows closer to the base and softening the farther the shadow stretches away. Higher values produce softer shadows. When disabled, shadow edges are crisp and sharp (no shadow softness at all).
Примечание
You can set penumbra quality mode or disable penumbra rendering for each light source individually. But these per-light quality settings are ignored when global quality is set to Disabled.

Аргументы

  • int mode - quality mode. Одно из следующих значений:
    • 0 - Disabled
    • 1 - Low (по умолчанию)
    • 2 - Medium
    • 3 - High
    • 4 - Ultra

int getShadowsPenumbraMode() const#

Console: render_shadows_penumbra_mode
Возвращает global quality mode to be used for rendering penumbra from all light sources by default. This mode enables simulation of real-world shadows by keeping sharp contact shadows closer to the base and softening the farther the shadow stretches away. Higher values produce softer shadows. When disabled, shadow edges are crisp and sharp (no shadow softness at all).
Примечание
You can set penumbra quality mode or disable penumbra rendering for each light source individually. But these per-light quality settings are ignored when global quality is set to Disabled.

Возвращаемое значение

quality mode. Одно из следующих значений:
  • 0 - Disabled
  • 1 - Low (по умолчанию)
  • 2 - Medium
  • 3 - High
  • 4 - Ultra

void setShadowsScreenSpace ( bool space = 1 ) #

Console: render_shadows_screen_space
Устанавливает value indicating if screen space shadows are enabled. They provide high-quality penumbra, per-light work, per-pixel detail at any zoom level and infinite visibility distance (when enabled, distant objects can cast shadows next to the horizon). Supports depth cutout parallax. Screen space shadows can be mixed with regular ones.

Аргументы

  • bool space - Set true to enable screen-space shadows; false - to disable it. Значение по умолчанию true.

bool isShadowsScreenSpace() const#

Console: render_shadows_screen_space
Возвращает value indicating if screen space shadows are enabled. They provide high-quality penumbra, per-light work, per-pixel detail at any zoom level and infinite visibility distance (when enabled, distant objects can cast shadows next to the horizon). Supports depth cutout parallax. Screen space shadows can be mixed with regular ones.

Возвращаемое значение

true if screen-space shadows is enabled; otherwise false. Значение по умолчанию true.

void setShadowsAlphaTest ( bool test = 1 ) #

Console: render_shadows_alpha_test
Устанавливает value indicating if alpha test is enabled for shadows.

Аргументы

  • bool test - Set true to enable alpha test for shadows; false - to disable it. Значение по умолчанию true.

bool isShadowsAlphaTest() const#

Console: render_shadows_alpha_test
Возвращает value indicating if alpha test is enabled for shadows.

Возвращаемое значение

true if alpha test for shadows is enabled; otherwise false. Значение по умолчанию true.

void setShadowsWorldLerpCascades ( bool cascades = 1 ) #

Console: render_shadows_world_lerp_cascades
Устанавливает value indicating if linear interpolation of shadow cascades is enabled, making transitions between cascades smoother. This option significantly affects performance, as two shadow maps are rendered in transition areas.

Аргументы

  • bool cascades - Set true to enable linear interpolation of shadow cascades; false - to disable it. Значение по умолчанию true.

bool isShadowsWorldLerpCascades() const#

Console: render_shadows_world_lerp_cascades
Возвращает value indicating if linear interpolation of shadow cascades is enabled, making transitions between cascades smoother. This option significantly affects performance, as two shadow maps are rendered in transition areas.

Возвращаемое значение

true if linear interpolation of shadow cascades is enabled; otherwise false. Значение по умолчанию true.

void setShadowsTranslucentDepth ( float depth = 0.1f ) #

Console: render_shadows_translucent_depth
Устанавливает global translucence depth value defining how deep the light goes through translucent objects shifting the shadow. The higher the value, the deeper the light penetrates translucent objects shifting the shadow.

Аргументы

  • float depth - translucence depth.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.1f.

float getShadowsTranslucentDepth() const#

Console: render_shadows_translucent_depth
Возвращает global translucence depth value defining how deep the light goes through translucent objects shifting the shadow. The higher the value, the deeper the light penetrates translucent objects shifting the shadow.

Возвращаемое значение

translucence depth.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.1f.

void setShadows ( bool shadows = 1 ) #

Console: render_shadows
Устанавливает value indicating whether shadows are rendered.

Аргументы

  • bool shadows - Set true to enable shadows rendering; false - to disable it. Значение по умолчанию true.

bool isShadows() const#

Console: render_shadows
Возвращает value indicating whether shadows are rendered.

Возвращаемое значение

true if shadows rendering is enabled; otherwise false. Значение по умолчанию true.

void setLightsLensFlares ( bool flares = 1 ) #

Console: render_lights_lens_flares
Устанавливает value indicating if rendering of per-light lens flares is enabled.

Аргументы

  • bool flares - Set true to enable rendering of per-light lens flares; false - to disable it. Значение по умолчанию true.

bool isLightsLensFlares() const#

Console: render_lights_lens_flares
Возвращает value indicating if rendering of per-light lens flares is enabled.

Возвращаемое значение

true if rendering of per-light lens flares is enabled; otherwise false. Значение по умолчанию true.

void setLightsForwardPerObjectVoxel ( int voxel = 4 ) #

Console: render_lights_forward_per_object_voxel
Устанавливает maximum number of Voxel Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

Аргументы

  • int voxel - number of Voxel Probes per object.
    Диапазон значений: [0, 128]. Значение по умолчанию : 4.

int getLightsForwardPerObjectVoxel() const#

Console: render_lights_forward_per_object_voxel
Возвращает maximum number of Voxel Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

Возвращаемое значение

number of Voxel Probes per object.
Диапазон значений: [0, 128]. Значение по умолчанию : 4.

void setLightsForwardPerObjectEnv ( int env = 4 ) #

Console: render_lights_forward_per_object_env
Устанавливает maximum number of Environment Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

Аргументы

  • int env - number of Environment Probes per object.
    Диапазон значений: [0, 128]. Значение по умолчанию : 4.

int getLightsForwardPerObjectEnv() const#

Console: render_lights_forward_per_object_env
Возвращает maximum number of Environment Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

Возвращаемое значение

number of Environment Probes per object.
Диапазон значений: [0, 128]. Значение по умолчанию : 4.

void setLightsForwardPerObjectPlanar ( int planar = 4 ) #

Console: render_lights_forward_per_object_planar
Устанавливает maximum number of Planar Reflection Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Planar Reflection Probes per object.

Аргументы

  • int planar - number of Planar Reflection Probes per object.
    Диапазон значений: [0, 128]. Значение по умолчанию : 4.

int getLightsForwardPerObjectPlanar() const#

Console: render_lights_forward_per_object_planar
Возвращает maximum number of Planar Reflection Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Planar Reflection Probes per object.

Возвращаемое значение

number of Planar Reflection Probes per object.
Диапазон значений: [0, 128]. Значение по умолчанию : 4.

void setLightsForwardPerObjectProj ( int proj = 4 ) #

Console: render_lights_forward_per_object_proj
Устанавливает maximum number of Projected lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Projected lights per object.

Аргументы

  • int proj - number of Projected lights per object.
    Диапазон значений: [0, 128]. Значение по умолчанию : 4.

int getLightsForwardPerObjectProj() const#

Console: render_lights_forward_per_object_proj
Возвращает maximum number of Projected lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Projected lights per object.

Возвращаемое значение

number of Projected lights per object.
Диапазон значений: [0, 128]. Значение по умолчанию : 4.

void setLightsForwardPerObjectOmni ( int omni = 4 ) #

Console: render_lights_forward_per_object_omni
Устанавливает maximum number of Omni lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Omni lights per object.

Аргументы

  • int omni - number of Omni lights per object.
    Диапазон значений: [0, 128]. Значение по умолчанию : 4.

int getLightsForwardPerObjectOmni() const#

Console: render_lights_forward_per_object_omni
Возвращает maximum number of Omni lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Omni lights per object.

Возвращаемое значение

number of Omni lights per object.
Диапазон значений: [0, 128]. Значение по умолчанию : 4.

void setLightsForwardPerObjectWorld ( int world = 4 ) #

Console: render_lights_forward_per_object_world
Устанавливает maximum number of World lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 World lights per object.

Аргументы

  • int world - maximum number of World lights per object.
    Диапазон значений: [0, 128]. Значение по умолчанию : 4.

int getLightsForwardPerObjectWorld() const#

Console: render_lights_forward_per_object_world
Возвращает maximum number of World lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 World lights per object.

Возвращаемое значение

maximum number of World lights per object.
Диапазон значений: [0, 128]. Значение по умолчанию : 4.

void setDirectLightingInterleavedSamples ( int samples = 0 ) #

Console: render_direct_lighting_interleaved_samples
Устанавливает number of samples for interleaved rendering of direct lighting defining the number of pixels to be skipped during interleaved rendering of direct lighting with subsequent reconstruction of neighboring pixels using the data from previous frames (defines the size of reduced lights buffer relative to original size).
  • 1 x 2 — half of all pixels are rendered skipping each second line (1.0 * width x 0.5 * height)
  • 2 x 2 — quarter of all pixels are rendered skipping each second line and row (0.5 * width x 0.5 * height)

Аргументы

  • int samples - number of samples for interleaved rendering of direct lighting Одно из следующих значений:
    • 0 - 1 x 2 (по умолчанию)
    • 1 - 2 x 2

int getDirectLightingInterleavedSamples() const#

Console: render_direct_lighting_interleaved_samples
Возвращает number of samples for interleaved rendering of direct lighting defining the number of pixels to be skipped during interleaved rendering of direct lighting with subsequent reconstruction of neighboring pixels using the data from previous frames (defines the size of reduced lights buffer relative to original size).
  • 1 x 2 — half of all pixels are rendered skipping each second line (1.0 * width x 0.5 * height)
  • 2 x 2 — quarter of all pixels are rendered skipping each second line and row (0.5 * width x 0.5 * height)

Возвращаемое значение

number of samples for interleaved rendering of direct lighting Одно из следующих значений:
  • 0 - 1 x 2 (по умолчанию)
  • 1 - 2 x 2

void setDirectLightingInterleavedColorClamping ( int clamping = 1 ) #

Console: render_direct_lighting_interleaved_color_clamping
Устанавливает color clamping mode to be used for interleaved rendering of direct lighting. This mode is used to reduce ghosting effect: higher values increase clamping intensity but may cause flickering on rippled reflective surfaces (as this mode is not so good at the object's edges). When disabled, shadows and reflections have a lag as they are several frames behind.

Аргументы

  • int clamping - color clamping mode Одно из следующих значений:
    • 0 - Disabled
    • 1 - Low (по умолчанию)
    • 2 - Medium
    • 3 - High
    • 4 - High + Velocity

int getDirectLightingInterleavedColorClamping() const#

Console: render_direct_lighting_interleaved_color_clamping
Возвращает color clamping mode to be used for interleaved rendering of direct lighting. This mode is used to reduce ghosting effect: higher values increase clamping intensity but may cause flickering on rippled reflective surfaces (as this mode is not so good at the object's edges). When disabled, shadows and reflections have a lag as they are several frames behind.

Возвращаемое значение

color clamping mode Одно из следующих значений:
  • 0 - Disabled
  • 1 - Low (по умолчанию)
  • 2 - Medium
  • 3 - High
  • 4 - High + Velocity

void setDirectLightingInterleavedCatmullResampling ( bool resampling = 0 ) #

Console: render_direct_lighting_interleaved_catmull_resampling
Устанавливает value indicating if the Catmull-Rom resampling for interleaved rendering of direct lighting is enabled. This mode allows you to reduce image blurring when the camera moves forward/backward.

Аргументы

  • bool resampling - Set true to enable Catmull-Rom resampling; false - to disable it. Значение по умолчанию false.

bool isDirectLightingInterleavedCatmullResampling() const#

Console: render_direct_lighting_interleaved_catmull_resampling
Возвращает value indicating if the Catmull-Rom resampling for interleaved rendering of direct lighting is enabled. This mode allows you to reduce image blurring when the camera moves forward/backward.

Возвращаемое значение

true if Catmull-Rom resampling is enabled; otherwise false. Значение по умолчанию false.

void setDirectLightingInterleaved ( bool interleaved = 0 ) #

Console: render_direct_lighting_interleaved
Устанавливает value indicating if interleaved mode for rendering direct lighting is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance).

Аргументы

  • bool interleaved - Set true to enable interleaved rendering mode for direct lighting; false - to disable it. Значение по умолчанию false.

bool isDirectLightingInterleaved() const#

Console: render_direct_lighting_interleaved
Возвращает value indicating if interleaved mode for rendering direct lighting is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance).

Возвращаемое значение

true if interleaved rendering mode for direct lighting is enabled; otherwise false. Значение по умолчанию false.

void setIndirectLightingInterleaved ( bool interleaved = 0 ) #

Console: render_indirect_lighting_interleaved
Устанавливает value indicating if interleaved mode for rendering indirect lighting is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance).

Аргументы

  • bool interleaved - Set true to enable interleaved rendering mode for indirect lighting; false - to disable it. Значение по умолчанию false.

bool isIndirectLightingInterleaved() const#

Console: render_indirect_lighting_interleaved
Возвращает value indicating if interleaved mode for rendering indirect lighting is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance).

Возвращаемое значение

true if interleaved rendering mode for indirect lighting is enabled; otherwise false. Значение по умолчанию false.

void setLightsTileGridSize ( int size = 8 ) #

Console: render_lights_tile_grid_size
Устанавливает number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles that render lights in batches (см. setLightsMaxPerBatch()). The optimization works only for omni lights with point shape and without shadows.

Аргументы

  • int size - number of grid tiles per axis.
    Диапазон значений: [1, 32]. Значение по умолчанию : 8.

int getLightsTileGridSize() const#

Console: render_lights_tile_grid_size
Возвращает number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles that render lights in batches (см. setLightsMaxPerBatch()). The optimization works only for omni lights with point shape and without shadows.

Возвращаемое значение

number of grid tiles per axis.
Диапазон значений: [1, 32]. Значение по умолчанию : 8.

void setLightsMaxPerBatch ( int batch = 1024 ) #

Console: render_lights_max_per_batch
Устанавливает maximum number of lights rendered by a tile (см. setLightsTileGridSize()) per batch call.

With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.

0 disables batching optimization.

Аргументы

  • int batch - number of lights per batch.
    Диапазон значений: [32, 1024]. Значение по умолчанию : 1024.

int getLightsMaxPerBatch() const#

Console: render_lights_max_per_batch
Возвращает maximum number of lights rendered by a tile (см. setLightsTileGridSize()) per batch call.

With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.

0 disables batching optimization.

Возвращаемое значение

number of lights per batch.
Диапазон значений: [32, 1024]. Значение по умолчанию : 1024.

void setLightsEnabled ( bool enabled = 1 ) #

Console: render_lights_enabled
Устанавливает value indicating if rendering of lights is enabled.

Аргументы

  • bool enabled - Set true to enable lights rendering; false - to disable it. Значение по умолчанию true.

bool isLightsEnabled() const#

Console: render_lights_enabled
Возвращает value indicating if rendering of lights is enabled.

Возвращаемое значение

true if lights rendering is enabled; otherwise false. Значение по умолчанию true.

void setOccludersShadowsResolution ( const Math::vec2& resolution ) #

Console: render_occluders_shadows_resolution
Устанавливает resolution of the texture, to which occluders for shadows (см. setOccludersShadows()) are rendered.

Аргументы

  • const Math::vec2& resolution - texture resolution (X, Y), in pixels.
    From 1x1 to 1024x1024 Default: 512x512

Math::vec2 getOccludersShadowsResolution() const#

Console: render_occluders_shadows_resolution
Возвращает resolution of the texture, to which occluders for shadows (см. setOccludersShadows()) are rendered.

Возвращаемое значение

texture resolution (X, Y), in pixels.
From 1x1 to 1024x1024 Default: 512x512

void setOccludersShadows ( bool shadows = 0 ) #

Console: render_occluders_shadows
Устанавливает value indicating whether rendering of occluders for shadows is enabled.

Аргументы

  • bool shadows - Set true to enable rendering of occluders for shadows; false - to disable it. Значение по умолчанию false.

bool isOccludersShadows() const#

Console: render_occluders_shadows
Возвращает value indicating whether rendering of occluders for shadows is enabled.

Возвращаемое значение

true if rendering of occluders for shadows is enabled; otherwise false. Значение по умолчанию false.

void setOccludersResolution ( const Math::vec2& resolution ) #

Console: render_occluders_resolution
Устанавливает resolution of the texture, to which occluders (см. setOccluders()) are rendered.

Аргументы

  • const Math::vec2& resolution - texture resolution (X, Y), in pixels.
    From 1x1 to 1024x1024 Default: 128x64

Math::vec2 getOccludersResolution() const#

Console: render_occluders_resolution
Возвращает resolution of the texture, to which occluders (см. setOccluders()) are rendered.

Возвращаемое значение

texture resolution (X, Y), in pixels.
From 1x1 to 1024x1024 Default: 128x64

void setOccluders ( bool occluders = 1 ) #

Console: render_occluders
Устанавливает value indicating if rendering of occluders is enabled.

Аргументы

  • bool occluders - Set true to enable rendering of occluders; false - to disable it. Значение по умолчанию true.

bool isOccluders() const#

Console: render_occluders
Возвращает value indicating if rendering of occluders is enabled.

Возвращаемое значение

true if rendering of occluders is enabled; otherwise false. Значение по умолчанию true.

void setOcclusionQueriesNumFrames ( int frames = 5 ) #

Console: render_occlusion_queries_num_frames
Устанавливает number of frames for additional hardware occlusion query test performed before sending data to GPU. Make sure that the additional hardware occlusion query test (см. setOcclusionQueries()) is enabled.

Аргументы

  • int frames - number of frames.
    Диапазон значений: [0, 1024]. Значение по умолчанию : 5.

int getOcclusionQueriesNumFrames() const#

Console: render_occlusion_queries_num_frames
Возвращает number of frames for additional hardware occlusion query test performed before sending data to GPU. Make sure that the additional hardware occlusion query test (см. setOcclusionQueries()) is enabled.

Возвращаемое значение

number of frames.
Диапазон значений: [0, 1024]. Значение по умолчанию : 5.

void setOcclusionQueries ( bool queries = 1 ) #

Console: render_occlusion_queries
Устанавливает value indicating if additional hardware occlusion query test before sending data to GPU is enabled. This test is performed for all objects with the Culled by occlusion query flag set.

Аргументы

  • bool queries - Set true to enable additional hardware occlusion query test; false - to disable it. Значение по умолчанию true.

bool isOcclusionQueries() const#

Console: render_occlusion_queries
Возвращает value indicating if additional hardware occlusion query test before sending data to GPU is enabled. This test is performed for all objects with the Culled by occlusion query flag set.

Возвращаемое значение

true if additional hardware occlusion query test is enabled; otherwise false. Значение по умолчанию true.

void setSkyRotation ( const Math::quat& rotation ) #

Устанавливает sky rotation.

Аргументы

  • const Math::quat& rotation - sky rotation quaternion.

Math::quat getSkyRotation() const#

Возвращает sky rotation.

Возвращаемое значение

sky rotation quaternion.

float getEnvironmentSkyIntensity() const#

Возвращает intensity of the environment sky set for the preset that overlays the other ones. To get the sky intensity for the specific preset, use RenderEnvironmentPreset::getSkyIntensity().
Исходный код (C++)
// get a sky intensity for the preset that overlays the others
Render::getEnvironmentSkyIntensity();
// get a sky intensity for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getSkyIntensity();

Возвращаемое значение

intensity value.

float getEnvironmentReflectionIntensity() const#

Возвращает intensity of the environment reflections for the preset that overlays the other ones. 0 value means no environment reflections for the preset. To get the reflection intensity for the specific preset, use RenderEnvironmentPreset::getReflectionIntensity().
Исходный код (C++)
// get a reflection intensity for the preset that overlays the others
Render::getEnvironmentReflectionIntensity();
// get a reflection intensity for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getReflectionIntensity();

Возвращаемое значение

intensity value.

float getEnvironmentAmbientIntensity() const#

Возвращает intensity of the environment ambient lighting for the preset that overlays the other ones. 0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment. To get the ambient intensity for the specific preset, use RenderEnvironmentPreset::getAmbientIntensity().
Исходный код (C++)
// get an ambient intensity for the preset that overlays the others
Render::getEnvironmentAmbientIntensity();
// get an ambient intensity for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getAmbientIntensity();

Возвращаемое значение

intensity value.

float getEnvironmentHazeDensity() const#

Возвращает haze density set for the preset that overlays the other ones. To get the haze density for the specific preset, use RenderEnvironmentPreset::getHazeDensity().
Исходный код (C++)
// get a haze density for the preset that overlays the others
Render::getEnvironmentHazeDensity();
// get a haze density for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazeDensity();

Возвращаемое значение

haze density.

float getEnvironmentHazeMaxDistance() const#

Возвращает distance starting at which the haze becomes completely solid, so nothing will be seen behind. To get the haze maximum visibility distance for the specific preset, use RenderEnvironmentPreset::getHazeMaxDistance().
Исходный код (C++)
// get a haze maximum visibility distance for the preset that overlays the others
Render::getEnvironmentHazeMaxDistance();
// get a haze maximum visibility distance for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazeMaxDistance();

Возвращаемое значение

maximum visibility distance.

Math::vec4 getEnvironmentHazeColor() const#

Возвращает haze color for the preset that overlays the other ones.
Примечание
This function will return color only if the HAZE_SOLID mode is set via setEnvironmentHazeMode().
To get the haze color for the specific preset, use RenderEnvironmentPreset::getHazeColor().
Исходный код (C++)
// get a haze color for the preset that overlays the others
Render::getEnvironmentHazeColor();
// get a haze color for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazeColor();

Возвращаемое значение

haze color.

void setEnvironmentCubemapBlendMode ( int mode = 0 ) #

Console: render_environment_cubemap_blend
Устанавливает blending mode for the environment cubemap.

Аргументы

  • int mode - blending mode. Одно из следующих значений:
    • 0 - alpha blend (по умолчанию)
    • 1 - additive blend
    • 2 - multiply
    • 3 - overlay

int getEnvironmentCubemapBlendMode() const#

Console: render_environment_cubemap_blend
Возвращает blending mode for the environment cubemap.

Возвращаемое значение

blending mode. Одно из следующих значений:
  • 0 - alpha blend (по умолчанию)
  • 1 - additive blend
  • 2 - multiply
  • 3 - overlay

void setEnvironmentGGXMipmapsQuality ( Render::GGX_MIPMAPS_QUALITY quality = 0 ) #

Console: render_environment_ggx_mipmaps_quality
Устанавливает GGX Mipmap quality mode for environment reflections on rough surfaces. Quality modes differ in the number of rays used to create a reflection on a rough surface.

Аргументы

  • Render::GGX_MIPMAPS_QUALITY quality - GGX Mipmap quality mode. Одно из следующих значений:
    • Low - low quality (by default)
    • Medium - medium quality
    • High - high quality
    • Ultra - ultra quality

Render::GGX_MIPMAPS_QUALITY getEnvironmentGGXMipmapsQuality() const#

Console: render_environment_ggx_mipmaps_quality
Возвращает GGX Mipmap quality mode for environment reflections on rough surfaces. Quality modes differ in the number of rays used to create a reflection on a rough surface.

Возвращаемое значение

GGX Mipmap quality mode. Одно из следующих значений:
  • Low - low quality (by default)
  • Medium - medium quality
  • High - high quality
  • Ultra - ultra quality

void setEnvironmentHazeGradient ( int gradient = 0 ) #

Console: render_environment_haze_gradient
Устанавливает environment haze gradient mode. By using this option, you can make the haze look more realistic for a specific distance range.
  • Short Distance Range — better suitable for near-surface haze
  • Long Distance Range — better suitable for hazy mountains
  • Physically Based — for physically based haze simulation

Аргументы

  • int gradient - gradient mode. Одно из следующих значений:
    • 0 - Short Distance Range (по умолчанию)
    • 1 - Long Distance Range
    • 2 - Physically Based

int getEnvironmentHazeGradient() const#

Console: render_environment_haze_gradient
Возвращает environment haze gradient mode. By using this option, you can make the haze look more realistic for a specific distance range.
  • Short Distance Range — better suitable for near-surface haze
  • Long Distance Range — better suitable for hazy mountains
  • Physically Based — for physically based haze simulation

Возвращаемое значение

gradient mode. Одно из следующих значений:
  • 0 - Short Distance Range (по умолчанию)
  • 1 - Long Distance Range
  • 2 - Physically Based

void setEnvironmentHazeMode ( int mode = 2 ) #

Console: render_environment_haze
Устанавливает mode for the haze effect.
  • If Disabled, no haze is applied.
  • The Solid mode uses the solid color from the Color parameter.
  • The Scattering mode uses the color from the sky LUTs is blended with the Color parameter. This value is recommended for better realism: objects will smoothly fade into the distance.

Аргументы

  • int mode - haze mode: one of the HAZE_* variables. Одно из следующих значений:
    • 0 - haze disabled
    • 1 - haze colored the specific color
    • 2 - haze colored in accordance with the sky LUT (по умолчанию)

int getEnvironmentHazeMode() const#

Console: render_environment_haze
Возвращает mode for the haze effect.
  • If Disabled, no haze is applied.
  • The Solid mode uses the solid color from the Color parameter.
  • The Scattering mode uses the color from the sky LUTs is blended with the Color parameter. This value is recommended for better realism: objects will smoothly fade into the distance.

Возвращаемое значение

haze mode: one of the HAZE_* variables. Одно из следующих значений:
  • 0 - haze disabled
  • 1 - haze colored the specific color
  • 2 - haze colored in accordance with the sky LUT (по умолчанию)

void setEnvironment ( bool environment = 1 ) #

Console: render_environment
Устанавливает value indicating if rendering of environment of the scene is enabled.

Аргументы

  • bool environment - Set true to enable rendering of environment; false - to disable it. Значение по умолчанию true.

bool isEnvironment() const#

Console: render_environment
Возвращает value indicating if rendering of environment of the scene is enabled.

Возвращаемое значение

true if rendering of environment is enabled; otherwise false. Значение по умолчанию true.

void setColorCorrectionLUTPath ( const char * lutpath ) #

Устанавливает name of a new color transformation texture (LUT).

Аргументы

  • const char * lutpath - name of the file with the texture. If NULL (0) is passed, the texture is cleared.

const char * getColorCorrectionLUTPath() const#

Возвращает name of a new color transformation texture (LUT).

Возвращаемое значение

name of the file with the texture. If NULL (0) is passed, the texture is cleared.

void setColorCorrectionWhite ( const Math::vec4& white ) #

Console: color_correction_white
Устанавливает white balance of the scene.

Аргументы

  • const Math::vec4& white - white balance. The provided value is saturated in the range [vec4_epsilon;vec4_one].
    vec4_zero - default value (black)

Math::vec4 getColorCorrectionWhite() const#

Console: color_correction_white
Возвращает white balance of the scene.

Возвращаемое значение

white balance. The provided value is saturated in the range [vec4_epsilon;vec4_one].
vec4_zero - default value (black)

void setColorCorrectionGamma ( float gamma = 1.0f ) #

Console: color_correction_gamma
Устанавливает Gamma correction value for the scene.

Аргументы

  • float gamma - Gamma value. The provided value is saturated in the range [0.5f; 1.5f].
    Диапазон значений: [0.5f, 1.5f]. Значение по умолчанию : 1.0f.

float getColorCorrectionGamma() const#

Console: color_correction_gamma
Возвращает Gamma correction value for the scene.

Возвращаемое значение

Gamma value. The provided value is saturated in the range [0.5f; 1.5f].
Диапазон значений: [0.5f, 1.5f]. Значение по умолчанию : 1.0f.

Ptr<TextureRamp> getColorCorrectionRamp() const#

Возвращает Color Correction ramp texture of the scene. An instance of the TextureRamp class with 4 channels:

Возвращаемое значение

TextureRamp instance

void setColorCorrectionSaturation ( const Palette& saturation ) #

Console: color_correction_saturation
Устанавливает saturation adjustment values for the scene.List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

Аргументы

  • Palette saturation - color values in a Palette structure.
    (1,1,1,1,1,1,1,1,1,1,1,1) - default value

Palette getColorCorrectionSaturation() const#

Console: color_correction_saturation
Возвращает saturation adjustment values for the scene.List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

Возвращаемое значение

color values in a Palette structure.
(1,1,1,1,1,1,1,1,1,1,1,1) - default value

void setColorCorrectionHueShift ( const Palette& shift ) #

Console: color_correction_hue_shift
Устанавливает hue adjustment values for the scene. List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

Аргументы

  • Palette shift - color values in a Palette structure.
    (0,0,0,0,0,0,0,0,0,0,0,0) - default value

Palette getColorCorrectionHueShift() const#

Console: color_correction_hue_shift
Возвращает hue adjustment values for the scene. List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

Возвращаемое значение

color values in a Palette structure.
(0,0,0,0,0,0,0,0,0,0,0,0) - default value

void setColorCorrectionContrast ( float contrast = 0.0f ) #

Console: color_correction_contrast
Устанавливает overall contrast value for the scene.

Аргументы

  • float contrast - contrast value. The provided value is saturated in the range [-1.0f; 1.0f].
    Диапазон значений: [-1.0f, 1.0f]. Значение по умолчанию : 0.0f.

float getColorCorrectionContrast() const#

Console: color_correction_contrast
Возвращает overall contrast value for the scene.

Возвращаемое значение

contrast value. The provided value is saturated in the range [-1.0f; 1.0f].
Диапазон значений: [-1.0f, 1.0f]. Значение по умолчанию : 0.0f.

void setColorCorrectionBrightness ( float brightness = 0.0f ) #

Console: color_correction_brightness
Устанавливает overall brightness value for the scene.

Аргументы

  • float brightness - brightness value. The provided value is saturated in the range [-1.0f; 1.0f].
    Диапазон значений: [-1.0f, 1.0f]. Значение по умолчанию : 0.0f.

float getColorCorrectionBrightness() const#

Console: color_correction_brightness
Возвращает overall brightness value for the scene.

Возвращаемое значение

brightness value. The provided value is saturated in the range [-1.0f; 1.0f].
Диапазон значений: [-1.0f, 1.0f]. Значение по умолчанию : 0.0f.

void setColorCorrectionPreserveSaturation ( bool saturation = 0 ) #

Console: color_correction_preserve_saturation
Устанавливает value indicating if initial scene color saturation is to be preserved after applying color correction.

Аргументы

  • bool saturation - Set true to enable preserving initial scene color saturation; false - to disable it. Значение по умолчанию false.

bool isColorCorrectionPreserveSaturation() const#

Console: color_correction_preserve_saturation
Возвращает value indicating if initial scene color saturation is to be preserved after applying color correction.

Возвращаемое значение

true if preserving initial scene color saturation is enabled; otherwise false. Значение по умолчанию false.

void setFadeColor ( const Math::vec4& color ) #

Console: render_fade_color
Устанавливает fade color for the scene on the screen. By gradually changing this value it is possible to create "fade in" and "fade out" effects depending on the w component of the given vector. For example, when the following vectors are passed the result will be:
  • vec4(1,1,1,1) - a fully white screen. Positive w results in additive blending.
  • vec4(0.5,0.5,0.5,1) - light colors on the screen.
  • vec4(1,0,0,1) - R channel for all screen colors is to its maximum; G and B without changes.
  • vec4(0,0,0,0) - there is no fading (no color alterations are done to the screen).
  • vec4(1,1,1,-1) - a fully black screen. Negative w results in scene colors * (1 - RGB), where RGB is the first three components of the passed vector.
  • vec4(0.5,0.5,0.5,-1) - dark colors on the screen.

Аргументы

  • const Math::vec4& color - fade color for the scene on the screen. The provided vector represents RGB channel values (first three components) and a fading coefficient (w component). All components are saturated in the range [-1; 1].
    vec4_zero - default value (white)

Math::vec4 getFadeColor() const#

Console: render_fade_color
Возвращает fade color for the scene on the screen. By gradually changing this value it is possible to create "fade in" and "fade out" effects depending on the w component of the given vector. For example, when the following vectors are passed the result will be:
  • vec4(1,1,1,1) - a fully white screen. Positive w results in additive blending.
  • vec4(0.5,0.5,0.5,1) - light colors on the screen.
  • vec4(1,0,0,1) - R channel for all screen colors is to its maximum; G and B without changes.
  • vec4(0,0,0,0) - there is no fading (no color alterations are done to the screen).
  • vec4(1,1,1,-1) - a fully black screen. Negative w results in scene colors * (1 - RGB), where RGB is the first three components of the passed vector.
  • vec4(0.5,0.5,0.5,-1) - dark colors on the screen.

Возвращаемое значение

fade color for the scene on the screen. The provided vector represents RGB channel values (first three components) and a fading coefficient (w component). All components are saturated in the range [-1; 1].
vec4_zero - default value (white)

void setBackgroundColor ( const Math::vec4& color ) #

Console: render_background_color
Устанавливает background color vector. The Alpha channel of this color sets background transparency: lower alpha channel values produce darker background color. This parameter allows creating colored transparent background instead of rendering an environment cubemap. However, if the environment cubemap is rendered, the background color will always be rendered over the environment.

Аргументы

  • const Math::vec4& color - color vector.
    vec4_one - default value (white)

Math::vec4 getBackgroundColor() const#

Console: render_background_color
Возвращает background color vector. The Alpha channel of this color sets background transparency: lower alpha channel values produce darker background color. This parameter allows creating colored transparent background instead of rendering an environment cubemap. However, if the environment cubemap is rendered, the background color will always be rendered over the environment.

Возвращаемое значение

color vector.
vec4_one - default value (white)

void setWireframeColor ( const Math::vec4& color ) #

Console: render_wireframe_color
Устанавливает color of the wireframe.

Аргументы

  • const Math::vec4& color - color vector.
    vec4_one - default value (white)

Math::vec4 getWireframeColor() const#

Console: render_wireframe_color
Возвращает color of the wireframe.

Возвращаемое значение

color vector.
vec4_one - default value (white)

void setLensDispersion ( const Math::vec3& dispersion ) #

Console: render_lens_dispersion
Устанавливает color displacement for red, green, and blue channels of the lens flares. Can be used to create light dispersion (chromatic aberrations). If a negative value is set for a channel, 0 will be used instead. To use this option, rendering of lens flares (см. setLens()) should be enabled.

Аргументы

  • const Math::vec3& dispersion - lens dispersion displacement per channel.
    vec3_one - default value

Math::vec3 getLensDispersion() const#

Console: render_lens_dispersion
Возвращает color displacement for red, green, and blue channels of the lens flares. Can be used to create light dispersion (chromatic aberrations). If a negative value is set for a channel, 0 will be used instead. To use this option, rendering of lens flares (см. setLens()) should be enabled.

Возвращаемое значение

lens dispersion displacement per channel.
vec3_one - default value

void setLensColor ( const Math::vec4& color ) #

Console: render_lens_color
Устанавливает color of HDR lens flares. To use this option, rendering of lens flares (см. setLens()) should be enabled.

Аргументы

  • const Math::vec4& color - color vector.
    vec4_one - default value (white)

Math::vec4 getLensColor() const#

Console: render_lens_color
Возвращает color of HDR lens flares. To use this option, rendering of lens flares (см. setLens()) should be enabled.

Возвращаемое значение

color vector.
vec4_one - default value (white)

void setLensThreshold ( float threshold = 0.5f ) #

Console: render_lens_threshold
Устанавливает value of the brightness threshold for areas to produce lens flares. The higher the threshold value, the brighter the area should be to produce flares. To use this option, rendering of lens flares (см. setLens()) should be enabled.

Аргументы

  • float threshold - threshold value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

float getLensThreshold() const#

Console: render_lens_threshold
Возвращает value of the brightness threshold for areas to produce lens flares. The higher the threshold value, the brighter the area should be to produce flares. To use this option, rendering of lens flares (см. setLens()) should be enabled.

Возвращаемое значение

threshold value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

void setLensRadius ( float radius = 0.5f ) #

Console: render_lens_radius
Устанавливает radius of the spherical lens flares on the screen. 1.0f corresponds to a screen-wide radius (a lens flare is not visible). To use this option, rendering of lens flares (см. setLens()) should be enabled.

Аргументы

  • float radius - radius.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

float getLensRadius() const#

Console: render_lens_radius
Возвращает radius of the spherical lens flares on the screen. 1.0f corresponds to a screen-wide radius (a lens flare is not visible). To use this option, rendering of lens flares (см. setLens()) should be enabled.

Возвращаемое значение

radius.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

void setLensLength ( float length = 0.5f ) #

Console: render_lens_length
Устанавливает length of the radial lens flare indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed. To use this option, rendering of lens flares (см. setLens()) should be enabled.

Аргументы

  • float length - length value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

float getLensLength() const#

Console: render_lens_length
Возвращает length of the radial lens flare indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed. To use this option, rendering of lens flares (см. setLens()) should be enabled.

Возвращаемое значение

length value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

void setLensScale ( float scale = 1.0f ) #

Console: render_lens_scale
Устанавливает multiplier for color (см. setLensColor()) of HDR lens flares. To use this option, rendering of lens flares (см. setLens()) should be enabled.

Аргументы

  • float scale - color scale.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getLensScale() const#

Console: render_lens_scale
Возвращает multiplier for color (см. setLensColor()) of HDR lens flares. To use this option, rendering of lens flares (см. setLens()) should be enabled.

Возвращаемое значение

color scale.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setLens ( bool lens = 0 ) #

Console: render_lens
Устанавливает value indicating if lens flares are enabled.

Аргументы

  • bool lens - Set true to enable lens flares effect.; false - to disable it. Значение по умолчанию false.

bool isLens() const#

Console: render_lens
Возвращает value indicating if lens flares are enabled.

Возвращаемое значение

true if lens flares effect. is enabled; otherwise false. Значение по умолчанию false.

void setScreenSpaceShadowShaftsMode ( int mode = 1 ) #

Console: render_screen_space_shadow_shafts_mode
Устанавливает rendering mode for volumetric screen-space shadow shafts. Shadow shafts (aka light shafts) can be generated in screen space for the Sun and the Moon to simulate the real world effect of crepuscular rays, or atmospheric shadowing of atmospheric in-scattering. These rays add depth and realism to any scene.
Примечание
  • This effect works for opaque geometry only.
  • It is recommended to use Screen-Space Shadow Shafts with relatively thick haze for visual consistency.
  • Disable this effect for indoor scenes as only world light sources are supported.

Аргументы

  • int mode - rendering mode for volumetric screen-space shadow shafts Одно из следующих значений:
    • 0 - Disabled
    • 1 - Sun shadow shafts (по умолчанию)
    • 2 - Moon shadow shafts
    • 3 - Sun and Moon shadow shafts

int getScreenSpaceShadowShaftsMode() const#

Console: render_screen_space_shadow_shafts_mode
Возвращает rendering mode for volumetric screen-space shadow shafts. Shadow shafts (aka light shafts) can be generated in screen space for the Sun and the Moon to simulate the real world effect of crepuscular rays, or atmospheric shadowing of atmospheric in-scattering. These rays add depth and realism to any scene.
Примечание
  • This effect works for opaque geometry only.
  • It is recommended to use Screen-Space Shadow Shafts with relatively thick haze for visual consistency.
  • Disable this effect for indoor scenes as only world light sources are supported.

Возвращаемое значение

rendering mode for volumetric screen-space shadow shafts Одно из следующих значений:
  • 0 - Disabled
  • 1 - Sun shadow shafts (по умолчанию)
  • 2 - Moon shadow shafts
  • 3 - Sun and Moon shadow shafts

void setScreenSpaceShadowShaftsLength ( float length = 3.0f ) #

Console: render_screen_space_shadow_shafts_length
Устанавливает length of volumetric screen-space shadow shafts.

Аргументы

  • float length - length value.
    Диапазон значений: [0.0f, 100.0f]. Значение по умолчанию : 3.0f.

float getScreenSpaceShadowShaftsLength() const#

Console: render_screen_space_shadow_shafts_length
Возвращает length of volumetric screen-space shadow shafts.

Возвращаемое значение

length value.
Диапазон значений: [0.0f, 100.0f]. Значение по умолчанию : 3.0f.

void setScreenSpaceShadowShaftsQuality ( int quality = 1 ) #

Console: render_screen_space_shadow_shafts_quality
Устанавливает quality of screen-space shadow shafts. Defines the number of steps to be used when generating the texture for this effect. Lower quality values may result in noticeable banding effect especially in case of long shadow shafts. Medium quality is usually enough, but you can increase it if shafts are long enough and banding effect becomes noticeable.

Аргументы

  • int quality - quality of screen-space shadows. Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getScreenSpaceShadowShaftsQuality() const#

Console: render_screen_space_shadow_shafts_quality
Возвращает quality of screen-space shadow shafts. Defines the number of steps to be used when generating the texture for this effect. Lower quality values may result in noticeable banding effect especially in case of long shadow shafts. Medium quality is usually enough, but you can increase it if shafts are long enough and banding effect becomes noticeable.

Возвращаемое значение

quality of screen-space shadows. Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setScreenSpaceShadowShaftsResolution ( int resolution = 1 ) #

Console: render_screen_space_shadow_shafts_resolution
Устанавливает resolution of the texture to which screen-space shadows are rendered.

Аргументы

  • int resolution - resolution of the texture used for screen-space shadows rendering. Одно из следующих значений:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

int getScreenSpaceShadowShaftsResolution() const#

Console: render_screen_space_shadow_shafts_resolution
Возвращает resolution of the texture to which screen-space shadows are rendered.

Возвращаемое значение

resolution of the texture used for screen-space shadows rendering. Одно из следующих значений:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

void setCrossColor ( const Math::vec4& color ) #

Console: render_cross_color
Устанавливает color of the cross flares. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Аргументы

  • const Math::vec4& color - color of cross flares.
    vec4_one - default value (white)

Math::vec4 getCrossColor() const#

Console: render_cross_color
Возвращает color of the cross flares. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Возвращаемое значение

color of cross flares.
vec4_one - default value (white)

void setCrossThreshold ( float threshold = 0.0f ) #

Console: render_cross_threshold
Устанавливает brightness threshold for areas to produce flare. The higher the threshold value, the brighter the area should be to produce a flare. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Аргументы

  • float threshold - threshold value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

float getCrossThreshold() const#

Console: render_cross_threshold
Возвращает brightness threshold for areas to produce flare. The higher the threshold value, the brighter the area should be to produce a flare. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Возвращаемое значение

threshold value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

void setCrossAngle ( float angle = 45.0f ) #

Console: render_cross_angle
Устанавливает cross flares orientation angle. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Аргументы

  • float angle - angle, in degrees.
    Диапазон значений: [-inf, inf]. Значение по умолчанию : 45.0f.

float getCrossAngle() const#

Console: render_cross_angle
Возвращает cross flares orientation angle. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Возвращаемое значение

angle, in degrees.
Диапазон значений: [-inf, inf]. Значение по умолчанию : 45.0f.

void setCrossScale ( float scale = 1.0f ) #

Console: render_cross_scale
Устанавливает color multiplier.cross color scale — a multiplier for the color of cross flares. Higher values produce more pronounced flares. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Аргументы

  • float scale -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getCrossScale() const#

Console: render_cross_scale
Возвращает color multiplier.cross color scale — a multiplier for the color of cross flares. Higher values produce more pronounced flares. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setCrossLength ( float length = 0.2f ) #

Console: render_cross_length
Устанавливает length of a cross flare relative to the screen width. Increasing this value also leads to fading of the shafts across their length. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Аргументы

  • float length - length value.
    Диапазон значений: [0.0f, 2.0f]. Значение по умолчанию : 0.2f.

float getCrossLength() const#

Console: render_cross_length
Возвращает length of a cross flare relative to the screen width. Increasing this value also leads to fading of the shafts across their length. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Возвращаемое значение

length value.
Диапазон значений: [0.0f, 2.0f]. Значение по умолчанию : 0.2f.

void setCrossShafts ( int shafts = 4 ) #

Console: render_cross_shafts
Устанавливает number of shafts in a cross flare. High number of flares can cause a FPS drop on low-performance hardware. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Аргументы

  • int shafts - number of cross flares.
    Диапазон значений: [2, 32]. Значение по умолчанию : 4.

int getCrossShafts() const#

Console: render_cross_shafts
Возвращает number of shafts in a cross flare. High number of flares can cause a FPS drop on low-performance hardware. To use this option, rendering of cross flares (см. setCross()) should be enabled.

Возвращаемое значение

number of cross flares.
Диапазон значений: [2, 32]. Значение по умолчанию : 4.

void setCross ( bool cross = 0 ) #

Console: render_cross
Устанавливает value indicating if cross flares are enabled.

Аргументы

  • bool cross - Set true to enable cross flares effect; false - to disable it. Значение по умолчанию false.

bool isCross() const#

Console: render_cross
Возвращает value indicating if cross flares are enabled.

Возвращаемое значение

true if cross flares effect is enabled; otherwise false. Значение по умолчанию false.

void setFilmicSaturationRecovery ( float recovery = 0.75f ) #

Console: render_filmic_saturation_recovery
Устанавливает color saturation recovery value for the filmic tonemapper. Filmic tonemapper desaturates image colors in bright areas making them look grayish. This parameter enables you to recover initial color saturation in such areas. Higher values make colors more saturated:
  • 0.0f - standard filmic tonemapping, no saturation recovery is performed.
  • 1.0f - color saturation is recovered to the full extent.
Примечание
When the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f (default)

Аргументы

  • float recovery - color saturation recovery value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.75f.

float getFilmicSaturationRecovery() const#

Console: render_filmic_saturation_recovery
Возвращает color saturation recovery value for the filmic tonemapper. Filmic tonemapper desaturates image colors in bright areas making them look grayish. This parameter enables you to recover initial color saturation in such areas. Higher values make colors more saturated:
  • 0.0f - standard filmic tonemapping, no saturation recovery is performed.
  • 1.0f - color saturation is recovered to the full extent.
Примечание
When the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f (default)

Возвращаемое значение

color saturation recovery value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.75f.

void setFilmicWhiteLevel ( float level = 1.0f ) #

Console: render_filmic_white_level
Устанавливает Linear White Point tonemapping parameter value, which is mapped as pure white in the resulting image.

Аргументы

  • float level - Linear White Point value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getFilmicWhiteLevel() const#

Console: render_filmic_white_level
Возвращает Linear White Point tonemapping parameter value, which is mapped as pure white in the resulting image.

Возвращаемое значение

Linear White Point value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setFilmicToeDenominator ( float denominator = 0.3f ) #

Console: render_filmic_toe_denominator
Устанавливает Toe Denominator tonemapping parameter value.

Аргументы

  • float denominator - Toe Denominator value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

float getFilmicToeDenominator() const#

Console: render_filmic_toe_denominator
Возвращает Toe Denominator tonemapping parameter value.

Возвращаемое значение

Toe Denominator value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

void setFilmicToeNumerator ( float numerator = 0.01f ) #

Console: render_filmic_toe_numerator
Устанавливает Toe Numerator tonemapping parameter value.

Аргументы

  • float numerator - Toe Numerator value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.01f.

float getFilmicToeNumerator() const#

Console: render_filmic_toe_numerator
Возвращает Toe Numerator tonemapping parameter value.

Возвращаемое значение

Toe Numerator value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.01f.

void setFilmicToeScale ( float scale = 0.2f ) #

Console: render_filmic_toe_scale
Устанавливает Toe Scale tonemapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).

Аргументы

  • float scale - Toe scale value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.2f.

float getFilmicToeScale() const#

Console: render_filmic_toe_scale
Возвращает Toe Scale tonemapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).

Возвращаемое значение

Toe scale value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.2f.

void setFilmicLinearAngle ( float angle = 1.0f ) #

Console: render_filmic_linear_angle
Устанавливает Linear Angle tone mapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.

Аргументы

  • float angle - Linear Angle value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

float getFilmicLinearAngle() const#

Console: render_filmic_linear_angle
Возвращает Linear Angle tone mapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.

Возвращаемое значение

Linear Angle value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

void setFilmicLinearScale ( float scale = 0.3f ) #

Console: render_filmic_linear_scale
Устанавливает Linear Strength tone mapping parameter value that is used to change gray values. The Linear Scale controls the length of the tone mapping curve linear part.

Аргументы

  • float scale - Linear Scale value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

float getFilmicLinearScale() const#

Console: render_filmic_linear_scale
Возвращает Linear Strength tone mapping parameter value that is used to change gray values. The Linear Scale controls the length of the tone mapping curve linear part.

Возвращаемое значение

Linear Scale value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

void setFilmicShoulderScale ( float scale = 0.2f ) #

Console: render_filmic_shoulder_scale
Устанавливает Shoulder Strength tonemapping parameter value that is used to change bright values.

Аргументы

  • float scale - Shoulder Scale value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.2f.

float getFilmicShoulderScale() const#

Console: render_filmic_shoulder_scale
Возвращает Shoulder Strength tonemapping parameter value that is used to change bright values.

Возвращаемое значение

Shoulder Scale value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.2f.

void setBloomPower ( float power = 0.7f ) #

Console: render_bloom_power
Устанавливает power of the Bloom effect.
  • 0.0f (min) - the Bloom effect is blurred.
  • 1.0f (max) - the Bloom effect is more contrast.

Аргументы

  • float power - Bloom power value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.7f.

float getBloomPower() const#

Console: render_bloom_power
Возвращает power of the Bloom effect.
  • 0.0f (min) - the Bloom effect is blurred.
  • 1.0f (max) - the Bloom effect is more contrast.

Возвращаемое значение

Bloom power value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.7f.

void setBloomScale ( float scale = 0.3f ) #

Console: render_bloom_scale
Устанавливает scale of the Bloom effect.

Аргументы

  • float scale - Bloom scale value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

float getBloomScale() const#

Console: render_bloom_scale
Возвращает scale of the Bloom effect.

Возвращаемое значение

Bloom scale value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

void setBloomPasses ( int passes = 6 ) #

Console: render_bloom_passes
Устанавливает number of passes for the bloom effect. During the pass a Bloom texture is generating. Up to 8 Bloom textures can be generated: each texture has lower resolution (original size, original size /2, original size /4, so forth) with Bloom effect. After that, all these Bloom textures with the different resolution form the final Bloom texture.
Примечание
The higher the value, the smoother the effect is. However, this option significantly affects performance.

Аргументы

  • int passes - number of bloom passes.
    Диапазон значений: [2, 8]. Значение по умолчанию : 6.

int getBloomPasses() const#

Console: render_bloom_passes
Возвращает number of passes for the bloom effect. During the pass a Bloom texture is generating. Up to 8 Bloom textures can be generated: each texture has lower resolution (original size, original size /2, original size /4, so forth) with Bloom effect. After that, all these Bloom textures with the different resolution form the final Bloom texture.
Примечание
The higher the value, the smoother the effect is. However, this option significantly affects performance.

Возвращаемое значение

number of bloom passes.
Диапазон значений: [2, 8]. Значение по умолчанию : 6.

void setBloomResolution ( int resolution = 2 ) #

Console: render_bloom_resolution
Устанавливает resolution of the Bloom effect.

Аргументы

  • int resolution - resolution. Одно из следующих значений:
    • 0 - quarter
    • 1 - half
    • 2 - full (по умолчанию)

int getBloomResolution() const#

Console: render_bloom_resolution
Возвращает resolution of the Bloom effect.

Возвращаемое значение

resolution. Одно из следующих значений:
  • 0 - quarter
  • 1 - half
  • 2 - full (по умолчанию)

void setBloom ( bool bloom = 0 ) #

Console: render_bloom
Устанавливает value indicating if the Bloom effect is enabled.

Аргументы

  • bool bloom - Set true to enable Bloom effect; false - to disable it. Значение по умолчанию false.

bool isBloom() const#

Console: render_bloom
Возвращает value indicating if the Bloom effect is enabled.

Возвращаемое значение

true if Bloom effect is enabled; otherwise false. Значение по умолчанию false.

void setDOFNearFocalOffset ( float offset = 0.0f ) #

Console: render_dof_near_focal_offset
Устанавливает offset from the focal to the nearest blurred zone. In other words, the distance when foreground (near) is in focus.

Аргументы

  • float offset - near focal offset for DoF (Depth Of Field), in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

float getDOFNearFocalOffset() const#

Console: render_dof_near_focal_offset
Возвращает offset from the focal to the nearest blurred zone. In other words, the distance when foreground (near) is in focus.

Возвращаемое значение

near focal offset for DoF (Depth Of Field), in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

void setDOFNearDistance ( float distance = 10.0f ) #

Console: render_dof_near_distance
Устанавливает near DOF limit of the camera: the distance between the camera and the first element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Аргументы

  • float distance - near DOF limit value, in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 10.0f.

float getDOFNearDistance() const#

Console: render_dof_near_distance
Возвращает near DOF limit of the camera: the distance between the camera and the first element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Возвращаемое значение

near DOF limit value, in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 10.0f.

void setDOFFarFocalOffset ( float offset = 0.0f ) #

Console: render_dof_far_focal_offset
Устанавливает Sets the offset from the focal to the farthest blurred zone for the DOF effect. In other words, the distance when background (far) is in focus.

Аргументы

  • float offset - far focal offset for DoF (Depth Of Field), in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

float getDOFFarFocalOffset() const#

Console: render_dof_far_focal_offset
Возвращает Sets the offset from the focal to the farthest blurred zone for the DOF effect. In other words, the distance when background (far) is in focus.

Возвращаемое значение

far focal offset for DoF (Depth Of Field), in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

void setDOFFarDistance ( float distance = 10.0f ) #

Console: render_dof_far_distance
Устанавливает far DOF limit of the camera: the distance between the camera and the furthest element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Аргументы

  • float distance - far DoF limit value, in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 10.0f.

float getDOFFarDistance() const#

Console: render_dof_far_distance
Возвращает far DOF limit of the camera: the distance between the camera and the furthest element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Возвращаемое значение

far DoF limit value, in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 10.0f.

void setDOFBlur ( float dofblur = 1.0f ) #

Console: render_dof_blur
Устанавливает intensity of blur for the DOF (Depth Of Field) effect.

Аргументы

  • float dofblur - DOF blur intensity value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getDOFBlur() const#

Console: render_dof_blur
Возвращает intensity of blur for the DOF (Depth Of Field) effect.

Возвращаемое значение

DOF blur intensity value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setDOFChromaticAberration ( float aberration = 0.0f ) #

Console: render_dof_chromatic_aberration
Устанавливает intensity of chromatic aberration for the DOF (Depth Of Field) effect.

Аргументы

  • float aberration - DOF chromatic aberration intensity value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

float getDOFChromaticAberration() const#

Console: render_dof_chromatic_aberration
Возвращает intensity of chromatic aberration for the DOF (Depth Of Field) effect.

Возвращаемое значение

DOF chromatic aberration intensity value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

void setDOFFocalDistance ( float distance = 1.0f ) #

Console: render_dof_focal_distance
Устанавливает focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.

Аргументы

  • float distance - focal distance, in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getDOFFocalDistance() const#

Console: render_dof_focal_distance
Возвращает focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.

Возвращаемое значение

focal distance, in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setDOFBokehMode ( int mode = 0 ) #

Console: render_dof_bokeh_mode
Устанавливает shape of the Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
Примечание
For the DOF effect, the Bokeh effect is enabled by default.

Аргументы

  • int mode - DOF Bokeh shape. Одно из следующих значений:
    • 0 - ring (по умолчанию)
    • 1 - circle

int getDOFBokehMode() const#

Console: render_dof_bokeh_mode
Возвращает shape of the Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
Примечание
For the DOF effect, the Bokeh effect is enabled by default.

Возвращаемое значение

DOF Bokeh shape. Одно из следующих значений:
  • 0 - ring (по умолчанию)
  • 1 - circle

void setDOFResolution ( int dofresolution = 2 ) #

Console: render_dof_resolution
Устанавливает resolution of the DOF (Depth Of Field) effect.

Аргументы

  • int dofresolution - DOF resolution. Одно из следующих значений:
    • 0 - quarter
    • 1 - half
    • 2 - full (по умолчанию)
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getDOFResolution() const#

Console: render_dof_resolution
Возвращает resolution of the DOF (Depth Of Field) effect.

Возвращаемое значение

DOF resolution. Одно из следующих значений:
  • 0 - quarter
  • 1 - half
  • 2 - full (по умолчанию)
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setDOFQuality ( int dofquality = 1 ) #

Console: render_dof_quality
Устанавливает quality of the DOF (Depth Of Field) effect.

Аргументы

  • int dofquality - DOF quality. Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getDOFQuality() const#

Console: render_dof_quality
Возвращает quality of the DOF (Depth Of Field) effect.

Возвращаемое значение

DOF quality. Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setDOFFocusImprovement ( bool improvement = false ) #

Console: render_dof_focus_improvement
Устанавливает value indicating if the focus improvement option is enabled for the DOF (Depth Of Field) effect. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.

Аргументы

  • bool improvement - Set true to enable focus improvement for the DOF effect; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isDOFFocusImprovement() const#

Console: render_dof_focus_improvement
Возвращает value indicating if the focus improvement option is enabled for the DOF (Depth Of Field) effect. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.

Возвращаемое значение

true if focus improvement for the DOF effect is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setDOFIncreasedAccuracy ( bool accuracy = 0 ) #

Console: render_dof_increased_accuracy
Устанавливает value indicating if the increased accuracy option is enabled for the DOF (Depth Of Field) effect. When enabled, focusing calculation is performed with increased accuracy.

Аргументы

  • bool accuracy - Set true to enable increased accuracy for the DOF effect; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isDOFIncreasedAccuracy() const#

Console: render_dof_increased_accuracy
Возвращает value indicating if the increased accuracy option is enabled for the DOF (Depth Of Field) effect. When enabled, focusing calculation is performed with increased accuracy.

Возвращаемое значение

true if increased accuracy for the DOF effect is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setDOF ( bool dof = 0 ) #

Console: render_dof
Устанавливает value indicating if the DOF (Depth Of Field) effect is enabled.

Аргументы

  • bool dof - Set true to enable Gaussian blur DOF (Depth Of Field) effect; false - to disable it. Значение по умолчанию false.

bool isDOF() const#

Console: render_dof
Возвращает value indicating if the DOF (Depth Of Field) effect is enabled.

Возвращаемое значение

true if Gaussian blur DOF (Depth Of Field) effect is enabled; otherwise false. Значение по умолчанию false.

void setMotionBlurNumSteps ( int steps = 8 ) #

Console: render_motion_blur_num_steps
Устанавливает number of steps used in the motion blur. The higher the value, the more correct the motion blur effect is. At low values, moving objects may look doubled, however, performance will increase. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.

Аргументы

  • int steps - number of steps
    Диапазон значений: [2, 64]. Значение по умолчанию : 8.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getMotionBlurNumSteps() const#

Console: render_motion_blur_num_steps
Возвращает number of steps used in the motion blur. The higher the value, the more correct the motion blur effect is. At low values, moving objects may look doubled, however, performance will increase. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.

Возвращаемое значение

number of steps
Диапазон значений: [2, 64]. Значение по умолчанию : 8.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setMotionBlurNoiseIntensity ( float intensity = 0.5f ) #

Console: render_motion_blur_noise_intensity
Устанавливает intensity of the noise used in the motion blur. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.

Аргументы

  • float intensity - noise intensity
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getMotionBlurNoiseIntensity() const#

Console: render_motion_blur_noise_intensity
Возвращает intensity of the noise used in the motion blur. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.

Возвращаемое значение

noise intensity
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setMotionBlurMaxVelocity ( float velocity = 1.0f ) #

Console: render_motion_blur_max_velocity
Устанавливает maximum possible amount of motion blur for moving physical objects. When their body velocity exceeds the set value, they will be blurred as if they have the maximum velocity set by the parameter.

This parameter should be used:

  • To avoid excessive blurring of fast moving objects.
  • To save performance, as increasing the object's velocity leads increasing the radius of the motion blur effect that drops performance at too high values.
To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.

Аргументы

  • float velocity - maximum scaled velocity of moving physical bodies used for the motion blur effect.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getMotionBlurMaxVelocity() const#

Console: render_motion_blur_max_velocity
Возвращает maximum possible amount of motion blur for moving physical objects. When their body velocity exceeds the set value, they will be blurred as if they have the maximum velocity set by the parameter.

This parameter should be used:

  • To avoid excessive blurring of fast moving objects.
  • To save performance, as increasing the object's velocity leads increasing the radius of the motion blur effect that drops performance at too high values.
To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.

Возвращаемое значение

maximum scaled velocity of moving physical bodies used for the motion blur effect.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setMotionBlurVelocityScale ( float scale = 1.0f ) #

Console: render_motion_blur_velocity_scale
Устанавливает scale value of bodies' linear and angular velocities used for the motion blur. The higher the value, the more blurred the objects will appear when moving. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.

Аргументы

  • float scale - scale of bodies' linear and angular velocities used for the motion blur (if a negative value is provided, 0 will be used instead).
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getMotionBlurVelocityScale() const#

Console: render_motion_blur_velocity_scale
Возвращает scale value of bodies' linear and angular velocities used for the motion blur. The higher the value, the more blurred the objects will appear when moving. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.

Возвращаемое значение

scale of bodies' linear and angular velocities used for the motion blur (if a negative value is provided, 0 will be used instead).
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setMotionBlurCameraVelocity ( bool velocity = 1 ) #

Console: render_motion_blur_camera_velocity
Устанавливает value indicating if camera velocity contributes to the motion blur effect (false to take into account velocities of objects only). To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.
Примечание
Disabled in VR mode by default.

Аргументы

  • bool velocity - Set true to enable taking camera velocity into account in the motion blur effect; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isMotionBlurCameraVelocity() const#

Console: render_motion_blur_camera_velocity
Возвращает value indicating if camera velocity contributes to the motion blur effect (false to take into account velocities of objects only). To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.
Примечание
Disabled in VR mode by default.

Возвращаемое значение

true if taking camera velocity into account in the motion blur effect is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setMotionBlurDepthThresholdFar ( float far = 0.5f ) #

Console: render_motion_blur_depth_threshold_far
Устанавливает value defining if the blur effect is applied to the background object. If the distance between the foreground object and the background object is less than this threshold value, the motion blur effect won't be applied to the background object. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.
Примечание
Disabled in VR mode by default.

Аргументы

  • float far - value defining if the blur effect is applied to the background object
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getMotionBlurDepthThresholdFar() const#

Console: render_motion_blur_depth_threshold_far
Возвращает value defining if the blur effect is applied to the background object. If the distance between the foreground object and the background object is less than this threshold value, the motion blur effect won't be applied to the background object. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.
Примечание
Disabled in VR mode by default.

Возвращаемое значение

value defining if the blur effect is applied to the background object
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setMotionBlurDepthThresholdNear ( float near = 0.2f ) #

Console: render_motion_blur_depth_threshold_near
Устанавливает value defining if the blur effect is applied to the foreground object. If the distance between the foreground object and the background object is less than this threshold value, the motion blur effect won't be applied to the foreground object. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.
Примечание
Disabled in VR mode by default.

Аргументы

  • float near - value defining if the blur effect is applied to the foreground object
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.2f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getMotionBlurDepthThresholdNear() const#

Console: render_motion_blur_depth_threshold_near
Возвращает value defining if the blur effect is applied to the foreground object. If the distance between the foreground object and the background object is less than this threshold value, the motion blur effect won't be applied to the foreground object. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.
Примечание
Disabled in VR mode by default.

Возвращаемое значение

value defining if the blur effect is applied to the foreground object
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.2f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setMotionBlurVelocityBlurRadius ( float radius = 0.5f ) #

Console: render_motion_blur_velocity_blur_radius
Устанавливает radius of the motion blur effect for the boundary between moving and static objects.

Аргументы

  • float radius - radius of the motion blur effect
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getMotionBlurVelocityBlurRadius() const#

Console: render_motion_blur_velocity_blur_radius
Возвращает radius of the motion blur effect for the boundary between moving and static objects.

Возвращаемое значение

radius of the motion blur effect
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setMotionBlurVelocityBlurSamples ( int samples = 32 ) #

Console: render_motion_blur_velocity_blur_samples
Устанавливает number of iterations performed to blur the border between moving and static objects. Higher values ensure a higher quality of blurring, but affect the performance. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.
Примечание
Disabled in VR mode by default.

Аргументы

  • int samples - number of iterations for blurring
    Диапазон значений: [0, 512]. Значение по умолчанию : 32.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getMotionBlurVelocityBlurSamples() const#

Console: render_motion_blur_velocity_blur_samples
Возвращает number of iterations performed to blur the border between moving and static objects. Higher values ensure a higher quality of blurring, but affect the performance. To use this option, rendering of the motion blur effect (см. setMotionBlur()) should be enabled.
Примечание
Disabled in VR mode by default.

Возвращаемое значение

number of iterations for blurring
Диапазон значений: [0, 512]. Значение по умолчанию : 32.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setMotionBlur ( bool blur = 1 ) #

Console: render_motion_blur
Устанавливает value indicating if the motion blur effect is enabled.

Аргументы

  • bool blur - Set true to enable motion blur effect; false - to disable it. Значение по умолчанию true.

bool isMotionBlur() const#

Console: render_motion_blur
Возвращает value indicating if the motion blur effect is enabled.

Возвращаемое значение

true if motion blur effect is enabled; otherwise false. Значение по умолчанию true.

void setWhiteBalanceAdaptationTime ( float time = 1.0f ) #

Console: render_white_balance_adaptation_time
Устанавливает time period set for the camera to adjust white balance. During this time white balance correction is performed (0.0f - instant correction is to be used).
Примечание
It is recommended to use lower values, when possible, to make correction process unnoticeable, otherwise it'll be slow and will catch user's eye. However, setting too low values may result in abrupt switching of colors as the camera moves. So, adjust this parameter carefully to make transition smoooth. You can set it equal to the Exposure Adaptation value (см. setExposureAdaptation()).

Аргументы

  • float time - time period, in seconds.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getWhiteBalanceAdaptationTime() const#

Console: render_white_balance_adaptation_time
Возвращает time period set for the camera to adjust white balance. During this time white balance correction is performed (0.0f - instant correction is to be used).
Примечание
It is recommended to use lower values, when possible, to make correction process unnoticeable, otherwise it'll be slow and will catch user's eye. However, setting too low values may result in abrupt switching of colors as the camera moves. So, adjust this parameter carefully to make transition smoooth. You can set it equal to the Exposure Adaptation value (см. setExposureAdaptation()).

Возвращаемое значение

time period, in seconds.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setWhiteBalanceIntensity ( float intensity = 0.3f ) #

Console: render_white_balance_intensity
Устанавливает value of white balance correction intensity.
  • 0.0f - no white balance correction is performed.
  • higher values result in stronger correction.
Примечание
Do not set too high values for night-time and dimly lit scenes, as it may lead to heavy color distortion making the scene look totally unnatural.

Аргументы

  • float intensity - white balance correction intensity.
    • 0.0f - no white balance correction is performed.
    • higher values result in stronger correction.

    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

float getWhiteBalanceIntensity() const#

Console: render_white_balance_intensity
Возвращает value of white balance correction intensity.
  • 0.0f - no white balance correction is performed.
  • higher values result in stronger correction.
Примечание
Do not set too high values for night-time and dimly lit scenes, as it may lead to heavy color distortion making the scene look totally unnatural.

Возвращаемое значение

white balance correction intensity.
  • 0.0f - no white balance correction is performed.
  • higher values result in stronger correction.

Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

void setWhiteBalance ( bool balance = 1 ) #

Console: render_white_balance
Устанавливает value indicating if automatic white balance correction is enabled.

Аргументы

  • bool balance - Set true to enable automatic white balance correction; false - to disable it. Значение по умолчанию true.

bool isWhiteBalance() const#

Console: render_white_balance
Возвращает value indicating if automatic white balance correction is enabled.

Возвращаемое значение

true if automatic white balance correction is enabled; otherwise false. Значение по умолчанию true.

void setExposureMaxLuminance ( float luminance ) #

Устанавливает maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the lower the value, the brighter the adapted image will be. The parameter can take on negative values.
Примечание
If the specified value is less than the current minimum luminance, the minimum luminance value will be changed to the specified maximum luminance so that they are equal.

Аргументы

  • float luminance - maximum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

float getExposureMaxLuminance() const#

Возвращает maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the lower the value, the brighter the adapted image will be. The parameter can take on negative values.
Примечание
If the specified value is less than the current minimum luminance, the minimum luminance value will be changed to the specified maximum luminance so that they are equal.

Возвращаемое значение

maximum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

void setExposureMinLuminance ( float luminance ) #

Устанавливает minimum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the higher the value, the darker the adapted image will be. The parameter can take on negative values.
Примечание
If the specified value is greater than the current maximum luminance, the maximum luminance value will be changed to the specified minimum luminance so that they are equal.

Аргументы

  • float luminance - minimum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

float getExposureMinLuminance() const#

Возвращает minimum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the higher the value, the darker the adapted image will be. The parameter can take on negative values.
Примечание
If the specified value is greater than the current maximum luminance, the maximum luminance value will be changed to the specified minimum luminance so that they are equal.

Возвращаемое значение

minimum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

void setExposureAdaptation ( float adaptation = 1.0f ) #

Console: render_exposure_adaptation
Устанавливает time for the camera to adjust exposure, in seconds. 0.0f - means instant adaptation. If a too small or even negative value is provided, 1E-6 will be used instead.

Аргументы

  • float adaptation - period of exposure adaptation, in seconds. If a too small or even negative value is provided, 1E-6 will be used instead.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getExposureAdaptation() const#

Console: render_exposure_adaptation
Возвращает time for the camera to adjust exposure, in seconds. 0.0f - means instant adaptation. If a too small or even negative value is provided, 1E-6 will be used instead.

Возвращаемое значение

period of exposure adaptation, in seconds. If a too small or even negative value is provided, 1E-6 will be used instead.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setExposure ( float exposure = 1.0f ) #

Console: render_exposure
Устанавливает camera exposure (a multiplier of the scene luminance and brightness).

It determines the resulting amount of luminance:

  • By the minimum value of 0.0f, the image is rendered black.
  • The higher the value, the more luminance and the brighter the scene lit.
Available only when the Camera Mode (см. setCameraMode()) is set to Classic.

Аргументы

  • float exposure - multiplier of the scene luminance and brightness.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getExposure() const#

Console: render_exposure
Возвращает camera exposure (a multiplier of the scene luminance and brightness).

It determines the resulting amount of luminance:

  • By the minimum value of 0.0f, the image is rendered black.
  • The higher the value, the more luminance and the brighter the scene lit.
Available only when the Camera Mode (см. setCameraMode()) is set to Classic.

Возвращаемое значение

multiplier of the scene luminance and brightness.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setExposureMode ( int mode = 0 ) #

Console: render_exposure_mode
Устанавливает mode of the adaptive exposure effect.
  • Static — a static exposure. The amount of luminance is determined by the Exposure (см. setExposure()) depending on the Camera Mode (см. setCameraMode()) parameter.
  • Logarithmic — adaptive logarithmic mapping technique.
  • Quadratic — adaptive quadratic mapping technique.
  • Curve based — adaptive curve based mapping technique.

Аргументы

  • int mode - value indicating the exposure mode. Одно из следующих значений:
    • 0 - static (по умолчанию)
    • 1 - logarithmic adaptive exposure
    • 2 - quadratic adaptive exposure

int getExposureMode() const#

Console: render_exposure_mode
Возвращает mode of the adaptive exposure effect.
  • Static — a static exposure. The amount of luminance is determined by the Exposure (см. setExposure()) depending on the Camera Mode (см. setCameraMode()) parameter.
  • Logarithmic — adaptive logarithmic mapping technique.
  • Quadratic — adaptive quadratic mapping technique.
  • Curve based — adaptive curve based mapping technique.

Возвращаемое значение

value indicating the exposure mode. Одно из следующих значений:
  • 0 - static (по умолчанию)
  • 1 - logarithmic adaptive exposure
  • 2 - quadratic adaptive exposure

void setMeteringMaskEnabled ( bool enabled = 0 ) #

Console: render_metering_mask_enabled
Устанавливает value indicating if metering mask for exposure and white balance correction is enabled. This option gives you an additional texture slot (см. setMeteringMaskTexture()) to control the influence of auto exposure and white balance correction for the whole screen, where each pixel is weighted in importance in accordance with the specified texture mask.

Аргументы

  • bool enabled - Set true to enable metering mask for exposure and white balance correction; false - to disable it. Значение по умолчанию false.

bool isMeteringMaskEnabled() const#

Console: render_metering_mask_enabled
Возвращает value indicating if metering mask for exposure and white balance correction is enabled. This option gives you an additional texture slot (см. setMeteringMaskTexture()) to control the influence of auto exposure and white balance correction for the whole screen, where each pixel is weighted in importance in accordance with the specified texture mask.

Возвращаемое значение

true if metering mask for exposure and white balance correction is enabled; otherwise false. Значение по умолчанию false.

Ptr<Texture> getMeteringMaskTexture() const#

Возвращает Metering Mask texture used to control the influence of auto exposure and white balance correction for the whole screen, where each pixel is weighted in importance in accordance with the specified texture mask. Giving importance to pixels toward the center of the screen rather than along the edges helps stabilize auto exposure.

Возвращаемое значение

Metering Mask texture.

void setMeteringMaskTexturePath ( const char * path ) #

Устанавливает path to the Metering Mask texture to be used to control the influence of auto exposure and white balance correction for the whole screen, where each pixel is weighted in importance in accordance with the specified texture mask. After setting the path the texture is loaded automatically.

Аргументы

  • const char * path - path to the Metering Mask texture.

const char * getMeteringMaskTexturePath() const#

Возвращает path to the Metering Mask texture to be used to control the influence of auto exposure and white balance correction for the whole screen, where each pixel is weighted in importance in accordance with the specified texture mask. After setting the path the texture is loaded automatically.

Возвращаемое значение

path to the Metering Mask texture.

void setShowLightingMode ( Render::SHOW_LIGHTING_MODE mode = 0 ) #

Console: render_show_lighting_mode
Устанавливает visualization of surfaces with the selected lighting mode.

Аргументы

  • Render::SHOW_LIGHTING_MODE mode - Одно из следующих значений:
    • 0 - disabled (по умолчанию)
    • 1 - render objects using static lighting mode
    • 2 - render objects using dynamic lighting mode
    • 3 - render objects using advanced lighting mode

Render::SHOW_LIGHTING_MODE getShowLightingMode() const#

Console: render_show_lighting_mode
Возвращает visualization of surfaces with the selected lighting mode.

Возвращаемое значение

Одно из следующих значений:
  • 0 - disabled (по умолчанию)
  • 1 - render objects using static lighting mode
  • 2 - render objects using dynamic lighting mode
  • 3 - render objects using advanced lighting mode

void setCloudsPanoramaReuse ( bool reuse = 0 ) #

Console: render_clouds_panorama_reuse
Устанавливает value indicating if the panorama cubemap texture is reused between several viewports. Available for Render To Panorama clouds mode.

Аргументы

  • bool reuse - Set true to enable ; false - to disable it. Значение по умолчанию false.

bool isCloudsPanoramaReuse() const#

Console: render_clouds_panorama_reuse
Возвращает value indicating if the panorama cubemap texture is reused between several viewports. Available for Render To Panorama clouds mode.

Возвращаемое значение

true if is enabled; otherwise false. Значение по умолчанию false.

void setCloudsPanoramaResolution ( int resolution = 4 ) #

Console: render_clouds_panorama_resolution
Устанавливает resolution of the panorama cubemap texture. Available for Render To Panorama clouds mode.

Аргументы

  • int resolution - Одно из следующих значений:
    • 0 - 128x128
    • 1 - 256x256
    • 2 - 384x384
    • 3 - 512x512
    • 4 - 768x768 (по умолчанию)
    • 5 - 1024x1024
    • 6 - 1536x1536
    • 7 - 2048x2048
    • 8 - 4096x4096

int getCloudsPanoramaResolution() const#

Console: render_clouds_panorama_resolution
Возвращает resolution of the panorama cubemap texture. Available for Render To Panorama clouds mode.

Возвращаемое значение

Одно из следующих значений:
  • 0 - 128x128
  • 1 - 256x256
  • 2 - 384x384
  • 3 - 512x512
  • 4 - 768x768 (по умолчанию)
  • 5 - 1024x1024
  • 6 - 1536x1536
  • 7 - 2048x2048
  • 8 - 4096x4096

void setCloudsMode ( int mode = 0 ) #

Console: render_clouds_mode
Устанавливает clouds rendering mode. Rendering clouds into the panorama cubemap texture once per frame automatically makes the clouds seen in simple default environment-based reflections making them look more natural for a reduced cost. However, rendering views from inside the clouds is possible in Volumetric mode only.

Аргументы

  • int mode - Одно из следующих значений:
    • 0 - Volumetric — render volumetric clouds (по умолчанию)
    • 1 - Render To Panorama — render clouds to panorama (environment cubemap)

int getCloudsMode() const#

Console: render_clouds_mode
Возвращает clouds rendering mode. Rendering clouds into the panorama cubemap texture once per frame automatically makes the clouds seen in simple default environment-based reflections making them look more natural for a reduced cost. However, rendering views from inside the clouds is possible in Volumetric mode only.

Возвращаемое значение

Одно из следующих значений:
  • 0 - Volumetric — render volumetric clouds (по умолчанию)
  • 1 - Render To Panorama — render clouds to panorama (environment cubemap)

void setShadowsSimplified ( bool simplified = 0 ) #

Console: render_shadows_simplified
Устанавливает value indicating if the static shadows are enabled for all materials in the scene.

Аргументы

  • bool simplified - Set true to enable ; false - to disable it. Значение по умолчанию false.

bool isShadowsSimplified() const#

Console: render_shadows_simplified
Возвращает value indicating if the static shadows are enabled for all materials in the scene.

Возвращаемое значение

true if is enabled; otherwise false. Значение по умолчанию false.

void setShadowsReuse ( bool reuse = 0 ) #

Console: render_shadows_reuse
Устанавливает value indicating if the shadow maps of the of the main viewport are reused for other viewports. Shadow maps are normally rendered separately for each viewport when multiple viewports render the scene. It is important as each camera that renders into the viewport has its unique transformation. However, in cases when cameras are close to each other, shadows appear very similar, so for certain viewport and camera configurations you can save resources by enabling this mode — the shadow maps will be rendered only for the main viewport and then used for the others.

Аргументы

  • bool reuse - Set true to enable reuse of shadow maps from the main viewport.; false - to disable it. Значение по умолчанию false.

bool isShadowsReuse() const#

Console: render_shadows_reuse
Возвращает value indicating if the shadow maps of the of the main viewport are reused for other viewports. Shadow maps are normally rendered separately for each viewport when multiple viewports render the scene. It is important as each camera that renders into the viewport has its unique transformation. However, in cases when cameras are close to each other, shadows appear very similar, so for certain viewport and camera configurations you can save resources by enabling this mode — the shadow maps will be rendered only for the main viewport and then used for the others.

Возвращаемое значение

true if reuse of shadow maps from the main viewport. is enabled; otherwise false. Значение по умолчанию false.

void setDenoiseDenoiseMaskBias ( float bias = 0.001f ) #

Console: render_denoise_denoise_mask_bias
Устанавливает threshold value for the brightness delta between frames below which the denoise mask becomes black. Denoise mask is based on the difference in brightness between the previous frame and the current one. Sometimes this difference is very small and can be neglected. This bias value is the threshold difference below which the denoise mask will be plain black. Since a zero value may cause a slight blur effect on the global illumination, this bias was added to avoid such effect.

Аргументы

  • float bias -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.001f.

float getDenoiseDenoiseMaskBias() const#

Console: render_denoise_denoise_mask_bias
Возвращает threshold value for the brightness delta between frames below which the denoise mask becomes black. Denoise mask is based on the difference in brightness between the previous frame and the current one. Sometimes this difference is very small and can be neglected. This bias value is the threshold difference below which the denoise mask will be plain black. Since a zero value may cause a slight blur effect on the global illumination, this bias was added to avoid such effect.

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.001f.

void setDenoiseDenoiseMaskDenoiseThreshold ( float threshold = 0.05f ) #

Console: render_denoise_denoise_mask_denoise_threshold
Устанавливает threshold for the pixel brightness delta value of neighboring pixels, which defines if the pixels may be blurred together.

Аргументы

  • float threshold -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.05f.

float getDenoiseDenoiseMaskDenoiseThreshold() const#

Console: render_denoise_denoise_mask_denoise_threshold
Возвращает threshold for the pixel brightness delta value of neighboring pixels, which defines if the pixels may be blurred together.

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.05f.

void setDenoiseDenoiseMaskFrameCount ( float count = 15.0f ) #

Console: render_denoise_denoise_mask_frame_count
Устанавливает number of frames stored to generate the denoise mask.

Аргументы

  • float count -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 15.0f.

float getDenoiseDenoiseMaskFrameCount() const#

Console: render_denoise_denoise_mask_frame_count
Возвращает number of frames stored to generate the denoise mask.

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 15.0f.

void setDenoiseDenoiseMaskInformationLostBoost ( float boost = 0.0f ) #

Console: render_denoise_denoise_mask_information_lost_boost
Устанавливает value controlling the intensity of filling in the information lost areas with the white color and temporally accumulating the the result between frames. This parameter reduces the effect of flickering pixels, but may add a ghosting effect.

Аргументы

  • float boost -
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

float getDenoiseDenoiseMaskInformationLostBoost() const#

Console: render_denoise_denoise_mask_information_lost_boost
Возвращает value controlling the intensity of filling in the information lost areas with the white color and temporally accumulating the the result between frames. This parameter reduces the effect of flickering pixels, but may add a ghosting effect.

Возвращаемое значение


Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

void setDenoiseDenoiseMaskVelocityThreshold ( float threshold = 0.0f ) #

Console: render_denoise_denoise_mask_velocity_threshold
Устанавливает threshold for the velocity intensity value at which the denoise mask becomes white. This parameter is used to remove ghosting and flickering pixels when the camera moves quickly.

Аргументы

  • float threshold -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

float getDenoiseDenoiseMaskVelocityThreshold() const#

Console: render_denoise_denoise_mask_velocity_threshold
Возвращает threshold for the velocity intensity value at which the denoise mask becomes white. This parameter is used to remove ghosting and flickering pixels when the camera moves quickly.

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

void setDenoiseColorClampingBlurIntensityAO ( float ao = 0.1f ) #

Console: render_denoise_color_clamping_blur_intensity_ao
Устанавливает intensity of using the blurred version of the current frame for color clamping in the areas where the Ambient Occlusion mask is black.

Аргументы

  • float ao -
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

float getDenoiseColorClampingBlurIntensityAO() const#

Console: render_denoise_color_clamping_blur_intensity_ao
Возвращает intensity of using the blurred version of the current frame for color clamping in the areas where the Ambient Occlusion mask is black.

Возвращаемое значение


Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

void setDenoiseColorClampingBlurIntensity ( float intensity = 0.9f ) #

Console: render_denoise_color_clamping_blur_intensity
Устанавливает intensity of using the blurred version of the current frame for color clamping.

Аргументы

  • float intensity -
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.9f.

float getDenoiseColorClampingBlurIntensity() const#

Console: render_denoise_color_clamping_blur_intensity
Возвращает intensity of using the blurred version of the current frame for color clamping.

Возвращаемое значение


Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.9f.

void setDenoiseColorClampingBlurRadius ( float radius = 8.0f ) #

Console: render_denoise_color_clamping_blur_radius
Устанавливает blur radius for the current frame. The blurred image is further used in color clamping. This setting helps reducing noise in dark indoor areas.

Аргументы

  • float radius -
    Диапазон значений: [0.0f, 64.0f]. Значение по умолчанию : 8.0f.

float getDenoiseColorClampingBlurRadius() const#

Console: render_denoise_color_clamping_blur_radius
Возвращает blur radius for the current frame. The blurred image is further used in color clamping. This setting helps reducing noise in dark indoor areas.

Возвращаемое значение


Диапазон значений: [0.0f, 64.0f]. Значение по умолчанию : 8.0f.

void setDenoiseHotPixelsFixIntensity ( float intensity = 0.0f ) #

Console: render_denoise_hot_pixels_fix_intensity
Устанавливает value reducing the intensity of flickering pixels in the screen space. Adjusting this value may cause darkening of the global illumination.

Аргументы

  • float intensity -
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

float getDenoiseHotPixelsFixIntensity() const#

Console: render_denoise_hot_pixels_fix_intensity
Возвращает value reducing the intensity of flickering pixels in the screen space. Adjusting this value may cause darkening of the global illumination.

Возвращаемое значение


Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

void setDenoiseInformationLostFixFlicker ( float flicker = 0.75f ) #

Console: render_denoise_information_lost_fix_flicker
Устанавливает value reducing the intensity of flickering pixels in the information lost areas. An excessive value may cause darkening of the areas behind objects when the camera is moving or when objects are moving in space.

Аргументы

  • float flicker -
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.75f.

float getDenoiseInformationLostFixFlicker() const#

Console: render_denoise_information_lost_fix_flicker
Возвращает value reducing the intensity of flickering pixels in the information lost areas. An excessive value may cause darkening of the areas behind objects when the camera is moving or when objects are moving in space.

Возвращаемое значение


Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.75f.

void setDenoiseAOMaskRadius ( float radius = 1.0f ) #

Console: render_denoise_ao_mask_radius
Устанавливает radius of the Ambient Occlusion Mask (the Distance buffer) that is used to additionally configure the Denoiser parameters. This parameter affects only the Environment Probes with the Raymarching mode enabled.

Аргументы

  • float radius -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getDenoiseAOMaskRadius() const#

Console: render_denoise_ao_mask_radius
Возвращает radius of the Ambient Occlusion Mask (the Distance buffer) that is used to additionally configure the Denoiser parameters. This parameter affects only the Environment Probes with the Raymarching mode enabled.

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setDenoiseInformationLostDepthThreshold ( float threshold = 0.1f ) #

Console: render_denoise_information_lost_depth_threshold
Устанавливает value defining starting from which depth the noise reduction effect is applied to the data in the "information lost" areas. This setting is aimed at reducing noise in areas where the ghosting effect commonly occurs.

Аргументы

  • float threshold -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.1f.

float getDenoiseInformationLostDepthThreshold() const#

Console: render_denoise_information_lost_depth_threshold
Возвращает value defining starting from which depth the noise reduction effect is applied to the data in the "information lost" areas. This setting is aimed at reducing noise in areas where the ghosting effect commonly occurs.

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.1f.

void setDenoiseInterleaved ( bool interleaved = 0 ) #

Console: render_denoise_interleaved
Устанавливает interleaved rendering for the Denoiser.

Аргументы

  • bool interleaved - Set true to enable ; false - to disable it. Значение по умолчанию false.

bool isDenoiseInterleaved() const#

Console: render_denoise_interleaved
Возвращает interleaved rendering for the Denoiser.

Возвращаемое значение

true if is enabled; otherwise false. Значение по умолчанию false.

void setIndirectSpecularDenoiseThresholdAO ( float ao = 0.1f ) #

Console: render_indirect_specular_denoise_threshold_ao
Устанавливает threshold noise reduction value for the indirect specular lighting in the areas where the Ambient Occlusion mask is black.

Аргументы

  • float ao -
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

float getIndirectSpecularDenoiseThresholdAO() const#

Console: render_indirect_specular_denoise_threshold_ao
Возвращает threshold noise reduction value for the indirect specular lighting in the areas where the Ambient Occlusion mask is black.

Возвращаемое значение


Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

void setIndirectSpecularTemporalFilteringFramesClampingVelocityThreshold ( float threshold = 10.0f ) #

Console: render_indirect_specular_temporal_filtering_frames_clamping_velocity_threshold
Устанавливает threshold velocity value exceeding which the number of accumulated frames will be equal to Frame Count Min (см. getIndirectSpecularTemporalFilteringFrameCountMin()).

Аргументы

  • float threshold -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 10.0f.

float getIndirectSpecularTemporalFilteringFramesClampingVelocityThreshold() const#

Console: render_indirect_specular_temporal_filtering_frames_clamping_velocity_threshold
Возвращает threshold velocity value exceeding which the number of accumulated frames will be equal to Frame Count Min (см. getIndirectSpecularTemporalFilteringFrameCountMin()).

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 10.0f.

void setIndirectSpecularTemporalFilteringColorClampingIntensityAO ( float ao = 1.0f ) #

Console: render_indirect_specular_temporal_filtering_color_clamping_intensity_ao
Устанавливает intensity of temporal filtering color clamping at zero pixel velocity for Indirect Specular in the areas where the Ambient Occlusion mask is black (the Distance buffer).

Аргументы

  • float ao -
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

float getIndirectSpecularTemporalFilteringColorClampingIntensityAO() const#

Console: render_indirect_specular_temporal_filtering_color_clamping_intensity_ao
Возвращает intensity of temporal filtering color clamping at zero pixel velocity for Indirect Specular in the areas where the Ambient Occlusion mask is black (the Distance buffer).

Возвращаемое значение


Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

void setIndirectSpecularTemporalFilteringFrameCountMin ( float min = 50.0f ) #

Console: render_indirect_specular_temporal_filtering_frame_count_min
Устанавливает number of accumulated frames in the information lost areas and if the Frames Clamping Velocity value (см. getIndirectSpecularTemporalFilteringFramesClampingVelocityThreshold()) is exceeded.

Аргументы

  • float min -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 50.0f.

float getIndirectSpecularTemporalFilteringFrameCountMin() const#

Console: render_indirect_specular_temporal_filtering_frame_count_min
Возвращает number of accumulated frames in the information lost areas and if the Frames Clamping Velocity value (см. getIndirectSpecularTemporalFilteringFramesClampingVelocityThreshold()) is exceeded.

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 50.0f.

void setIndirectDiffuseDenoiseThresholdAO ( float ao = 0.1f ) #

Console: render_indirect_diffuse_denoise_threshold_ao
Устанавливает threshold of the noise reduction value for the indirect diffuse lighting in the areas where the Ambient Occlusion mask is black.

Аргументы

  • float ao -
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

float getIndirectDiffuseDenoiseThresholdAO() const#

Console: render_indirect_diffuse_denoise_threshold_ao
Возвращает threshold of the noise reduction value for the indirect diffuse lighting in the areas where the Ambient Occlusion mask is black.

Возвращаемое значение


Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

void setIndirectDiffuseTemporalFilteringFramesClampingVelocityThreshold ( float threshold = 10.0f ) #

Console: render_indirect_diffuse_temporal_filtering_frames_clamping_velocity_threshold
Устанавливает threshold velocity value exceeding which the number of accumulated frames will be equal to Frame Count Min (см. getIndirectDiffuseTemporalFilteringFrameCountMin()).

Аргументы

  • float threshold -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 10.0f.

float getIndirectDiffuseTemporalFilteringFramesClampingVelocityThreshold() const#

Console: render_indirect_diffuse_temporal_filtering_frames_clamping_velocity_threshold
Возвращает threshold velocity value exceeding which the number of accumulated frames will be equal to Frame Count Min (см. getIndirectDiffuseTemporalFilteringFrameCountMin()).

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 10.0f.

void setIndirectDiffuseTemporalFilteringColorClampingIntensityAO ( float ao = 1.0f ) #

Console: render_indirect_diffuse_temporal_filtering_color_clamping_intensity_ao
Устанавливает intensity of temporal filtering color clamping at zero pixel velocity for Indirect Diffuse in the areas where the Ambient Occlusion mask is black (the Distance buffer).

Аргументы

  • float ao -
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

float getIndirectDiffuseTemporalFilteringColorClampingIntensityAO() const#

Console: render_indirect_diffuse_temporal_filtering_color_clamping_intensity_ao
Возвращает intensity of temporal filtering color clamping at zero pixel velocity for Indirect Diffuse in the areas where the Ambient Occlusion mask is black (the Distance buffer).

Возвращаемое значение


Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

void setIndirectDiffuseTemporalFilteringFrameCountMin ( float min = 50.0f ) #

Console: render_indirect_diffuse_temporal_filtering_frame_count_min
Устанавливает number of accumulated frames in the information lost areas and if the Frames Clamping Velocity value (см. getIndirectDiffuseTemporalFilteringFramesClampingVelocityThreshold()) is exceeded.

Аргументы

  • float min -
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 50.0f.

float getIndirectDiffuseTemporalFilteringFrameCountMin() const#

Console: render_indirect_diffuse_temporal_filtering_frame_count_min
Возвращает number of accumulated frames in the information lost areas and if the Frames Clamping Velocity value (см. getIndirectDiffuseTemporalFilteringFramesClampingVelocityThreshold()) is exceeded.

Возвращаемое значение


Диапазон значений: [0.0f, inf]. Значение по умолчанию : 50.0f.

void setShadersCompileMode ( Render::SHADERS_COMPILE_MODE mode = 0 ) #

Console: render_shaders_compile_mode
Устанавливает compilation mode for shaders that are used in the loaded world. The following modes are available:
  • Async - asynchronous shaders compilation.
  • Force - forced compilation of shaders required for each frame at ones.

Аргументы

  • Render::SHADERS_COMPILE_MODE mode - shaders compilation mode. Одно из следующих значений:
    • 0 - asynchronous compilation (по умолчанию)
    • 1 - forced compilation

Render::SHADERS_COMPILE_MODE getShadersCompileMode() const#

Console: render_shaders_compile_mode
Возвращает compilation mode for shaders that are used in the loaded world. The following modes are available:
  • Async - asynchronous shaders compilation.
  • Force - forced compilation of shaders required for each frame at ones.

Возвращаемое значение

shaders compilation mode. Одно из следующих значений:
  • 0 - asynchronous compilation (по умолчанию)
  • 1 - forced compilation

int getNumLoadedShaders() const#

Возвращает number of shaders loaded to RAM.

Возвращаемое значение

number of loaded shaders.

int getNumCompiledShaders() const#

Возвращает number of shaders that are currently compiled.

Возвращаемое значение

number of shaders.

int getNumLoadedPSO() const#

Возвращает number of loaded PSOs.

Возвращаемое значение

number of loaded PSOs.

int getNumCompiledPSO() const#

Возвращает number of PSOs that are currently compiled.

Возвращаемое значение

number of PSOs.

void setFStop ( float fstop = 11 ) #

Console: render_f_stop
Устанавливает f-stop value used for static exposure calculation. This setting is available for the physically-based camera (см. setCameraMode()) and represents the ratio of the focal length (f) and the diameter of the lens opening (D): f / D. It is the reciprocal of the relative aperture. The higher the value, the darker the image is.

Аргументы

  • float fstop - f-stop value.
    Диапазон значений: [0, inf]. Значение по умолчанию : 11.

float getFStop() const#

Console: render_f_stop
Возвращает f-stop value used for static exposure calculation. This setting is available for the physically-based camera (см. setCameraMode()) and represents the ratio of the focal length (f) and the diameter of the lens opening (D): f / D. It is the reciprocal of the relative aperture. The higher the value, the darker the image is.

Возвращаемое значение

f-stop value.
Диапазон значений: [0, inf]. Значение по умолчанию : 11.

void setShutterSpeed ( float speed = 250 ) #

Console: render_shutter_speed
Устанавливает shutter speed used for static exposure calculation. This setting is available for the physically-based camera (см. setCameraMode()) and indicates how long the sensor of the camera is actively collecting light. Higher values make the shutter speed faster and the image — darker.

Аргументы

  • float speed - shutter speed.
    Диапазон значений: [0, inf]. Значение по умолчанию : 250.

float getShutterSpeed() const#

Console: render_shutter_speed
Возвращает shutter speed used for static exposure calculation. This setting is available for the physically-based camera (см. setCameraMode()) and indicates how long the sensor of the camera is actively collecting light. Higher values make the shutter speed faster and the image — darker.

Возвращаемое значение

shutter speed.
Диапазон значений: [0, inf]. Значение по умолчанию : 250.

void setISO ( float iso = 100 ) #

Console: render_iso
Устанавливает ISO value used for static exposure calculation. This value is available for the physically-based camera (см. setCameraMode()) and represents the sensitivity of the camera sensor. The higher the ISO number, the more light is collected and the brighter the image is.

Аргументы

  • float iso - ISO value.
    Диапазон значений: [0, inf]. Значение по умолчанию : 100.

float getISO() const#

Console: render_iso
Возвращает ISO value used for static exposure calculation. This value is available for the physically-based camera (см. setCameraMode()) and represents the sensitivity of the camera sensor. The higher the ISO number, the more light is collected and the brighter the image is.

Возвращаемое значение

ISO value.
Диапазон значений: [0, inf]. Значение по умолчанию : 100.

void setCameraMode ( int mode = 0 ) #

Console: render_camera_mode
Устанавливает camera mode, which determines the way the exposure is set. Either of the following:
  • Physically-Based - the real-world values are used to set up lighting and camera exposure: ISO (см. setISO()), shutter speed (см. setShutterSpeed()), F-stop (см. setFStop()). With the default values of these parameters, the static exposure value is near 1.
    Примечание
    For the physically-based mode, the exposure mode (см. setExposureMode()) should be set to Static to avoid exposure issues.
  • Classic - the exposure is set by the Exposure value (см. setExposure()).

Аргументы

  • int mode - camera mode. Одно из следующих значений:
    • 0 - classic (по умолчанию)
    • 1 - physically-based

int getCameraMode() const#

Console: render_camera_mode
Возвращает camera mode, which determines the way the exposure is set. Either of the following:
  • Physically-Based - the real-world values are used to set up lighting and camera exposure: ISO (см. setISO()), shutter speed (см. setShutterSpeed()), F-stop (см. setFStop()). With the default values of these parameters, the static exposure value is near 1.
    Примечание
    For the physically-based mode, the exposure mode (см. setExposureMode()) should be set to Static to avoid exposure issues.
  • Classic - the exposure is set by the Exposure value (см. setExposure()).

Возвращаемое значение

camera mode. Одно из следующих значений:
  • 0 - classic (по умолчанию)
  • 1 - physically-based

void setDirtTextureName ( const char * name ) #

Устанавливает name of the texture that modulates the pattern of lens flares. For example, it can be used to create an effect of light reflections or unclean optics when the camera looks at the sun.

Аргументы

  • const char * name - name of the lens flares modulation texture.

const char * getDirtTextureName() const#

Возвращает name of the texture that modulates the pattern of lens flares. For example, it can be used to create an effect of light reflections or unclean optics when the camera looks at the sun.

Возвращаемое значение

name of the lens flares modulation texture.

void setDirtScale ( float scale = 0.5f ) #

Console: render_dirt_scale
Устанавливает intensity of lens dirt effect modulating the pattern of lens flares defined by the Dirt Texture. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.

Аргументы

  • float scale - dirt scale factor.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

float getDirtScale() const#

Console: render_dirt_scale
Возвращает intensity of lens dirt effect modulating the pattern of lens flares defined by the Dirt Texture. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.

Возвращаемое значение

dirt scale factor.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

void setCameraEffectsTemporalFiltering ( bool filtering = 0 ) #

Console: render_camera_effects_temporal_filtering
Устанавливает value indicating if temporal filtering for camera effects is enabled. Temporal filtering reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). For example, it can be used in scenes with industrial pipes.

Аргументы

  • bool filtering - Set true to enable temporal filtering.; false - to disable it. Значение по умолчанию false.

bool isCameraEffectsTemporalFiltering() const#

Console: render_camera_effects_temporal_filtering
Возвращает value indicating if temporal filtering for camera effects is enabled. Temporal filtering reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). For example, it can be used in scenes with industrial pipes.

Возвращаемое значение

true if temporal filtering. is enabled; otherwise false. Значение по умолчанию false.

void setCameraEffectsTemporalFilteringColorClampingIntensity ( float intensity = 3.0f ) #

Console: render_camera_effects_temporal_filtering_color_clamping_intensity
Устанавливает intensity of TAA color clamping for the Bloom effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Min Velocity Clamping (см. setCameraEffectsTemporalFilteringMinVelocityClamping()) and Max Velocity Clamping (см. setCameraEffectsTemporalFilteringMaxVelocityClamping()), while higher values reduce ghosting effect, but increase flickering.
Примечание
This option is available only when the temporal filtering (см. setCameraEffectsTemporalFiltering()) is enabled.

Аргументы

  • float intensity - temporal filtering color clamping intensity
    Диапазон значений: [1.0f, inf]. Значение по умолчанию : 3.0f.

float getCameraEffectsTemporalFilteringColorClampingIntensity() const#

Console: render_camera_effects_temporal_filtering_color_clamping_intensity
Возвращает intensity of TAA color clamping for the Bloom effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Min Velocity Clamping (см. setCameraEffectsTemporalFilteringMinVelocityClamping()) and Max Velocity Clamping (см. setCameraEffectsTemporalFilteringMaxVelocityClamping()), while higher values reduce ghosting effect, but increase flickering.
Примечание
This option is available only when the temporal filtering (см. setCameraEffectsTemporalFiltering()) is enabled.

Возвращаемое значение

temporal filtering color clamping intensity
Диапазон значений: [1.0f, inf]. Значение по умолчанию : 3.0f.

void setCameraEffectsTemporalFilteringMinVelocityClamping ( float clamping = 0.05f ) #

Console: render_camera_effects_temporal_filtering_min_velocity_clamping
Устанавливает sensitivity of TAA color clamping for the Bloom effect for static objects. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (см. setCameraEffectsTemporalFilteringColorClampingIntensity()) values: higher values reduce ghosting, but at the same time reduce the temporal filter effect.
Примечание
This option is available only when the temporal filtering (см. setCameraEffectsTemporalFiltering()) is enabled.

Аргументы

  • float clamping - sensitivity value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.05f.

float getCameraEffectsTemporalFilteringMinVelocityClamping() const#

Console: render_camera_effects_temporal_filtering_min_velocity_clamping
Возвращает sensitivity of TAA color clamping for the Bloom effect for static objects. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (см. setCameraEffectsTemporalFilteringColorClampingIntensity()) values: higher values reduce ghosting, but at the same time reduce the temporal filter effect.
Примечание
This option is available only when the temporal filtering (см. setCameraEffectsTemporalFiltering()) is enabled.

Возвращаемое значение

sensitivity value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.05f.

void setCameraEffectsTemporalFilteringMaxVelocityClamping ( float clamping = 0.1f ) #

Console: render_camera_effects_temporal_filtering_max_velocity_clamping
Устанавливает sensitivity of TAA color clamping for the Bloom effect for moving objects. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (см. setCameraEffectsTemporalFilteringColorClampingIntensity()) values: higher values reduce ghosting, but at the same time reduce the temporal filter effect.
Примечание
This option is available only when the temporal filtering (см. setCameraEffectsTemporalFiltering()) is enabled.

Аргументы

  • float clamping - maximum sensitivity value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

float getCameraEffectsTemporalFilteringMaxVelocityClamping() const#

Console: render_camera_effects_temporal_filtering_max_velocity_clamping
Возвращает sensitivity of TAA color clamping for the Bloom effect for moving objects. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (см. setCameraEffectsTemporalFilteringColorClampingIntensity()) values: higher values reduce ghosting, but at the same time reduce the temporal filter effect.
Примечание
This option is available only when the temporal filtering (см. setCameraEffectsTemporalFiltering()) is enabled.

Возвращаемое значение

maximum sensitivity value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

void setCameraEffectsThreshold ( float threshold = 1.0f ) #

Console: render_camera_effects_threshold
Устанавливает brightness threshold, which is used to detect if an object should be blurred in the HDR mode. By the minimum value of 0, the bright areas can become overexposed.

Аргументы

  • float threshold - HDR threshold.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getCameraEffectsThreshold() const#

Console: render_camera_effects_threshold
Возвращает brightness threshold, which is used to detect if an object should be blurred in the HDR mode. By the minimum value of 0, the bright areas can become overexposed.

Возвращаемое значение

HDR threshold.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setTranslucentColor ( const Math::vec4& color ) #

Console: render_translucent_color
Устанавливает color used for translucent objects globally. When light shines on one side of the object, the other side is partially illuminated with this color.

Аргументы

  • const Math::vec4& color - translucent color.
    vec4(1.0f, 1.0f, 1.0f, 1.0f) - default value (white)

Math::vec4 getTranslucentColor() const#

Console: render_translucent_color
Возвращает color used for translucent objects globally. When light shines on one side of the object, the other side is partially illuminated with this color.

Возвращаемое значение

translucent color.
vec4(1.0f, 1.0f, 1.0f, 1.0f) - default value (white)

void setIndirectDiffuseTemporalFilteringEnabled ( bool enabled = 1 ) #

Console: render_indirect_diffuse_temporal_filtering_enabled
Устанавливает value indicating if temporal filtering for Indirect Diffuse is enabled. Temporal filtering reduces flickering of indirect diffuse light.

Аргументы

  • bool enabled - Set true to enable Indirect Diffuse temporal filtering.; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isIndirectDiffuseTemporalFilteringEnabled() const#

Console: render_indirect_diffuse_temporal_filtering_enabled
Возвращает value indicating if temporal filtering for Indirect Diffuse is enabled. Temporal filtering reduces flickering of indirect diffuse light.

Возвращаемое значение

true if Indirect Diffuse temporal filtering. is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectDiffuseTemporalFilteringFrameCount ( float count = 50.0f ) #

Console: render_indirect_diffuse_temporal_filtering_frame_count
Устанавливает frame count of temporal filtering for the indirect diffuse effect. Specifies the number of frames for the velocity buffer. The higher the value, the more frames are combined into the final image and the better anti-aliasing.

Аргументы

  • float count - Indirect Diffuse temporal filtering frame count value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 50.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getIndirectDiffuseTemporalFilteringFrameCount() const#

Console: render_indirect_diffuse_temporal_filtering_frame_count
Возвращает frame count of temporal filtering for the indirect diffuse effect. Specifies the number of frames for the velocity buffer. The higher the value, the more frames are combined into the final image and the better anti-aliasing.

Возвращаемое значение

Indirect Diffuse temporal filtering frame count value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 50.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectDiffuseTemporalFilteringColorClampingIntensity ( float intensity = 1.0f ) #

Console: render_indirect_diffuse_temporal_filtering_color_clamping_intensity
Устанавливает intensity of temporal filtering color clamping at zero pixel velocity for Indirect Diffuse. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Indirect Diffuse Color Clamping Velocity Threshold (см. setIndirectDiffuseTemporalFilteringColorClampingVelocityThreshold()), while higher values reduce ghosting effect, but increase flickering.

Аргументы

  • float intensity - Indirect Diffuse color clamping intensity.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getIndirectDiffuseTemporalFilteringColorClampingIntensity() const#

Console: render_indirect_diffuse_temporal_filtering_color_clamping_intensity
Возвращает intensity of temporal filtering color clamping at zero pixel velocity for Indirect Diffuse. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Indirect Diffuse Color Clamping Velocity Threshold (см. setIndirectDiffuseTemporalFilteringColorClampingVelocityThreshold()), while higher values reduce ghosting effect, but increase flickering.

Возвращаемое значение

Indirect Diffuse color clamping intensity.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectDiffuseTemporalFilteringColorClampingVelocityThreshold ( float threshold = 100.0f ) #

Console: render_indirect_diffuse_temporal_filtering_color_clamping_velocity_threshold
Устанавливает sensitivity of temporal filtering color clamping for Indirect Diffuse to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (см. setIndirectDiffuseTemporalFilteringColorClampingIntensity()) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Аргументы

  • float threshold - Indirect Diffuse temporal filtering color clamping intensity threshold.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 100.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getIndirectDiffuseTemporalFilteringColorClampingVelocityThreshold() const#

Console: render_indirect_diffuse_temporal_filtering_color_clamping_velocity_threshold
Возвращает sensitivity of temporal filtering color clamping for Indirect Diffuse to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (см. setIndirectDiffuseTemporalFilteringColorClampingIntensity()) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Возвращаемое значение

Indirect Diffuse temporal filtering color clamping intensity threshold.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 100.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectDiffuseDenoiseEnabled ( bool enabled = 1 ) #

Console: render_indirect_diffuse_denoise_enabled
Устанавливает value indicating if noise reduction for Indirect Diffuse is enabled.

Аргументы

  • bool enabled - Set true to enable Indirect Diffuse noise reduction.; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isIndirectDiffuseDenoiseEnabled() const#

Console: render_indirect_diffuse_denoise_enabled
Возвращает value indicating if noise reduction for Indirect Diffuse is enabled.

Возвращаемое значение

true if Indirect Diffuse noise reduction. is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectDiffuseDenoiseMaskEnabled ( bool enabled = 1 ) #

Console: render_indirect_diffuse_denoise_mask_enabled
Устанавливает value indicating if the denoise mask for Indirect Diffuse is enabled. This mask identifies which portions of the screen should be denoised more, and which — less. This may ensure more detailed ambient lighting.

Аргументы

  • bool enabled - Set true to enable Indirect Diffuse noise reduction.; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isIndirectDiffuseDenoiseMaskEnabled() const#

Console: render_indirect_diffuse_denoise_mask_enabled
Возвращает value indicating if the denoise mask for Indirect Diffuse is enabled. This mask identifies which portions of the screen should be denoised more, and which — less. This may ensure more detailed ambient lighting.

Возвращаемое значение

true if Indirect Diffuse noise reduction. is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectDiffuseDenoiseThreshold ( float threshold = 1.0f ) #

Console: render_indirect_diffuse_denoise_threshold
Устанавливает threshold value for color difference of neighboring pixels used for noise reduction for Indirect Diffuse. Blur is applied when the color difference is less than the threshold value.
Примечание
Setting too high values results in blurring the whole image.

Аргументы

  • float threshold - Indirect Diffuse noise reduction threshold value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getIndirectDiffuseDenoiseThreshold() const#

Console: render_indirect_diffuse_denoise_threshold
Возвращает threshold value for color difference of neighboring pixels used for noise reduction for Indirect Diffuse. Blur is applied when the color difference is less than the threshold value.
Примечание
Setting too high values results in blurring the whole image.

Возвращаемое значение

Indirect Diffuse noise reduction threshold value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectSpecularTemporalFilteringEnabled ( bool enabled = 1 ) #

Console: render_indirect_specular_temporal_filtering_enabled
Устанавливает value indicating if temporal filtering for Indirect Specular is enabled. Temporal filtering reduces flickering of Indirect Specular lighting.

Аргументы

  • bool enabled - Set true to enable temporal filtering.; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isIndirectSpecularTemporalFilteringEnabled() const#

Console: render_indirect_specular_temporal_filtering_enabled
Возвращает value indicating if temporal filtering for Indirect Specular is enabled. Temporal filtering reduces flickering of Indirect Specular lighting.

Возвращаемое значение

true if temporal filtering. is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectSpecularTemporalFilteringFrameCount ( float count = 50.0f ) #

Console: render_indirect_specular_temporal_filtering_frame_count
Устанавливает frame count of temporal filtering for Indirect Specular. Specifies the number of frames for the velocity buffer. The higher the value, the more frames are combined into the final image and the better anti-aliasing.

Аргументы

  • float count - Indirect Specular temporal filtering frame count value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 50.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getIndirectSpecularTemporalFilteringFrameCount() const#

Console: render_indirect_specular_temporal_filtering_frame_count
Возвращает frame count of temporal filtering for Indirect Specular. Specifies the number of frames for the velocity buffer. The higher the value, the more frames are combined into the final image and the better anti-aliasing.

Возвращаемое значение

Indirect Specular temporal filtering frame count value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 50.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectSpecularTemporalFilteringColorClampingIntensity ( float intensity = 1.0f ) #

Console: render_indirect_specular_temporal_filtering_color_clamping_intensity
Устанавливает intensity of temporal filtering color clamping at zero pixel velocity for Indirect Specular. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Indirect Specular Temporal Filtering Color Clamping Velocity Threshold (см. setIndirectSpecularTemporalFilteringColorClampingVelocityThreshold()), while higher values reduce ghosting effect, but increase flickering.

Аргументы

  • float intensity - Indirect Specular color clamping intensity.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getIndirectSpecularTemporalFilteringColorClampingIntensity() const#

Console: render_indirect_specular_temporal_filtering_color_clamping_intensity
Возвращает intensity of temporal filtering color clamping at zero pixel velocity for Indirect Specular. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Indirect Specular Temporal Filtering Color Clamping Velocity Threshold (см. setIndirectSpecularTemporalFilteringColorClampingVelocityThreshold()), while higher values reduce ghosting effect, but increase flickering.

Возвращаемое значение

Indirect Specular color clamping intensity.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectSpecularTemporalFilteringColorClampingVelocityThreshold ( float threshold = 100.0f ) #

Console: render_indirect_specular_temporal_filtering_color_clamping_velocity_threshold
Устанавливает sensitivity of temporal filtering color clamping for Indirect Specular to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (см. setIndirectSpecularTemporalFilteringColorClampingIntensity()) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Аргументы

  • float threshold - sensitivity value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 100.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getIndirectSpecularTemporalFilteringColorClampingVelocityThreshold() const#

Console: render_indirect_specular_temporal_filtering_color_clamping_velocity_threshold
Возвращает sensitivity of temporal filtering color clamping for Indirect Specular to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (см. setIndirectSpecularTemporalFilteringColorClampingIntensity()) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

Возвращаемое значение

sensitivity value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 100.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectSpecularDenoiseEnabled ( bool enabled = 1 ) #

Console: render_indirect_specular_denoise_enabled
Устанавливает value indicating if noise reduction for Indirect Specular is enabled.

Аргументы

  • bool enabled - Set true to enable Indirect Specular noise reduction.; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isIndirectSpecularDenoiseEnabled() const#

Console: render_indirect_specular_denoise_enabled
Возвращает value indicating if noise reduction for Indirect Specular is enabled.

Возвращаемое значение

true if Indirect Specular noise reduction. is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectSpecularDenoiseMaskEnabled ( bool enabled = 1 ) #

Console: render_indirect_specular_denoise_mask_enabled
Устанавливает value indicating if the denoise mask for Indirect Specular is enabled.This mask identifies which portions of the screen should be denoised more, and which — less. This may ensure more detailed ambient lighting.

Аргументы

  • bool enabled - Set true to enable Indirect Specular noise reduction.; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isIndirectSpecularDenoiseMaskEnabled() const#

Console: render_indirect_specular_denoise_mask_enabled
Возвращает value indicating if the denoise mask for Indirect Specular is enabled.This mask identifies which portions of the screen should be denoised more, and which — less. This may ensure more detailed ambient lighting.

Возвращаемое значение

true if Indirect Specular noise reduction. is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setIndirectSpecularDenoiseThreshold ( float threshold = 1.0f ) #

Console: render_indirect_specular_denoise_threshold
Устанавливает threshold value for color difference of neighboring pixels used for noise reduction for the Indirect Specular effect. Blur is applied when the color difference is less than the threshold value.
Примечание
Setting too high values results in blurring the whole image.

Аргументы

  • float threshold - Indirect Specular noise reduction threshold value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getIndirectSpecularDenoiseThreshold() const#

Console: render_indirect_specular_denoise_threshold
Возвращает threshold value for color difference of neighboring pixels used for noise reduction for the Indirect Specular effect. Blur is applied when the color difference is less than the threshold value.
Примечание
Setting too high values results in blurring the whole image.

Возвращаемое значение

Indirect Specular noise reduction threshold value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setDenoisePreset ( int preset = 0 ) #

Console: render_denoise_preset
Устанавливает Denoise preset used at the moment. Sharpest to Smoothest — intensity of applying the noise reduction temporal filter (smoother settings cause more ghosting, but provide a more credible and smooth effect in static scenes). Low to High — quality of blur processing in denoiser (higher values are more performance-consuming). To customize the Denoise effect options at run time, activate the Custom preset.
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the Denoise effect options at run time
Render::setDenoisePreset(Render::getDenoisePresetNumNames() - 1);

// disabling the Indirect Diffuse Denoise option
Render::setIndirectDiffuseDenoiseEnabled(false);

Аргументы

  • int preset - preset index. Одно из следующих значений:
    • 0 - Disabled (по умолчанию)
    • 1 - Sharpest Low
    • 2 - Sharpest High
    • 3 - Sharp Low
    • 4 - Sharp High
    • 5 - Smooth Low
    • 6 - Smooth High
    • 7 - Smoothest Low
    • 8 - Smoothest High
    • 9 - Custom

int getDenoisePreset() const#

Console: render_denoise_preset
Возвращает Denoise preset used at the moment. Sharpest to Smoothest — intensity of applying the noise reduction temporal filter (smoother settings cause more ghosting, but provide a more credible and smooth effect in static scenes). Low to High — quality of blur processing in denoiser (higher values are more performance-consuming). To customize the Denoise effect options at run time, activate the Custom preset.
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the Denoise effect options at run time
Render::setDenoisePreset(Render::getDenoisePresetNumNames() - 1);

// disabling the Indirect Diffuse Denoise option
Render::setIndirectDiffuseDenoiseEnabled(false);

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Disabled (по умолчанию)
  • 1 - Sharpest Low
  • 2 - Sharpest High
  • 3 - Sharp Low
  • 4 - Sharp High
  • 5 - Smooth Low
  • 6 - Smooth High
  • 7 - Smoothest Low
  • 8 - Smoothest High
  • 9 - Custom

int getDenoisePresetNumNames() const#

Возвращает number of Denoise presets.

Возвращаемое значение

number of presets.

void setDenoiseRadius ( int radius = 1 ) #

Console: render_denoise_radius
Устанавливает radius of each blur iteration in noise reduction. This value allows simulating a higher number of blur iterations without affecting performance. However, this may cause such screen-space artefact as insufficiently smooth denoiser blur.

Аргументы

  • int radius - radius of each blur iteration.
    Диапазон значений: [1, 3]. Значение по умолчанию : 1.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getDenoiseRadius() const#

Console: render_denoise_radius
Возвращает radius of each blur iteration in noise reduction. This value allows simulating a higher number of blur iterations without affecting performance. However, this may cause such screen-space artefact as insufficiently smooth denoiser blur.

Возвращаемое значение

radius of each blur iteration.
Диапазон значений: [1, 3]. Значение по умолчанию : 1.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setDenoiseNumBlurIterations ( int iterations = 5 ) #

Console: render_denoise_num_blur_iterations
Устанавливает number of iterations performed for blurring. Higher values increase the blur radius, which helps to reduce noise even in areas with very intense noise. However this greatly affects performance. Recommended values are in range [3, 5].

Аргументы

  • int iterations - number of iterations for blurring.
    Диапазон значений: [0, 10]. Значение по умолчанию : 5.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getDenoiseNumBlurIterations() const#

Console: render_denoise_num_blur_iterations
Возвращает number of iterations performed for blurring. Higher values increase the blur radius, which helps to reduce noise even in areas with very intense noise. However this greatly affects performance. Recommended values are in range [3, 5].

Возвращаемое значение

number of iterations for blurring.
Диапазон значений: [0, 10]. Значение по умолчанию : 5.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSS ( bool sssss = 0 ) #

Console: render_sssss
Устанавливает value indicating if the SSSSS (Screen-Space Subsurface Scattering) effect is enabled. This effect is used to imitate human skin, wax, etc.

Аргументы

  • bool sssss - Set true to enable SSSSS (Screen-Space Subsurface Scattering) effect; false - to disable it. Значение по умолчанию false.

bool isSSSSS() const#

Console: render_sssss
Возвращает value indicating if the SSSSS (Screen-Space Subsurface Scattering) effect is enabled. This effect is used to imitate human skin, wax, etc.

Возвращаемое значение

true if SSSSS (Screen-Space Subsurface Scattering) effect is enabled; otherwise false. Значение по умолчанию false.

void setSSSSSPreset ( int ssssspreset = 0 ) #

Console: render_sssss_preset
Устанавливает SSSSS (Screen-Space Subsurface Scattering) preset used at the moment. To customize the SSSSS effect options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the SSSSS effect options at run time
Render::setSSSSSPreset(Render::getSSSSSPresetNumNames() - 1);

// setting the SSSSS resolution mode
Render::setSSSSSResolution(2);

Аргументы

  • int ssssspreset - preset index. Одно из следующих значений:
    • 0 - Low (по умолчанию)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getSSSSSPreset() const#

Console: render_sssss_preset
Возвращает SSSSS (Screen-Space Subsurface Scattering) preset used at the moment. To customize the SSSSS effect options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the SSSSS effect options at run time
Render::setSSSSSPreset(Render::getSSSSSPresetNumNames() - 1);

// setting the SSSSS resolution mode
Render::setSSSSSResolution(2);

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Low (по умолчанию)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int getSSSSSPresetNumNames() const#

Возвращает number of SSSSS (Screen-Space Subsurface Scattering) presets.

Возвращаемое значение

number of presets.

void setSSSSSQuality ( int sssssquality = 1 ) #

Console: render_sssss_quality
Устанавливает quality of the SSSSS (Screen-Space Subsurface Scattering) effect.

Аргументы

  • int sssssquality - SSSSS quality Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSSSSQuality() const#

Console: render_sssss_quality
Возвращает quality of the SSSSS (Screen-Space Subsurface Scattering) effect.

Возвращаемое значение

SSSSS quality Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSResolution ( int sssssresolution = 1 ) #

Console: render_sssss_resolution
Устанавливает resolution of the SSSSS (Screen-Space Subsurface Scattering) effect.

Аргументы

  • int sssssresolution - SSSSS resolution. Одно из следующих значений:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSSSSResolution() const#

Console: render_sssss_resolution
Возвращает resolution of the SSSSS (Screen-Space Subsurface Scattering) effect.

Возвращаемое значение

SSSSS resolution. Одно из следующих значений:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSRadius ( float sssssradius = 1.0f ) #

Console: render_sssss_radius
Устанавливает subsurface scattering radius — distance in the screen space, within which colors will be sampled.It controls how much wrinkles, pores and cavities will be blurred and highlighted. The higher the value, the farther subsurface scattering reaches. Too high values result in the ghosting effect. By the minimum value of 0, no subsurface scattering is rendered.

Аргументы

  • float sssssradius - subsurface scattering radius.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSSSSRadius() const#

Console: render_sssss_radius
Возвращает subsurface scattering radius — distance in the screen space, within which colors will be sampled.It controls how much wrinkles, pores and cavities will be blurred and highlighted. The higher the value, the farther subsurface scattering reaches. Too high values result in the ghosting effect. By the minimum value of 0, no subsurface scattering is rendered.

Возвращаемое значение

subsurface scattering radius.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSColor ( const Math::vec4& ssssscolor ) #

Console: render_sssss_color
Устанавливает subsurface scattering color used to simulate the subsurface component of skin lighting, i.e. the light that bounces inside of the subsurface tissue layers (epidermis and dermis) before exiting.For skin, subsurface color is reddish, due to blood circulating in skin tissues. To use this option, SSSSS effect (см. setSSSSS()) should be enabled.

Аргументы

  • const Math::vec4& ssssscolor - Subsurface scattering color.
    vec4(1.0f, 0.0f, 0.0f, 1.0f) - default value

Math::vec4 getSSSSSColor() const#

Console: render_sssss_color
Возвращает subsurface scattering color used to simulate the subsurface component of skin lighting, i.e. the light that bounces inside of the subsurface tissue layers (epidermis and dermis) before exiting.For skin, subsurface color is reddish, due to blood circulating in skin tissues. To use this option, SSSSS effect (см. setSSSSS()) should be enabled.

Возвращаемое значение

Subsurface scattering color.
vec4(1.0f, 0.0f, 0.0f, 1.0f) - default value

void setSSSSSDiffuse ( bool sssssdiffuse = 1 ) #

Console: render_sssss_diffuse
Устанавливает value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Аргументы

  • bool sssssdiffuse - Set true to enable SSSSS calculation for diffuse lighting; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSSSSDiffuse() const#

Console: render_sssss_diffuse
Возвращает value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Возвращаемое значение

true if SSSSS calculation for diffuse lighting is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSAmbient ( bool sssssambient = 0 ) #

Console: render_sssss_ambient
Устанавливает value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Аргументы

  • bool sssssambient - Set true to enable SSSSS calculation for ambient lighting; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSSSSAmbient() const#

Console: render_sssss_ambient
Возвращает value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Возвращаемое значение

true if SSSSS calculation for ambient lighting is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSMinThreshold ( float threshold = 4.0f ) #

Console: render_sssss_min_threshold
Устанавливает threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency). To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Аргументы

  • float threshold - threshold scattering value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 4.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSSSSMinThreshold() const#

Console: render_sssss_min_threshold
Возвращает threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency). To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Возвращаемое значение

threshold scattering value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 4.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSMaxThreshold ( float threshold = 10.0f ) #

Console: render_sssss_max_threshold
Устанавливает threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency). To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Аргументы

  • float threshold - threshold scattering value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 10.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSSSSMaxThreshold() const#

Console: render_sssss_max_threshold
Возвращает threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency). To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Возвращаемое значение

threshold scattering value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 10.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSNoiseStep ( float step = 0.5f ) #

Console: render_sssss_noise_step
Устанавливает intensity of the step noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Аргументы

  • float step - step noise intensity.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSSSSNoiseStep() const#

Console: render_sssss_noise_step
Возвращает intensity of the step noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Возвращаемое значение

step noise intensity.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSNoiseRay ( float ray = 0.5f ) #

Console: render_sssss_noise_ray
Устанавливает intensity of the ray noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Аргументы

  • float ray - ray noise intensity.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSSSSNoiseRay() const#

Console: render_sssss_noise_ray
Возвращает intensity of the ray noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (см. setSSSSS()) should be enabled.

Возвращаемое значение

ray noise intensity.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSInterleaved ( bool sssssinterleaved = 0 ) #

Console: render_sssss_interleaved
Устанавливает value indicating if the interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering) is enabled. This option enables rendering of the effect in only half or quarter of all pixels with subsequent reconstruction of neighboring pixels using the data from previous frames, significantly improving performance.

The effect is cumulative and works best with Temporal Filter, which reduces ghosting and noise artifacts.

Аргументы

  • bool sssssinterleaved - Set true to enable interleaved rendering mode for SSSSS; false - to disable it. Значение по умолчанию false.

bool isSSSSSInterleaved() const#

Console: render_sssss_interleaved
Возвращает value indicating if the interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering) is enabled. This option enables rendering of the effect in only half or quarter of all pixels with subsequent reconstruction of neighboring pixels using the data from previous frames, significantly improving performance.

The effect is cumulative and works best with Temporal Filter, which reduces ghosting and noise artifacts.

Возвращаемое значение

true if interleaved rendering mode for SSSSS is enabled; otherwise false. Значение по умолчанию false.

void setSSSSSInterleavedColorClamping ( int clamping = 1 ) #

Console: render_sssss_interleaved_color_clamping
Устанавливает color clamping mode used to reduce ghosting effect. Higher values increase clamping intensity, but may cause flickering (to reduce flickering you can choose High + Velocity). When disabled, translucency has a lag as it is several frames behind.

Аргументы

  • int clamping - color clamping mode. Одно из следующих значений:
    • 0 - Disabled
    • 1 - Low (по умолчанию)
    • 2 - Medium
    • 3 - High
    • 4 - High + Velocity
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSSSSInterleavedColorClamping() const#

Console: render_sssss_interleaved_color_clamping
Возвращает color clamping mode used to reduce ghosting effect. Higher values increase clamping intensity, but may cause flickering (to reduce flickering you can choose High + Velocity). When disabled, translucency has a lag as it is several frames behind.

Возвращаемое значение

color clamping mode. Одно из следующих значений:
  • 0 - Disabled
  • 1 - Low (по умолчанию)
  • 2 - Medium
  • 3 - High
  • 4 - High + Velocity
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSInterleavedSamples ( int samples = 0 ) #

Console: render_sssss_interleaved_samples
Устанавливает number of pixels to be skipped when rendering the SSSSS (Screen-Space Subsurface Scattering) effect with subsequent reconstruction of neighboring pixels using the data from previous frames. The following options are available:
  • 1 x 2 (1.0 * width x 0.5 * height) — a half of all pixels is rendered, skipping each second line
  • 2 x 2 (0.5 * width x 0.5 * height) — a quarter of all pixels is rendered, skipping each second line and row

Аргументы

  • int samples - skipping mode. Одно из следующих значений:
    • 0 - 1 x 2 (по умолчанию)
    • 1 - 2 x 2
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSSSSInterleavedSamples() const#

Console: render_sssss_interleaved_samples
Возвращает number of pixels to be skipped when rendering the SSSSS (Screen-Space Subsurface Scattering) effect with subsequent reconstruction of neighboring pixels using the data from previous frames. The following options are available:
  • 1 x 2 (1.0 * width x 0.5 * height) — a half of all pixels is rendered, skipping each second line
  • 2 x 2 (0.5 * width x 0.5 * height) — a quarter of all pixels is rendered, skipping each second line and row

Возвращаемое значение

skipping mode. Одно из следующих значений:
  • 0 - 1 x 2 (по умолчанию)
  • 1 - 2 x 2
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSTAAFixFlicker ( bool flicker = 1 ) #

Console: render_sssss_taa_fix_flicker
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Fix Flicker (см. setTAAFixFlicker()).

Аргументы

  • bool flicker - Set true to enable TAA parameter value; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSSSSTAAFixFlicker() const#

Console: render_sssss_taa_fix_flicker
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Fix Flicker (см. setTAAFixFlicker()).

Возвращаемое значение

true if TAA parameter value is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSTAAAntialiasingInMotion ( bool motion = 0 ) #

Console: render_sssss_taa_antialiasing_in_motion
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Antialiasing In Motion (см. setTAAAntialiasingInMotion()).

Аргументы

  • bool motion - Set true to enable TAA parameter value; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSSSSTAAAntialiasingInMotion() const#

Console: render_sssss_taa_antialiasing_in_motion
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Antialiasing In Motion (см. setTAAAntialiasingInMotion()).

Возвращаемое значение

true if TAA parameter value is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSTAAFramesByColor ( bool color = 1 ) #

Console: render_sssss_taa_frames_by_color
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Color (см. setTAAFramesByColor()).

Аргументы

  • bool color - Set true to enable TAA parameter value; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSSSSTAAFramesByColor() const#

Console: render_sssss_taa_frames_by_color
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Color (см. setTAAFramesByColor()).

Возвращаемое значение

true if TAA parameter value is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSTAAFramesByVelocity ( bool velocity = 1 ) #

Console: render_sssss_taa_frames_by_velocity
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Velocity (см. setTAAFramesByVelocity()).

Аргументы

  • bool velocity - Set true to enable TAA parameter value; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSSSSTAAFramesByVelocity() const#

Console: render_sssss_taa_frames_by_velocity
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Velocity (см. setTAAFramesByVelocity()).

Возвращаемое значение

true if TAA parameter value is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSTAAPreserveDetails ( float details = 0.5f ) #

Console: render_sssss_taa_preserve_details
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Preserve Details (см. setTAAPreserveDetails()).

Аргументы

  • float details - TAA parameter value
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSSSSTAAPreserveDetails() const#

Console: render_sssss_taa_preserve_details
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Preserve Details (см. setTAAPreserveDetails()).

Возвращаемое значение

TAA parameter value
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSTAAFrameCount ( float count = 30.0f ) #

Console: render_sssss_taa_frame_count
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frame Count (см. setTAAFrameCount()).

Аргументы

  • float count - TAA parameter value
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 30.0f.

float getSSSSSTAAFrameCount() const#

Console: render_sssss_taa_frame_count
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frame Count (см. setTAAFrameCount()).

Возвращаемое значение

TAA parameter value
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 30.0f.

void setSSSSSTAAFramesVelocityThreshold ( float threshold = 1.0f ) #

Console: render_sssss_taa_frames_velocity_threshold
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames Velocity Threshold (см. setTAAFramesVelocityThreshold()).

Аргументы

  • float threshold - TAA parameter value
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSSSSTAAFramesVelocityThreshold() const#

Console: render_sssss_taa_frames_velocity_threshold
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames Velocity Threshold (см. setTAAFramesVelocityThreshold()).

Возвращаемое значение

TAA parameter value
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSSSSTAAMaxFramesByVelocity ( float velocity = 60.0f ) #

Console: render_sssss_taa_max_frames_by_velocity
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Max Frames By Velocity (см. setTAAMaxFramesByVelocity()).

Аргументы

  • float velocity - TAA parameter value
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 60.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSSSSTAAMaxFramesByVelocity() const#

Console: render_sssss_taa_max_frames_by_velocity
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Max Frames By Velocity (см. setTAAMaxFramesByVelocity()).

Возвращаемое значение

TAA parameter value
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 60.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSTAAMinFramesByVelocity ( float velocity = 4.0f ) #

Console: render_sssss_taa_min_frames_by_velocity
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Min Frames By Velocity (см. setTAAMinFramesByVelocity()).

Аргументы

  • float velocity - TAA parameter value
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 4.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSSSSTAAMinFramesByVelocity() const#

Console: render_sssss_taa_min_frames_by_velocity
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Min Frames By Velocity (см. setTAAMinFramesByVelocity()).

Возвращаемое значение

TAA parameter value
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 4.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSTAAPixelOffset ( float offset = 1.0f ) #

Console: render_sssss_taa_pixel_offset
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Pixel Offset (см. setTAAPixelOffset()).

Аргументы

  • float offset - TAA parameter value
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSSSSTAAPixelOffset() const#

Console: render_sssss_taa_pixel_offset
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Pixel Offset (см. setTAAPixelOffset()).

Возвращаемое значение

TAA parameter value
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSTAACatmullResampling ( bool resampling = 1 ) #

Console: render_sssss_taa_catmull_resampling
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Catmull Resampling (см. setTAACatmullResampling()).

Аргументы

  • bool resampling - Set true to enable TAA parameter value; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSSSSTAACatmullResampling() const#

Console: render_sssss_taa_catmull_resampling
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Catmull Resampling (см. setTAACatmullResampling()).

Возвращаемое значение

true if TAA parameter value is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSSSSTAASamples ( int ssssstaasamples = 1 ) #

Console: render_sssss_taa_samples
Устанавливает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Samples (см. setTAASamples()).

Аргументы

  • int ssssstaasamples - TAA parameter value Одно из следующих значений:
    • 0 - 1 sample offset, no anti-aliasing
    • 1 - 4 offsets (по умолчанию)
    • 2 - 8 offsets
    • 3 - 16 offsets
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSSSSTAASamples() const#

Console: render_sssss_taa_samples
Возвращает value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Samples (см. setTAASamples()).

Возвращаемое значение

TAA parameter value Одно из следующих значений:
  • 0 - 1 sample offset, no anti-aliasing
  • 1 - 4 offsets (по умолчанию)
  • 2 - 8 offsets
  • 3 - 16 offsets
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRTonemappingGamma ( float gamma = 2.0f ) #

Console: render_ssr_tonemapping_gamma
Устанавливает tonemapping Gamma value for the SSR effect. Helps reducing noise for reflections from bright surfaces. 1.0f corresponds to the physically correct value. The recommended value is 2.0f — although it slightly reduces the reflection brightness, it also significantly reduces noise.

Аргументы

  • float gamma - tonemapping Gamma value
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 2.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRTonemappingGamma() const#

Console: render_ssr_tonemapping_gamma
Возвращает tonemapping Gamma value for the SSR effect. Helps reducing noise for reflections from bright surfaces. 1.0f corresponds to the physically correct value. The recommended value is 2.0f — although it slightly reduces the reflection brightness, it also significantly reduces noise.

Возвращаемое значение

tonemapping Gamma value
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 2.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRRoughnessMipOffset ( float offset = 4.0f ) #

Console: render_ssr_roughness_mip_offset
Устанавливает mip offset value for the SSR effect on rough surfaces. Enhances reading a color on rough surfaces on lower-resolution screens. This setting allows reducing the noise and improving performance.

Аргументы

  • float offset - roughness mip offset value
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 4.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRRoughnessMipOffset() const#

Console: render_ssr_roughness_mip_offset
Возвращает mip offset value for the SSR effect on rough surfaces. Enhances reading a color on rough surfaces on lower-resolution screens. This setting allows reducing the noise and improving performance.

Возвращаемое значение

roughness mip offset value
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 4.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRPerspectiveCompensation ( float compensation = 1.0f ) #

Console: render_ssr_perspective_compensation
Устанавливает perspective compensation value for the SSR effect. At 0.0f, the raymarching step size doesn't depend on the distance from the reflecting surface to the camera. At 1.0f, the raymarching step size linearly depends on the distance from the reflecting surface to the camera.

Аргументы

  • float compensation - perspective compensation value
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRPerspectiveCompensation() const#

Console: render_ssr_perspective_compensation
Возвращает perspective compensation value for the SSR effect. At 0.0f, the raymarching step size doesn't depend on the distance from the reflecting surface to the camera. At 1.0f, the raymarching step size linearly depends on the distance from the reflecting surface to the camera.

Возвращаемое значение

perspective compensation value
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRNonLinearStepSize ( float size = 1.0f ) #

Console: render_ssr_non_linear_step_size
Устанавливает linear step size for the SSR effect. At 0.0f, all raymarching steps are of the same size. At 1.0f, each raymarching step is longer than a preceding one, which allows increasing the ray length while keeping the same number of raymarching steps.

Аргументы

  • float size - linear step size
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRNonLinearStepSize() const#

Console: render_ssr_non_linear_step_size
Возвращает linear step size for the SSR effect. At 0.0f, all raymarching steps are of the same size. At 1.0f, each raymarching step is longer than a preceding one, which allows increasing the ray length while keeping the same number of raymarching steps.

Возвращаемое значение

linear step size
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRAlphaAccumulationMode ( int mode = 1 ) #

Console: render_ssr_alpha_accumulation_mode
Устанавливает accumulation mode for Alpha values used when rendering screen-space reflections. Two modes are available:
  • Correct — physically correct implementation.
  • Boosted — artificial implementation that makes SSR more intense and adds additional contrast to some scenes.

Аргументы

  • int mode - Alpha accumulation mode. Одно из следующих значений:
    • 0 - Correct
    • 1 - Boosted (по умолчанию)
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSRAlphaAccumulationMode() const#

Console: render_ssr_alpha_accumulation_mode
Возвращает accumulation mode for Alpha values used when rendering screen-space reflections. Two modes are available:
  • Correct — physically correct implementation.
  • Boosted — artificial implementation that makes SSR more intense and adds additional contrast to some scenes.

Возвращаемое значение

Alpha accumulation mode. Одно из следующих значений:
  • 0 - Correct
  • 1 - Boosted (по умолчанию)
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRThresholdOcclusion ( float occlusion = 1.0f ) #

Console: render_ssr_threshold_occlusion
Устанавливает value that limits imitation of environment cubemap occlusion in areas where SSR (Screen-Space Reflections) cannot get information. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.

Аргументы

  • float occlusion - SSR threshold occlusion.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRThresholdOcclusion() const#

Console: render_ssr_threshold_occlusion
Возвращает value that limits imitation of environment cubemap occlusion in areas where SSR (Screen-Space Reflections) cannot get information. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.

Возвращаемое значение

SSR threshold occlusion.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRThreshold ( float ssrthreshold = 1.0f ) #

Console: render_ssr_threshold
Устанавливает threshold used for SSR (Screen-Space Reflections) calculation to limit imitation of reflections in areas where SSR cannot get information. Higher values make the effect less pronounced.

Аргументы

  • float ssrthreshold - SSR threshold.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRThreshold() const#

Console: render_ssr_threshold
Возвращает threshold used for SSR (Screen-Space Reflections) calculation to limit imitation of reflections in areas where SSR cannot get information. Higher values make the effect less pronounced.

Возвращаемое значение

SSR threshold.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRVisibilityRoughnessMax ( float max = 1.0f ) #

Console: render_ssr_visibility_roughness_max
Устанавливает maximum roughness value, starting from which the SSR (Screen-Space Reflections) effect is not rendered. It allows reducing noise of reflections on rough materials.

Аргументы

  • float max - maximum roughness value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRVisibilityRoughnessMax() const#

Console: render_ssr_visibility_roughness_max
Возвращает maximum roughness value, starting from which the SSR (Screen-Space Reflections) effect is not rendered. It allows reducing noise of reflections on rough materials.

Возвращаемое значение

maximum roughness value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRVisibilityRoughnessMin ( float min = 1.0f ) #

Console: render_ssr_visibility_roughness_min
Устанавливает minimum roughness value, starting from which the SSR (Screen-Space Reflections) effect begins to fade out. It allows reducing noise of reflections on rough materials.

Аргументы

  • float min - minimum roughness value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRVisibilityRoughnessMin() const#

Console: render_ssr_visibility_roughness_min
Возвращает minimum roughness value, starting from which the SSR (Screen-Space Reflections) effect begins to fade out. It allows reducing noise of reflections on rough materials.

Возвращаемое значение

minimum roughness value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRInformationLostFix ( bool fix = 0 ) #

Устанавливает value indicating if the information lost fix option is enabled for the SSR (Screen Space Reflections). This option removes artifacts in the information lost areas around moving objects.

Аргументы

  • bool fix - Set true to enable ; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSRInformationLostFix() const#

Возвращает value indicating if the information lost fix option is enabled for the SSR (Screen Space Reflections). This option removes artifacts in the information lost areas around moving objects.

Возвращаемое значение

true if is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRStepSize ( float size = 0.5f ) #

Console: render_ssr_step_size
Устанавливает size of the trace step used for SSR calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.

Аргументы

  • float size - step size.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRStepSize() const#

Console: render_ssr_step_size
Возвращает size of the trace step used for SSR calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.

Возвращаемое значение

step size.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRNumSteps ( int steps = 16 ) #

Console: render_ssr_num_steps
Устанавливает number of SSR steps per ray that are used for trace calculation. The number of steps defines accuracy of reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are accounted.

Аргументы

  • int steps - number of steps.
    Диапазон значений: [1, 64]. Значение по умолчанию : 16.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSRNumSteps() const#

Console: render_ssr_num_steps
Возвращает number of SSR steps per ray that are used for trace calculation. The number of steps defines accuracy of reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are accounted.

Возвращаемое значение

number of steps.
Диапазон значений: [1, 64]. Значение по умолчанию : 16.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRNumRays ( int rays = 4 ) #

Console: render_ssr_num_rays
Устанавливает number of SSR rays per pixel that are used to calculate rough refrections. Using more rays provides more precise SSR roughness calculation, however, it is more expensive.

Аргументы

  • int rays - number of rays.
    Диапазон значений: [1, 64]. Значение по умолчанию : 4.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSRNumRays() const#

Console: render_ssr_num_rays
Возвращает number of SSR rays per pixel that are used to calculate rough refrections. Using more rays provides more precise SSR roughness calculation, however, it is more expensive.

Возвращаемое значение

number of rays.
Диапазон значений: [1, 64]. Значение по умолчанию : 4.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRResolutionColor ( int color = 0 ) #

Console: render_ssr_resolution_color
Устанавливает resolution of the color buffer used for SSR (Screen Space Reflections) calculation. It significantly affects performance.

Аргументы

  • int color - Color buffer resolution. Одно из следующих значений:
    • Quarter - quarter resolution (by default)
    • Half - half resolution
    • Full - full resolution
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSRResolutionColor() const#

Console: render_ssr_resolution_color
Возвращает resolution of the color buffer used for SSR (Screen Space Reflections) calculation. It significantly affects performance.

Возвращаемое значение

Color buffer resolution. Одно из следующих значений:
  • Quarter - quarter resolution (by default)
  • Half - half resolution
  • Full - full resolution
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRResolutionDepth ( int depth = 0 ) #

Console: render_ssr_resolution_depth
Устанавливает resolution of the depth buffer used for SSR (Screen Space Reflections) calculation. It affects detailing of reflections of tiny objects.
Примечание
To gain performance, this option can be set to lower values while enabling increased accuracy (см. setSSRIncreasedAccuracy()).

Аргументы

  • int depth - Depth buffer resolution. Одно из следующих значений:
    • Quarter - quarter resolution (by default)
    • Half - half resolution
    • Full - full resolution
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSRResolutionDepth() const#

Console: render_ssr_resolution_depth
Возвращает resolution of the depth buffer used for SSR (Screen Space Reflections) calculation. It affects detailing of reflections of tiny objects.
Примечание
To gain performance, this option can be set to lower values while enabling increased accuracy (см. setSSRIncreasedAccuracy()).

Возвращаемое значение

Depth buffer resolution. Одно из следующих значений:
  • Quarter - quarter resolution (by default)
  • Half - half resolution
  • Full - full resolution
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRResolution ( int ssrresolution = 1 ) #

Console: render_ssr_resolution
Устанавливает resolution of SSR (Screen Space Reflections).

Аргументы

  • int ssrresolution - SSR resolution. Одно из следующих значений:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSRResolution() const#

Console: render_ssr_resolution
Возвращает resolution of SSR (Screen Space Reflections).

Возвращаемое значение

SSR resolution. Одно из следующих значений:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRIncreasedAccuracy ( bool accuracy = 0 ) #

Console: render_ssr_increased_accuracy
Устанавливает value indicating if increased accuracy option is enabled for the SSR (Screen Space Reflections). This option increases the accuracy of intersection detection between the ray and surfaces, which makes a reflection on smooth surfaces more detailed.

Аргументы

  • bool accuracy - Set true to enable increased accuracy for SSR; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSRIncreasedAccuracy() const#

Console: render_ssr_increased_accuracy
Возвращает value indicating if increased accuracy option is enabled for the SSR (Screen Space Reflections). This option increases the accuracy of intersection detection between the ray and surfaces, which makes a reflection on smooth surfaces more detailed.

Возвращаемое значение

true if increased accuracy for SSR is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSR ( bool ssr = 0 ) #

Console: render_ssr
Устанавливает value indicating if the SSR (Screen Space Reflections) effect is enabled.

Аргументы

  • bool ssr - Set true to enable SSR (Screen Space Reflections) effect; false - to disable it. Значение по умолчанию false.

bool isSSR() const#

Console: render_ssr
Возвращает value indicating if the SSR (Screen Space Reflections) effect is enabled.

Возвращаемое значение

true if SSR (Screen Space Reflections) effect is enabled; otherwise false. Значение по умолчанию false.

void setBentNormal ( bool normal = 0 ) #

Console: render_bent_normal
Устанавливает value indicating if ray-traced bent normals calculation is enabled. The use of SSRTGI for bent normals allows for smooth ambient lighting.
Примечание
Ray-traced bent normals calculation available only when the SSRTGI technique (см. setSSRTGIPreset()) is enabled.

Аргументы

  • bool normal - Set true to enable ray-traced bent normals calculation.; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isBentNormal() const#

Console: render_bent_normal
Возвращает value indicating if ray-traced bent normals calculation is enabled. The use of SSRTGI for bent normals allows for smooth ambient lighting.
Примечание
Ray-traced bent normals calculation available only when the SSRTGI technique (см. setSSRTGIPreset()) is enabled.

Возвращаемое значение

true if ray-traced bent normals calculation. is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setBentNormalThreshold ( float threshold = 1.0f ) #

Console: render_bent_normal_threshold
Устанавливает threshold value for the ray-traced bent normals calculation.
Примечание
Ray-traced bent normals calculation is available only when the SSRTGI technique (см. setSSRTGIPreset()) is enabled.

Аргументы

  • float threshold - threshold value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getBentNormalThreshold() const#

Console: render_bent_normal_threshold
Возвращает threshold value for the ray-traced bent normals calculation.
Примечание
Ray-traced bent normals calculation is available only when the SSRTGI technique (см. setSSRTGIPreset()) is enabled.

Возвращаемое значение

threshold value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setBentNormalFixOverlitAreas ( bool areas = 0 ) #

Console: render_bent_normal_fix_overlit_areas
Устанавливает value indicating if correction of overlit areas for bent normals calculation is enabled.
Примечание
  • This option may significantly affect performance, so disable it when it's not necessary.
  • Ray-traced bent normals calculation is available only when the SSRTGI technique (см. setSSRTGIPreset()) is enabled.

Аргументы

  • bool areas - Set true to enable correction of overlit areas for ray-traced bent normals calculation; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isBentNormalFixOverlitAreas() const#

Console: render_bent_normal_fix_overlit_areas
Возвращает value indicating if correction of overlit areas for bent normals calculation is enabled.
Примечание
  • This option may significantly affect performance, so disable it when it's not necessary.
  • Ray-traced bent normals calculation is available only when the SSRTGI technique (см. setSSRTGIPreset()) is enabled.

Возвращаемое значение

true if correction of overlit areas for ray-traced bent normals calculation is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSGI ( bool ssgi = 0 ) #

Console: render_ssgi
Устанавливает value indicating if the SSGI (Screen Space Global Illumination) effect is enabled.

Аргументы

  • bool ssgi - Set true to enable SSGI (Screen Space Global Illumination); false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSGI() const#

Console: render_ssgi
Возвращает value indicating if the SSGI (Screen Space Global Illumination) effect is enabled.

Возвращаемое значение

true if SSGI (Screen Space Global Illumination) is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSGIIntensity ( float ssgiintensity = 1.0f ) #

Console: render_ssgi_intensity
Устанавливает intensity of the SSGI (Screen Space Global Illumination) for the scene. By the minimum value of 0.0f, the global illumination is the darkest.

Аргументы

  • float ssgiintensity - SSGI intensity value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSGIIntensity() const#

Console: render_ssgi_intensity
Возвращает intensity of the SSGI (Screen Space Global Illumination) for the scene. By the minimum value of 0.0f, the global illumination is the darkest.

Возвращаемое значение

SSGI intensity value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSGIInformationLostFix ( bool fix = 0 ) #

Устанавливает value indicating if the information lost fix option is enabled for the ray-traced SSGI (Screen Space Global Illumination). This option removes artifacts in the information lost areas around moving objects.

Аргументы

  • bool fix - Set true to enable ; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSGIInformationLostFix() const#

Возвращает value indicating if the information lost fix option is enabled for the ray-traced SSGI (Screen Space Global Illumination). This option removes artifacts in the information lost areas around moving objects.

Возвращаемое значение

true if is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSGIThreshold ( float ssgithreshold = 1.0f ) #

Console: render_ssgi_threshold
Устанавливает threshold value for the ray-traced SSGI (Screen Space Global Illumination).
Примечание
Ray-traced SSGI calculation available only when the SSRTGI technique (см. setSSRTGIPreset()) is enabled.

Аргументы

  • float ssgithreshold - SSGI threshold value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSGIThreshold() const#

Console: render_ssgi_threshold
Возвращает threshold value for the ray-traced SSGI (Screen Space Global Illumination).
Примечание
Ray-traced SSGI calculation available only when the SSRTGI technique (см. setSSRTGIPreset()) is enabled.

Возвращаемое значение

SSGI threshold value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSAOThreshold ( float ssaothreshold = 0.5f ) #

Console: render_ssao_threshold
Устанавливает threshold value for the SSAO (Screen Space Ambient Occlusion) effect. It limits SSAO in areas where information cannot be obtained. The higher the value, the less pronounced the effect is.

Аргументы

  • float ssaothreshold - threshold value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

float getSSAOThreshold() const#

Console: render_ssao_threshold
Возвращает threshold value for the SSAO (Screen Space Ambient Occlusion) effect. It limits SSAO in areas where information cannot be obtained. The higher the value, the less pronounced the effect is.

Возвращаемое значение

threshold value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

void setSSAOCavityRadius ( float radius = 1.0f ) #

Console: render_ssao_cavity_radius
Устанавливает size of junction contours area for the cavity option for the SSAO (Screen Space Ambient Occlusion) effect (см. setSSAOCavity()).

Аргументы

  • float radius - SSAO cavity radius value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSAOCavityRadius() const#

Console: render_ssao_cavity_radius
Возвращает size of junction contours area for the cavity option for the SSAO (Screen Space Ambient Occlusion) effect (см. setSSAOCavity()).

Возвращаемое значение

SSAO cavity radius value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSAOCavityIntensity ( float intensity = 1.0f ) #

Console: render_ssao_cavity_intensity
Устанавливает intensity of sharpening of contours for the cavity option (см. setSSAOCavity()).

Аргументы

  • float intensity - Sharpening intensity value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSAOCavityIntensity() const#

Console: render_ssao_cavity_intensity
Возвращает intensity of sharpening of contours for the cavity option (см. setSSAOCavity()).

Возвращаемое значение

Sharpening intensity value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSAOIntensityReflection ( float reflection = 1.0f ) #

Console: render_ssao_intensity_reflection
Устанавливает intensity of SSAO (Screen Space Ambient Occlusion) on reflections.

Аргументы

  • float reflection - SSAO intensity on reflections.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSAOIntensityReflection() const#

Console: render_ssao_intensity_reflection
Возвращает intensity of SSAO (Screen Space Ambient Occlusion) on reflections.

Возвращаемое значение

SSAO intensity on reflections.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSAOIntensity ( float ssaointensity = 1.0f ) #

Console: render_ssao_intensity
Устанавливает intensity of the SSAO (Screen Space Ambient Occlusion) for the scene. The intensity value affects brightness of shadows: by the minimum value of 0.0f, the ambient occlusion shadowing is the lightest.

Аргументы

  • float ssaointensity - intensity value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getSSAOIntensity() const#

Console: render_ssao_intensity
Возвращает intensity of the SSAO (Screen Space Ambient Occlusion) for the scene. The intensity value affects brightness of shadows: by the minimum value of 0.0f, the ambient occlusion shadowing is the lightest.

Возвращаемое значение

intensity value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setSSAOCavity ( bool ssaocavity = 1 ) #

Console: render_ssao_cavity
Устанавливает value indicating if the cavity option for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option improves (sharpens) the look of junction contours at low resolutions, so it should be used for detail enhancement (small stones, bolts and so on).
Примечание
When checking the parameter value via API, you'll get the corresponding setting stored in the active preset (default or custom one).

Аргументы

  • bool ssaocavity - Set true to enable cavity option for SSAO; false - to disable it. Значение по умолчанию true.

bool isSSAOCavity() const#

Console: render_ssao_cavity
Возвращает value indicating if the cavity option for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option improves (sharpens) the look of junction contours at low resolutions, so it should be used for detail enhancement (small stones, bolts and so on).
Примечание
When checking the parameter value via API, you'll get the corresponding setting stored in the active preset (default or custom one).

Возвращаемое значение

true if cavity option for SSAO is enabled; otherwise false. Значение по умолчанию true.

void setSSAO ( bool ssao = 1 ) #

Console: render_ssao
Устанавливает value indicating if the SSAO (Screen Space Ambient Occlusion) effect is enabled.

Аргументы

  • bool ssao - Set true to enable SSAO (Screen Space Ambient Occlusion) effect; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSAO() const#

Console: render_ssao
Возвращает value indicating if the SSAO (Screen Space Ambient Occlusion) effect is enabled.

Возвращаемое значение

true if SSAO (Screen Space Ambient Occlusion) effect is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRTGIStepSize ( float size = 1.0f ) #

Console: render_ssrtgi_step_size
Устанавливает size of the trace step used for SSRTGI calculation. The higher the value, the longer the trace. However, tiny objects may be missed. The lower the value, the more detailed will be the tiny objects. The SSRTGI effect must be enabled (см. setSSRTGIPreset()).

Аргументы

  • float size - step size.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRTGIStepSize() const#

Console: render_ssrtgi_step_size
Возвращает size of the trace step used for SSRTGI calculation. The higher the value, the longer the trace. However, tiny objects may be missed. The lower the value, the more detailed will be the tiny objects. The SSRTGI effect must be enabled (см. setSSRTGIPreset()).

Возвращаемое значение

step size.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRTGINoiseStep ( float step = 0.5f ) #

Console: render_ssrtgi_noise_step
Устанавливает intensity of the step noise used for SSRTGI calculation. This parameter is used to reduce the banding effect of tracing by using the noise: the higher is the value, the less pronounced is the banding effect. SSRTGI must be enabled (см. setSSRTGIPreset()).

Аргументы

  • float step - step noise intensity.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRTGINoiseStep() const#

Console: render_ssrtgi_noise_step
Возвращает intensity of the step noise used for SSRTGI calculation. This parameter is used to reduce the banding effect of tracing by using the noise: the higher is the value, the less pronounced is the banding effect. SSRTGI must be enabled (см. setSSRTGIPreset()).

Возвращаемое значение

step noise intensity.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRTGINumSteps ( int steps = 8 ) #

Console: render_ssrtgi_num_steps
Устанавливает number of steps of SSRTGI per ray that are used for trace calculation. The higher the value, the more accurate obstacles between objects are accounted. However, this option significantly affects performance. SSRTGI must be enabled (см. setSSRTGIPreset()).

Аргументы

  • int steps - number of steps per ray.
    Диапазон значений: [1, 256]. Значение по умолчанию : 8.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSRTGINumSteps() const#

Console: render_ssrtgi_num_steps
Возвращает number of steps of SSRTGI per ray that are used for trace calculation. The higher the value, the more accurate obstacles between objects are accounted. However, this option significantly affects performance. SSRTGI must be enabled (см. setSSRTGIPreset()).

Возвращаемое значение

number of steps per ray.
Диапазон значений: [1, 256]. Значение по умолчанию : 8.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRTGINumRays ( int rays = 8 ) #

Console: render_ssrtgi_num_rays
Устанавливает number of rays of SSRTGI per pixel that are used to calculate the final image. Using more rays provides more precise SSRTGI calculation, however, it is more expensive. SSRTGI must be enabled (см. setSSRTGIPreset()).

Аргументы

  • int rays - number of rays per pixel.
    Диапазон значений: [1, 1024]. Значение по умолчанию : 8.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSRTGINumRays() const#

Console: render_ssrtgi_num_rays
Возвращает number of rays of SSRTGI per pixel that are used to calculate the final image. Using more rays provides more precise SSRTGI calculation, however, it is more expensive. SSRTGI must be enabled (см. setSSRTGIPreset()).

Возвращаемое значение

number of rays per pixel.
Диапазон значений: [1, 1024]. Значение по умолчанию : 8.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRTGIResolutionDepth ( int depth = 0 ) #

Console: render_ssrtgi_resolution_depth
Устанавливает resolution of the depth buffer used for SSRTGI (screen space ray-traced global illumination) calculation. This option significantly affects performance. To gain performance this option can be set to lower values while enabling the increased accuracy (см. setSSRTGIIncreasedAccuracy()). SSRTGI must be enabled (см. setSSRTGIPreset()).

Аргументы

  • int depth - SSRTGI depth buffer resolution. Одно из следующих значений:
    • Quarter - quarter resolution (by default)
    • Half - half resolution
    • Full - full resolution
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSRTGIResolutionDepth() const#

Console: render_ssrtgi_resolution_depth
Возвращает resolution of the depth buffer used for SSRTGI (screen space ray-traced global illumination) calculation. This option significantly affects performance. To gain performance this option can be set to lower values while enabling the increased accuracy (см. setSSRTGIIncreasedAccuracy()). SSRTGI must be enabled (см. setSSRTGIPreset()).

Возвращаемое значение

SSRTGI depth buffer resolution. Одно из следующих значений:
  • Quarter - quarter resolution (by default)
  • Half - half resolution
  • Full - full resolution
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRTGIResolution ( int ssrtgiresolution = 1 ) #

Console: render_ssrtgi_resolution
Устанавливает resolution of the SSRTGI (screen space ray-traced global illumination) effect. This option significantly affects performance. At low values, edges of objects become blurred. SSRTGI must be enabled (см. setSSRTGIPreset()).

Аргументы

  • int ssrtgiresolution - SSRTGI resolution. Одно из следующих значений:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

int getSSRTGIResolution() const#

Console: render_ssrtgi_resolution
Возвращает resolution of the SSRTGI (screen space ray-traced global illumination) effect. This option significantly affects performance. At low values, edges of objects become blurred. SSRTGI must be enabled (см. setSSRTGIPreset()).

Возвращаемое значение

SSRTGI resolution. Одно из следующих значений:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

void setSSRTGIUpscaling ( bool ssrtgiupscaling = 1 ) #

Console: render_ssrtgi_upscaling
Устанавливает value indicating if upscaling is enabled for the SSRTGI (screen space ray-traced global illumination). This option makes the quality of edges in half and quarter resolution look closer to full. SSRTGI must be enabled (см. setSSRTGIPreset()).

Аргументы

  • bool ssrtgiupscaling - Set true to enable upscaling for the SSRTGI; false - to disable it. Значение по умолчанию true.

bool isSSRTGIUpscaling() const#

Console: render_ssrtgi_upscaling
Возвращает value indicating if upscaling is enabled for the SSRTGI (screen space ray-traced global illumination). This option makes the quality of edges in half and quarter resolution look closer to full. SSRTGI must be enabled (см. setSSRTGIPreset()).

Возвращаемое значение

true if upscaling for the SSRTGI is enabled; otherwise false. Значение по умолчанию true.

void setSSRTGIIncreasedAccuracy ( bool accuracy = 1 ) #

Console: render_ssrtgi_increased_accuracy
Устанавливает value indicating if increased accuracy is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option reduces visual artifacts by increasing accuracy of the last step. SSRTGI must be enabled (см. setSSRTGIPreset()).

Аргументы

  • bool accuracy - Set true to enable increased accuracy for the SSRTGI; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSRTGIIncreasedAccuracy() const#

Console: render_ssrtgi_increased_accuracy
Возвращает value indicating if increased accuracy is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option reduces visual artifacts by increasing accuracy of the last step. SSRTGI must be enabled (см. setSSRTGIPreset()).

Возвращаемое значение

true if increased accuracy for the SSRTGI is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRTGIFastTracing ( bool tracing = 1 ) #

Console: render_ssrtgi_fast_tracing
Устанавливает value indicating if fast tracing is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option dynamically changes step size to obtain indirect illumination bounces using low number of steps while keeping performance high. Disabling this option improves quality, but significantly reduces performance. SSRTGI must be enabled (см. setSSRTGIPreset()).

Аргументы

  • bool tracing - Set true to enable fast tracing for the SSRTGI; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSSRTGIFastTracing() const#

Console: render_ssrtgi_fast_tracing
Возвращает value indicating if fast tracing is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option dynamically changes step size to obtain indirect illumination bounces using low number of steps while keeping performance high. Disabling this option improves quality, but significantly reduces performance. SSRTGI must be enabled (см. setSSRTGIPreset()).

Возвращаемое значение

true if fast tracing for the SSRTGI is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setReflectionLods ( bool lods = 1 ) #

Console: render_reflection_lods
Устанавливает value indicating if reduction of resolution of dynamic reflections when the camera moves away is enabled.

Аргументы

  • bool lods - Set true to enable reduction of resolution of dynamic reflections when the camera moves away; false - to disable it. Значение по умолчанию true.

bool isReflectionLods() const#

Console: render_reflection_lods
Возвращает value indicating if reduction of resolution of dynamic reflections when the camera moves away is enabled.

Возвращаемое значение

true if reduction of resolution of dynamic reflections when the camera moves away is enabled; otherwise false. Значение по умолчанию true.

void setReflectionDynamic ( bool dynamic = 1 ) #

Console: render_reflection_dynamic
Устанавливает value indicating if dynamic reflections for materials are enabled.

Аргументы

  • bool dynamic - Set true to enable dynamic reflections for materials; false - to disable it. Значение по умолчанию true.

bool isReflectionDynamic() const#

Console: render_reflection_dynamic
Возвращает value indicating if dynamic reflections for materials are enabled.

Возвращаемое значение

true if dynamic reflections for materials is enabled; otherwise false. Значение по умолчанию true.

void setTransparentBlur ( bool blur = 1 ) #

Console: render_transparent_blur
Устанавливает value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass.

Аргументы

  • bool blur - Set true to enable transparent blur for materials; false - to disable it. Значение по умолчанию true.

bool isTransparentBlur() const#

Console: render_transparent_blur
Возвращает value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass.

Возвращаемое значение

true if transparent blur for materials is enabled; otherwise false. Значение по умолчанию true.

void setRefractionDispersion ( const Math::vec3& dispersion ) #

Console: render_refraction_dispersion
Устанавливает refraction displacement for red, green, and blue channels (according to the refraction texture of refractive materials). Can be used to create light dispersion (chromatic aberrations). To use this option, render_refraction (см. setRefraction()) should be enabled.

Аргументы

  • const Math::vec3& dispersion - dispersion displacement per channel.
    vec3_one - default value

Math::vec3 getRefractionDispersion() const#

Console: render_refraction_dispersion
Возвращает refraction displacement for red, green, and blue channels (according to the refraction texture of refractive materials). Can be used to create light dispersion (chromatic aberrations). To use this option, render_refraction (см. setRefraction()) should be enabled.

Возвращаемое значение

dispersion displacement per channel.
vec3_one - default value

void setRefraction ( bool refraction = 1 ) #

Console: render_refraction
Устанавливает value indicating if refraction is enabled.

Аргументы

  • bool refraction - Set true to enable refraction rendering; false - to disable it. Значение по умолчанию true.

bool isRefraction() const#

Console: render_refraction
Возвращает value indicating if refraction is enabled.

Возвращаемое значение

true if refraction rendering is enabled; otherwise false. Значение по умолчанию true.

void setSharpen ( bool sharpen = 0 ) #

Console: render_sharpen
Устанавливает value indicating if the sharpening post-processing effect is enabled.

Аргументы

  • bool sharpen - Set true to enable sharpening post-processing effect; false - to disable it. Значение по умолчанию false.

bool isSharpen() const#

Console: render_sharpen
Возвращает value indicating if the sharpening post-processing effect is enabled.

Возвращаемое значение

true if sharpening post-processing effect is enabled; otherwise false. Значение по умолчанию false.

void setSharpenIntensity ( float intensity = 0.5f ) #

Console: render_sharpen_intensity
Устанавливает intensity of the sharpening effect.intensity of the sharpening effect. To use this option, sharpening post-processing effect should be enabled (см. setSharpen()).

Аргументы

  • float intensity - intensity value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.

float getSharpenIntensity() const#

Console: render_sharpen_intensity
Возвращает intensity of the sharpening effect.intensity of the sharpening effect. To use this option, sharpening post-processing effect should be enabled (см. setSharpen()).

Возвращаемое значение

intensity value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.

void setAlphaFade ( bool fade = 1 ) #

Console: render_alpha_fade
Устанавливает value indicating if alpha-blend fading (dithering) is enabled for objects. When the feature is enabled, objects LODs are smoothly blended into each other over a fade distance.

Аргументы

  • bool fade - Set true to enable alpha fading; false - to disable it. Значение по умолчанию true.

bool isAlphaFade() const#

Console: render_alpha_fade
Возвращает value indicating if alpha-blend fading (dithering) is enabled for objects. When the feature is enabled, objects LODs are smoothly blended into each other over a fade distance.

Возвращаемое значение

true if alpha fading is enabled; otherwise false. Значение по умолчанию true.

void setAuxiliary ( bool auxiliary = 1 ) #

Console: render_auxiliary
Устанавливает value indicating if auxiliary render buffer is used. The buffer should be enabled for render and post post-processes to work.

Аргументы

  • bool auxiliary - Set true to enable auxiliary render buffer; false - to disable it. Значение по умолчанию true.

bool isAuxiliary() const#

Console: render_auxiliary
Возвращает value indicating if auxiliary render buffer is used. The buffer should be enabled for render and post post-processes to work.

Возвращаемое значение

true if auxiliary render buffer is enabled; otherwise false. Значение по умолчанию true.

void setDecals ( bool decals = 1 ) #

Console: render_decals
Устанавливает value indicating if rendering of decals is enabled.

Аргументы

  • bool decals - Set true to enable decals rendering; false - to disable it. Значение по умолчанию true.

bool isDecals() const#

Console: render_decals
Возвращает value indicating if rendering of decals is enabled.

Возвращаемое значение

true if decals rendering is enabled; otherwise false. Значение по умолчанию true.

void setTAA ( bool taa = 1 ) #

Console: render_taa
Устанавливает value indicating if TAA (Temporal Anti-Aliasing) is enabled.

Аргументы

  • bool taa - Set true to enable TAA; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isTAA() const#

Console: render_taa
Возвращает value indicating if TAA (Temporal Anti-Aliasing) is enabled.

Возвращаемое значение

true if TAA is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAAPreset ( int taapreset = 0 ) #

Console: render_taa_preset
Устанавливает TAA (Temporal Anti-Aliasing) preset used at the moment. To customize Anti-Aliasing options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize Temporal Anti-Aliasing options at run time
Render::setTAAPreset(Render::getTAAPresetNumNames() - 1);

// disabling the velocity clamping option
Render::setTAAFramesByVelocity(false);

Аргументы

  • int taapreset - preset index. Одно из следующих значений:
    • 0 - Sharpest (по умолчанию)
    • 1 - Sharp
    • 2 - Smooth
    • 3 - Smoothest
    • 4 - VR Mode
    • 5 - Custom

int getTAAPreset() const#

Console: render_taa_preset
Возвращает TAA (Temporal Anti-Aliasing) preset used at the moment. To customize Anti-Aliasing options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize Temporal Anti-Aliasing options at run time
Render::setTAAPreset(Render::getTAAPresetNumNames() - 1);

// disabling the velocity clamping option
Render::setTAAFramesByVelocity(false);

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Sharpest (по умолчанию)
  • 1 - Sharp
  • 2 - Smooth
  • 3 - Smoothest
  • 4 - VR Mode
  • 5 - Custom

int getTAAPresetNumNames() const#

Возвращает number of TAA (Temporal Anti-Aliasing) presets.

Возвращаемое значение

number of presets.

void setTAAFixFlicker ( bool flicker = 1 ) #

Console: render_taa_fix_flicker
Устанавливает value indicating if the taa fix flicker option is enabled. This option fixes flickering edges caused by TAA: it removes bright pixels by using the pixel brightness information from the previous frame. It is recommended to enable the option for bright thin ropes, wires and lines. The option is available only when TAA (см. setTAA()) is enabled.
Примечание
Enabling this option may increase performance costs.

Аргументы

  • bool flicker - Set true to enable TAA fix flicker option; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isTAAFixFlicker() const#

Console: render_taa_fix_flicker
Возвращает value indicating if the taa fix flicker option is enabled. This option fixes flickering edges caused by TAA: it removes bright pixels by using the pixel brightness information from the previous frame. It is recommended to enable the option for bright thin ropes, wires and lines. The option is available only when TAA (см. setTAA()) is enabled.
Примечание
Enabling this option may increase performance costs.

Возвращаемое значение

true if TAA fix flicker option is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAAAntialiasingInMotion ( bool motion = 0 ) #

Console: render_taa_antialiasing_in_motion
Устанавливает value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled. TAA (см. setTAA()) must be enabled.

Аргументы

  • bool motion - Set true to enable improved anti-aliasing in motion; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isTAAAntialiasingInMotion() const#

Console: render_taa_antialiasing_in_motion
Возвращает value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled. TAA (см. setTAA()) must be enabled.

Возвращаемое значение

true if improved anti-aliasing in motion is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAAFramesByColor ( bool color = 1 ) #

Console: render_taa_frames_by_color
Устанавливает value indicating if TAA color clamping option is enabled. This option clamps the color of the current and previous frame. The image becomes more sharp. TAA (см. setTAA()) must be enabled.

Аргументы

  • bool color - Set true to enable TAA color clamping; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isTAAFramesByColor() const#

Console: render_taa_frames_by_color
Возвращает value indicating if TAA color clamping option is enabled. This option clamps the color of the current and previous frame. The image becomes more sharp. TAA (см. setTAA()) must be enabled.

Возвращаемое значение

true if TAA color clamping is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAAFramesByVelocity ( bool velocity = 1 ) #

Console: render_taa_frames_by_velocity
Устанавливает value indicating if the TAA velocity clamping option is enabled. This option controls the number of frames combined for pixels depending on the velocity in the fragment: the number of frames is clamped to the [Min frame count; Max frame count]. It reduces blurring in dynamic scenes with a lot of moving objects.

Аргументы

  • bool velocity - Set true to enable TAA velocity clamping; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isTAAFramesByVelocity() const#

Console: render_taa_frames_by_velocity
Возвращает value indicating if the TAA velocity clamping option is enabled. This option controls the number of frames combined for pixels depending on the velocity in the fragment: the number of frames is clamped to the [Min frame count; Max frame count]. It reduces blurring in dynamic scenes with a lot of moving objects.

Возвращаемое значение

true if TAA velocity clamping is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAADiagonalNeighbors ( bool neighbors = 0 ) #

Console: render_taa_diagonal_neighbors
Устанавливает value indicating if diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA. This mode can be used for relatively static scenes when improved antialiasing is required. In case of a dynamic scene, blurring artefacts near the screen borders may appear.

Аргументы

  • bool neighbors - Set true to enable taking diagonally neighboring pixels into account in the process of color clamping; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isTAADiagonalNeighbors() const#

Console: render_taa_diagonal_neighbors
Возвращает value indicating if diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA. This mode can be used for relatively static scenes when improved antialiasing is required. In case of a dynamic scene, blurring artefacts near the screen borders may appear.

Возвращаемое значение

true if taking diagonally neighboring pixels into account in the process of color clamping is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAAPreserveDetails ( float details = 0.5f ) #

Console: render_taa_preserve_details
Устанавливает detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.

Аргументы

  • float details - TAA detail level.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.

float getTAAPreserveDetails() const#

Console: render_taa_preserve_details
Возвращает detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.

Возвращаемое значение

TAA detail level.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.

void setTAAFrameCount ( float count = 30.0f ) #

Console: render_taa_frame_count
Устанавливает frame count of TAA (Temporal Anti-Aliasing). Specifies the number of frames combined for pixels. The higher the value, the more frames are combined into the final image and the better anti-aliasing. This value is used only when the Frames By Velocity option (см. setTAAFramesByVelocity()) is disabled.

Аргументы

  • float count - TAA frame count value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 30.0f.

float getTAAFrameCount() const#

Console: render_taa_frame_count
Возвращает frame count of TAA (Temporal Anti-Aliasing). Specifies the number of frames combined for pixels. The higher the value, the more frames are combined into the final image and the better anti-aliasing. This value is used only when the Frames By Velocity option (см. setTAAFramesByVelocity()) is disabled.

Возвращаемое значение

TAA frame count value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 30.0f.

void setTAAFramesVelocityThreshold ( float threshold = 1.0f ) #

Console: render_taa_frames_velocity_threshold
Устанавливает velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.This value specifies the intensity of velocity clamping. The following options must be enabled: TAA (см. setTAA()) and TAA velocity clamping (см. setTAAFramesByVelocity()).

Аргументы

  • float threshold - TAA velocity threshold.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getTAAFramesVelocityThreshold() const#

Console: render_taa_frames_velocity_threshold
Возвращает velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.This value specifies the intensity of velocity clamping. The following options must be enabled: TAA (см. setTAA()) and TAA velocity clamping (см. setTAAFramesByVelocity()).

Возвращаемое значение

TAA velocity threshold.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setTAAMaxFramesByVelocity ( float velocity = 60.0f ) #

Console: render_taa_max_frames_by_velocity
Устанавливает maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames in the velocity buffer combined for pixels that don't move relative to the screen space.

Аргументы

  • float velocity - number of frames.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 60.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getTAAMaxFramesByVelocity() const#

Console: render_taa_max_frames_by_velocity
Возвращает maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames in the velocity buffer combined for pixels that don't move relative to the screen space.

Возвращаемое значение

number of frames.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 60.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAAMinFramesByVelocity ( float velocity = 4.0f ) #

Console: render_taa_min_frames_by_velocity
Устанавливает minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames in the velocity buffer combined for fast moving pixels on the screen.

Аргументы

  • float velocity - number of frames.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 4.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getTAAMinFramesByVelocity() const#

Console: render_taa_min_frames_by_velocity
Возвращает minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames in the velocity buffer combined for fast moving pixels on the screen.

Возвращаемое значение

number of frames.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 4.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAAPixelOffset ( float offset = 1.0f ) #

Console: render_taa_pixel_offset
Устанавливает size of the sample offset performed during subpixel jittering. The offset can be less than a pixel: for example, if 0.5 is set, frames will shift to half a pixel.

Аргументы

  • float offset - sample offset size.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getTAAPixelOffset() const#

Console: render_taa_pixel_offset
Возвращает size of the sample offset performed during subpixel jittering. The offset can be less than a pixel: for example, if 0.5 is set, frames will shift to half a pixel.

Возвращаемое значение

sample offset size.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAACatmullResampling ( bool resampling = 1 ) #

Console: render_taa_catmull_resampling
Устанавливает value indicating if Catmull-Rom resampling is enabled. This option enables you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling fow low-quality presets.

Аргументы

  • bool resampling - Set true to enable Catmull-Rom resampling.; false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isTAACatmullResampling() const#

Console: render_taa_catmull_resampling
Возвращает value indicating if Catmull-Rom resampling is enabled. This option enables you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling fow low-quality presets.

Возвращаемое значение

true if Catmull-Rom resampling. is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAASamples ( int taasamples = 1 ) #

Console: render_taa_samples
Устанавливает number of the sample offsets performed during subpixel jittering. The parameter allows reducing image jittering and blurring. By the minimum value of 0 (1 sample offset), there will be no offsets, and, therefore, no anti-aliasing. TAA (см. setTAA()) must be enabled.

Аргументы

  • int taasamples - number of samples. Одно из следующих значений:
    • 0 - 1 sample offset, no anti-aliasing
    • 1 - 4 offsets (по умолчанию)
    • 2 - 8 offsets
    • 3 - 16 offsets
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getTAASamples() const#

Console: render_taa_samples
Возвращает number of the sample offsets performed during subpixel jittering. The parameter allows reducing image jittering and blurring. By the minimum value of 0 (1 sample offset), there will be no offsets, and, therefore, no anti-aliasing. TAA (см. setTAA()) must be enabled.

Возвращаемое значение

number of samples. Одно из следующих значений:
  • 0 - 1 sample offset, no anti-aliasing
  • 1 - 4 offsets (по умолчанию)
  • 2 - 8 offsets
  • 3 - 16 offsets
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setTAAEdgesFrameCountMultiplier ( float multiplier = 1.0f ) #

Console: render_taa_edges_frame_count_multiplier
Устанавливает multiplier for the number of frames accumulated for TAA effect on the sharp edges of objects within the image.

Аргументы

  • float multiplier - multiplier for the number of accumulated frames.
    Диапазон значений: [1.0f, inf]. Значение по умолчанию : 1.0f.

float getTAAEdgesFrameCountMultiplier() const#

Console: render_taa_edges_frame_count_multiplier
Возвращает multiplier for the number of frames accumulated for TAA effect on the sharp edges of objects within the image.

Возвращаемое значение

multiplier for the number of accumulated frames.
Диапазон значений: [1.0f, inf]. Значение по умолчанию : 1.0f.

void setFXAA ( bool fxaa = 1 ) #

Console: render_fxaa
Устанавливает value indicating if FXAA (post-process anti-aliasing) is enabled.

Аргументы

  • bool fxaa - Set true to enable FXAA (post-process anti-aliasing); false - to disable it. Значение по умолчанию true.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isFXAA() const#

Console: render_fxaa
Возвращает value indicating if FXAA (post-process anti-aliasing) is enabled.

Возвращаемое значение

true if FXAA (post-process anti-aliasing) is enabled; otherwise false. Значение по умолчанию true.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setFXAAIntensity ( float fxaaintensity = 0.0f ) #

Console: render_fxaa_intensity
Устанавливает intensity of FXAA. Intensity specifies the sample offset of FXAA fragment. The higher the value, the more blurred image will be.

Аргументы

  • float fxaaintensity - intensity value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

float getFXAAIntensity() const#

Console: render_fxaa_intensity
Возвращает intensity of FXAA. Intensity specifies the sample offset of FXAA fragment. The higher the value, the more blurred image will be.

Возвращаемое значение

intensity value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.0f.

void setSupersampling ( float supersampling = 1.0f ) #

Console: render_supersampling
Устанавливает number of samples per pixel used for supersampling.

Аргументы

  • float supersampling - number of samples.
    Диапазон значений: [1e-6f, 8.0f]. Значение по умолчанию : 1.0f.

float getSupersampling() const#

Console: render_supersampling
Возвращает number of samples per pixel used for supersampling.

Возвращаемое значение

number of samples.
Диапазон значений: [1e-6f, 8.0f]. Значение по умолчанию : 1.0f.

void setStereoFocusSupersampling ( float supersampling ) #

Устанавливает supersampling factor for focus viewport in the stereo video mode.

Аргументы

  • float supersampling -

float getStereoFocusSupersampling() const#

Возвращает supersampling factor for focus viewport in the stereo video mode.

Возвращаемое значение

void setStereoHiddenAreaExposureTransform ( const Math::vec4& transform ) #

Console: render_stereo_hidden_area_exposure_transform
Устанавливает area to be used for exposure calculation, when culling of pixels that are not visible in VR mode (см. setStereoHiddenArea()) is enabled. Correction of this area is used to avoid visual artefacts when clipped pixels affect exposure in visible areas. A four-component vector (X, Y, Z, W):
  • First two components (X, Y) - sizes along the X and Y axes respectively.
  • Second two components (Z, W) - offset values along the X and Y axes respectively.
    Примечание
    These components are ignored when the hidden area culling mode (см. setStereoHiddenArea()) is set to 2
All components are specified within the [0.0f, 1.0f] range.

Аргументы

  • const Math::vec4& transform - four-component vector (X, Y, Z, W) defining a rectangular area to be used for exposure calculation.
    (0.6f, 0.6f, 0.0f, 0.0f) - default value

Math::vec4 getStereoHiddenAreaExposureTransform() const#

Console: render_stereo_hidden_area_exposure_transform
Возвращает area to be used for exposure calculation, when culling of pixels that are not visible in VR mode (см. setStereoHiddenArea()) is enabled. Correction of this area is used to avoid visual artefacts when clipped pixels affect exposure in visible areas. A four-component vector (X, Y, Z, W):
  • First two components (X, Y) - sizes along the X and Y axes respectively.
  • Second two components (Z, W) - offset values along the X and Y axes respectively.
    Примечание
    These components are ignored when the hidden area culling mode (см. setStereoHiddenArea()) is set to 2
All components are specified within the [0.0f, 1.0f] range.

Возвращаемое значение

four-component vector (X, Y, Z, W) defining a rectangular area to be used for exposure calculation.
(0.6f, 0.6f, 0.0f, 0.0f) - default value

void setStereoHiddenAreaTransform ( const Math::vec4& transform ) #

Console: render_stereo_hidden_area_transform
Устанавливает size and offset parameters for a new oval or circular mesh to be used for culling pixels, that are not visible in VR mode. A four-component vector (X, Y, Z, W), that determines an area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is enabled:
  • First two components (X, Y) - sizes along the X and Y axes respectively.
  • Second two components (Z, W) - offset values along the X and Y axes respectively.
    Примечание
    These components are ignored whenthe hidden area culling mode (см. setStereoHiddenArea()) is set to 2
All components are specified within the [0.0f, 1.0f] range

Аргументы

  • const Math::vec4& transform - four-component vector (X, Y, Z, W) defining the culling area parameters.
    (1.0f, 1.0f, 0.0f, 0.0f) - default value

Math::vec4 getStereoHiddenAreaTransform() const#

Console: render_stereo_hidden_area_transform
Возвращает size and offset parameters for a new oval or circular mesh to be used for culling pixels, that are not visible in VR mode. A four-component vector (X, Y, Z, W), that determines an area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is enabled:
  • First two components (X, Y) - sizes along the X and Y axes respectively.
  • Second two components (Z, W) - offset values along the X and Y axes respectively.
    Примечание
    These components are ignored whenthe hidden area culling mode (см. setStereoHiddenArea()) is set to 2
All components are specified within the [0.0f, 1.0f] range

Возвращаемое значение

four-component vector (X, Y, Z, W) defining the culling area parameters.
(1.0f, 1.0f, 0.0f, 0.0f) - default value

void setStereoHiddenArea ( int area = 0 ) #

Console: render_stereo_hidden_area
Устанавливает culling mode for pixels that are not visible in VR mode. One of the following values:
  • 0 - hidden area culling is disabled (by default).
  • 1 - OpenVR-based culling mode. Culling is performed using meshes returned by OpenVR.
    Примечание
    Culling result depends on HMD used.
  • 2 - Custom culling mode. Culling is performed using mesehes returned by OpenVR and an oval or circular mesh determined by custom adjustable parameters (см. setStereoHiddenAreaTransform()).
This parameter is used for performance optimization.

Аргументы

  • int area - culling mode. Одно из следующих значений:
    • 0 - disabled (по умолчанию)
    • 1 - OpenVR-based culling mode
    • 2 - Custom culling mode

int getStereoHiddenArea() const#

Console: render_stereo_hidden_area
Возвращает culling mode for pixels that are not visible in VR mode. One of the following values:
  • 0 - hidden area culling is disabled (by default).
  • 1 - OpenVR-based culling mode. Culling is performed using meshes returned by OpenVR.
    Примечание
    Culling result depends on HMD used.
  • 2 - Custom culling mode. Culling is performed using mesehes returned by OpenVR and an oval or circular mesh determined by custom adjustable parameters (см. setStereoHiddenAreaTransform()).
This parameter is used for performance optimization.

Возвращаемое значение

culling mode. Одно из следующих значений:
  • 0 - disabled (по умолчанию)
  • 1 - OpenVR-based culling mode
  • 2 - Custom culling mode

void setStereoOffset ( float offset ) #

Устанавливает virtual camera offset (an offset after the perspective projection).

Аргументы

  • float offset - offset, in units.

float getStereoOffset() const#

Возвращает virtual camera offset (an offset after the perspective projection).

Возвращаемое значение

offset, in units.

void setStereoRadius ( float radius ) #

Устанавливает radius for stereo (the half of the separation distance between the cameras).

Аргументы

  • float radius - radius, in units.

float getStereoRadius() const#

Возвращает radius for stereo (the half of the separation distance between the cameras).

Возвращаемое значение

radius, in units.

void setStereoDistance ( float distance ) #

Устанавливает focal distance for stereo rendering (distance in the world space to the point where two views line up).

Аргументы

  • float distance - focal distance, in units.

float getStereoDistance() const#

Возвращает focal distance for stereo rendering (distance in the world space to the point where two views line up).

Возвращаемое значение

focal distance, in units.

void setVREmulation ( int vremulation = 0 ) #

Console: render_vr_emulation
Устанавливает value indicating the current VR emulation mode.

Аргументы

  • int vremulation - VR emulation mode Одно из следующих значений:
    • 0 - Disabled (по умолчанию)
    • 1 - HTC Vive
    • 2 - HTC Vive Pro
    • 3 - Oculus Rift

int getVREmulation() const#

Console: render_vr_emulation
Возвращает value indicating the current VR emulation mode.

Возвращаемое значение

VR emulation mode Одно из следующих значений:
  • 0 - Disabled (по умолчанию)
  • 1 - HTC Vive
  • 2 - HTC Vive Pro
  • 3 - Oculus Rift

float getAnimationOldTime() const#

Возвращает previous render animation time for vegetation.

Возвращаемое значение

time, in milliseconds.

void setAnimationTime ( float time ) #

Устанавливает render animation time for vegetation.

Аргументы

  • float time - time, in milliseconds.

float getAnimationTime() const#

Возвращает render animation time for vegetation.

Возвращаемое значение

time, in milliseconds.

void setAnimationWind ( const Math::vec3& wind ) #

Console: render_animation_wind
Устанавливает direction of wind for all vegetation (grass and trees). It is a multiplier for the stem offset (in grass, stem and leaves materials).

Аргументы

  • const Math::vec3& wind - offset for vegetation affected by wind for X, Y and Z axes.
    (0.0f, 0.0f, 0.0f) - default value

Math::vec3 getAnimationWind() const#

Console: render_animation_wind
Возвращает direction of wind for all vegetation (grass and trees). It is a multiplier for the stem offset (in grass, stem and leaves materials).

Возвращаемое значение

offset for vegetation affected by wind for X, Y and Z axes.
(0.0f, 0.0f, 0.0f) - default value

void setAnimationScale ( float scale = 1.0f ) #

Console: render_animation_scale
Устанавливает global scale for rotation speed of vegetation leaves.

Аргументы

  • float scale - scale factor.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getAnimationScale() const#

Console: render_animation_scale
Возвращает global scale for rotation speed of vegetation leaves.

Возвращаемое значение

scale factor.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setAnimationLeaf ( float leaf = 1.0f ) #

Console: render_animation_leaf
Устанавливает global scale for rotation angle of vegetation leaves.

Аргументы

  • float leaf - scale factor.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getAnimationLeaf() const#

Console: render_animation_leaf
Возвращает global scale for rotation angle of vegetation leaves.

Возвращаемое значение

scale factor.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setAnimationStem ( float stem = 1.0f ) #

Console: render_animation_stem
Устанавливает global scale for movement amplitude of vegetation stems.

Аргументы

  • float stem - scale factor.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getAnimationStem() const#

Console: render_animation_stem
Возвращает global scale for movement amplitude of vegetation stems.

Возвращаемое значение

scale factor.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setShadowDistance ( float distance = 100.0f ) #

Console: render_shadow_distance
Устанавливает distance from the camera, beyond which shadows will not be rendered.
Примечание
If this value is greater than the visibility distance for objects the shadows will still be rendered even though the objects themselves are not. Please, pay attention to setting these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Аргументы

  • float distance - distance, in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 100.0f.

float getShadowDistance() const#

Console: render_shadow_distance
Возвращает distance from the camera, beyond which shadows will not be rendered.
Примечание
If this value is greater than the visibility distance for objects the shadows will still be rendered even though the objects themselves are not. Please, pay attention to setting these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Возвращаемое значение

distance, in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 100.0f.

void setShadowDistanceScale ( float scale = 1.0f ) #

Console: render_shadow_distance_scale
Устанавливает global scale multiplier for shadow distances. This option enables you to easily increase or decrease shadows rendering performance by changing the scale.
Примечание
If this value is greater than the scale multiplier for objects (см. setDistanceScale()), the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Аргументы

  • float scale - global shadow distance scale multiplier.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getShadowDistanceScale() const#

Console: render_shadow_distance_scale
Возвращает global scale multiplier for shadow distances. This option enables you to easily increase or decrease shadows rendering performance by changing the scale.
Примечание
If this value is greater than the scale multiplier for objects (см. setDistanceScale()), the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Возвращаемое значение

global shadow distance scale multiplier.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setReflectionDistance ( float distance = inf ) #

Console: render_reflection_distance
Устанавливает distance starting from which (and farther) reflections will not be rendered.

Аргументы

  • float distance - distance, in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : inf.

float getReflectionDistance() const#

Console: render_reflection_distance
Возвращает distance starting from which (and farther) reflections will not be rendered.

Возвращаемое значение

distance, in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : inf.

void setObjectDistance ( float distance = inf ) #

Console: render_object_distance
Устанавливает distance at which (and farther) objects will not be rendered.
Примечание
If this value is less than the scale multiplier for shadows (см. setShadowDistanceScale()), the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Аргументы

  • float distance - distance, in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : inf.

float getObjectDistance() const#

Console: render_object_distance
Возвращает distance at which (and farther) objects will not be rendered.
Примечание
If this value is less than the scale multiplier for shadows (см. setShadowDistanceScale()), the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Возвращаемое значение

distance, in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : inf.

void setDecalDistance ( float distance = inf ) #

Console: render_decal_distance
Устанавливает distance at which (and farther) decals will not be rendered. The distance is measured from the camera to the decal's bound. If the value is greater than the World Distance value, the latter is used instead.

Аргументы

  • float distance - distance, in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : inf.

float getDecalDistance() const#

Console: render_decal_distance
Возвращает distance at which (and farther) decals will not be rendered. The distance is measured from the camera to the decal's bound. If the value is greater than the World Distance value, the latter is used instead.

Возвращаемое значение

distance, in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : inf.

void setLightDistance ( float distance = inf ) #

Console: render_light_distance
Устанавливает distance at which (and farther) dynamic lights will not be rendered. The distance is measured from the camera to the light's bound. If the value is greater than the World Distance value, the latter is used instead.

Аргументы

  • float distance - distance, in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : inf.

float getLightDistance() const#

Console: render_light_distance
Возвращает distance at which (and farther) dynamic lights will not be rendered. The distance is measured from the camera to the light's bound. If the value is greater than the World Distance value, the latter is used instead.

Возвращаемое значение

distance, in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : inf.

void setFieldDistance ( float distance = inf ) #

Console: render_field_distance
Устанавливает distance at which (and farther) field nodes will not be rendered. The distance is measured from the camera to the field's bound. If the value is greater than the World Distance value, the latter is used instead.

Аргументы

  • float distance - distance, in units.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : inf.

float getFieldDistance() const#

Console: render_field_distance
Возвращает distance at which (and farther) field nodes will not be rendered. The distance is measured from the camera to the field's bound. If the value is greater than the World Distance value, the latter is used instead.

Возвращаемое значение

distance, in units.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : inf.

void setDistanceScale ( float scale = 1.0f ) #

Console: render_distance_scale
Устанавливает global distance multiplier for all distance parameters, such as the world rendering distance, decal distance, field distance, light distance, object distance, reflection distance, LODs, and surface visibility distances. This value enables you to easily increase or decrease rendering performance by changing the world extent. Distances are measured from the camera to the node's (surface's) bound. For example, if the maximum visibility distance of a LOD is 10 meters, and you set Distance Scale = 2, the LOD will disappear at the distance of 20 meters, not 10.
Примечание
Increasing the value leads to decreasing the performance. The maximum recommended value is 4.

Аргументы

  • float scale - global shadow distance scale multiplier.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getDistanceScale() const#

Console: render_distance_scale
Возвращает global distance multiplier for all distance parameters, such as the world rendering distance, decal distance, field distance, light distance, object distance, reflection distance, LODs, and surface visibility distances. This value enables you to easily increase or decrease rendering performance by changing the world extent. Distances are measured from the camera to the node's (surface's) bound. For example, if the maximum visibility distance of a LOD is 10 meters, and you set Distance Scale = 2, the LOD will disappear at the distance of 20 meters, not 10.
Примечание
Increasing the value leads to decreasing the performance. The maximum recommended value is 4.

Возвращаемое значение

global shadow distance scale multiplier.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setForceStreaming ( bool streaming ) #

Устанавливает enables force-streaming for all resources.

Аргументы

  • bool streaming - Set true to enable true to enable force-streaming, false to disable it.; false - to disable it.

bool isForceStreaming() const#

Возвращает enables force-streaming for all resources.

Возвращаемое значение

true if true to enable force-streaming, false to disable it. is enabled; otherwise false.

void setStreamingFirstFramesForce ( int force = 60 ) #

Console: render_streaming_first_frames_force
Устанавливает number of frames to load immediately after the first frame. It will make the scene appear right at the application start-up.

Аргументы

  • int force - number of frames.
    Диапазон значений: [0, INT_MAX]. Значение по умолчанию : 60.

int getStreamingFirstFramesForce() const#

Console: render_streaming_first_frames_force
Возвращает number of frames to load immediately after the first frame. It will make the scene appear right at the application start-up.

Возвращаемое значение

number of frames.
Диапазон значений: [0, INT_MAX]. Значение по умолчанию : 60.

void setStreamingMaxThreads ( int threads = 1 ) #

Console: render_streaming_max_threads
Устанавливает maximum number of threads used for streaming. Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources.

Аргументы

  • int threads - maximum number of threads for streaming.
    Диапазон значений: [1, 256]. Значение по умолчанию : 1.

int getStreamingMaxThreads() const#

Console: render_streaming_max_threads
Возвращает maximum number of threads used for streaming. Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources.

Возвращаемое значение

maximum number of threads for streaming.
Диапазон значений: [1, 256]. Значение по умолчанию : 1.

void setStreamingParticlesMemoryLimit ( int limit = 3 ) #

Console: render_streaming_particles_memory_limit
Устанавливает cache memory limit for vertices of particle systems, in percentage of the total GPU memory.
Примечание
Setting a too low limit for a huge number of particle systems in the scene may lead to rendering only some of them.

Аргументы

  • int limit - memory limit, in percentage of the total GPU memory.
    Диапазон значений: [0, 100]. Значение по умолчанию : 3.

int getStreamingParticlesMemoryLimit() const#

Console: render_streaming_particles_memory_limit
Возвращает cache memory limit for vertices of particle systems, in percentage of the total GPU memory.
Примечание
Setting a too low limit for a huge number of particle systems in the scene may lead to rendering only some of them.

Возвращаемое значение

memory limit, in percentage of the total GPU memory.
Диапазон значений: [0, 100]. Значение по умолчанию : 3.

void setStreamingBudgetLoading ( float loading = 1.0f ) #

Console: render_streaming_budget_loading
Устанавливает time limit for loading graphics resources, in milliseconds per frame. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the resource loading speed.

Аргументы

  • float loading - time limit in milliseconds per frame.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getStreamingBudgetLoading() const#

Console: render_streaming_budget_loading
Возвращает time limit for loading graphics resources, in milliseconds per frame. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the resource loading speed.

Возвращаемое значение

time limit in milliseconds per frame.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setStreamingBudgetDestroyTextures ( float textures = 0.1f ) #

Console: render_streaming_budget_destroy_textures
Устанавливает time limit for deleting textures, in milliseconds per frame. The Engine will distribute the textures cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the texture unloading speed.

Аргументы

  • float textures - time limit in milliseconds per frame.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.1f.

float getStreamingBudgetDestroyTextures() const#

Console: render_streaming_budget_destroy_textures
Возвращает time limit for deleting textures, in milliseconds per frame. The Engine will distribute the textures cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the texture unloading speed.

Возвращаемое значение

time limit in milliseconds per frame.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.1f.

void setStreamingBudgetDestroyMeshes ( float meshes = 0.1f ) #

Console: render_streaming_budget_destroy_meshes
Устанавливает time limit for deleting meshes, in milliseconds per frame. The Engine will distribute the meshes cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the mesh unloading speed.

Аргументы

  • float meshes - time limit in milliseconds per frame.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.1f.

float getStreamingBudgetDestroyMeshes() const#

Console: render_streaming_budget_destroy_meshes
Возвращает time limit for deleting meshes, in milliseconds per frame. The Engine will distribute the meshes cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the mesh unloading speed.

Возвращаемое значение

time limit in milliseconds per frame.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.1f.

void setStreamingTexturesMode ( Render::STREAMING_TEXTURES mode = 0 ) #

Console: render_streaming_textures_mode
Устанавливает streaming mode for textures. The following modes are available:
  • Async - asynchronous loading of textures.
  • Force - force-loading of textures required for each frame at ones.

Аргументы

  • Render::STREAMING_TEXTURES mode - Одно из следующих значений:
    • 0 - asynchronous streaming (по умолчанию)
    • 1 - force-loading of resources

Render::STREAMING_TEXTURES getStreamingTexturesMode() const#

Console: render_streaming_textures_mode
Возвращает streaming mode for textures. The following modes are available:
  • Async - asynchronous loading of textures.
  • Force - force-loading of textures required for each frame at ones.

Возвращаемое значение

Одно из следующих значений:
  • 0 - asynchronous streaming (по умолчанию)
  • 1 - force-loading of resources

void setStreamingTexturesMemoryLimit ( int limit = 65 ) #

Console: render_streaming_textures_memory_limit
Устанавливает cache memory limit used for textures streaming. This is a recommended value to aim for. So, it can be exceeded if textures are required to render the current frame. The memory limit is associated with the lifetime: textures are deleted from video memory only when both values are exceeded.

Аргументы

  • int limit - memory limit, in percentage of the total GPU memory.
    Диапазон значений: [0, 100]. Значение по умолчанию : 65.

int getStreamingTexturesMemoryLimit() const#

Console: render_streaming_textures_memory_limit
Возвращает cache memory limit used for textures streaming. This is a recommended value to aim for. So, it can be exceeded if textures are required to render the current frame. The memory limit is associated with the lifetime: textures are deleted from video memory only when both values are exceeded.

Возвращаемое значение

memory limit, in percentage of the total GPU memory.
Диапазон значений: [0, 100]. Значение по умолчанию : 65.

void setStreamingTexturesLifeTime ( int time = 4 ) #

Console: render_streaming_textures_life_time
Устанавливает lifetime of GPU cache used for textures rendering. The engine deletes textures after this time only if the specified memory limit for textures streaming is also exceeded.

Аргументы

  • int time - GPU cache lifetime, number of frames.
    Диапазон значений: [1, 60]. Значение по умолчанию : 4.

int getStreamingTexturesLifeTime() const#

Console: render_streaming_textures_life_time
Возвращает lifetime of GPU cache used for textures rendering. The engine deletes textures after this time only if the specified memory limit for textures streaming is also exceeded.

Возвращаемое значение

GPU cache lifetime, number of frames.
Диапазон значений: [1, 60]. Значение по умолчанию : 4.

void setStreamingTexturesCacheResolution ( int resolution = 1 ) #

Console: render_streaming_textures_cache_resolution
Устанавливает resolution for texture cache elements. These minimized copies of textures are used instead of the originals while the latter are loaded.

Аргументы

  • int resolution - Resolution for texture cache elements. Одно из следующих значений:
    • 0 - 8x8
    • 1 - 16x16 (по умолчанию)
    • 2 - 32x32
    • 3 - 64x64
    • 4 - 128x128
    • 5 - 256x256
    • 6 - 512x512

int getStreamingTexturesCacheResolution() const#

Console: render_streaming_textures_cache_resolution
Возвращает resolution for texture cache elements. These minimized copies of textures are used instead of the originals while the latter are loaded.

Возвращаемое значение

Resolution for texture cache elements. Одно из следующих значений:
  • 0 - 8x8
  • 1 - 16x16 (по умолчанию)
  • 2 - 32x32
  • 3 - 64x64
  • 4 - 128x128
  • 5 - 256x256
  • 6 - 512x512

void setStreamingMeshesModeVRAM ( Render::STREAMING_MESHES vram = 0 ) #

Console: render_streaming_meshes_mode_vram
Устанавливает streaming mode for loading meshes to video memory (VRAM). The following modes are available:
  • Async - asynchronous loading of meshes.
  • Force - force-loading of meshes required for the current frame at once.
  • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.

Аргументы

  • Render::STREAMING_MESHES vram - streaming mode. Одно из следующих значений:
    • 0 - asynchronous streaming (по умолчанию)
    • 1 - force-loading of resources
    • 2 - loading of all resources

Render::STREAMING_MESHES getStreamingMeshesModeVRAM() const#

Console: render_streaming_meshes_mode_vram
Возвращает streaming mode for loading meshes to video memory (VRAM). The following modes are available:
  • Async - asynchronous loading of meshes.
  • Force - force-loading of meshes required for the current frame at once.
  • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.

Возвращаемое значение

streaming mode. Одно из следующих значений:
  • 0 - asynchronous streaming (по умолчанию)
  • 1 - force-loading of resources
  • 2 - loading of all resources

void setStreamingMeshesLimitVRAM ( int vram = 4 ) #

Console: render_streaming_meshes_limit_vram
Устанавливает memory limit used for loading meshes to video memory (VRAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required to render the current frame. The memory limit is associated with the lifetime: meshes are deleted from VRAM only when both values are exceeded.

Аргументы

  • int vram - memory limit, in percentage of the total video memory.
    Диапазон значений: [0, 100]. Значение по умолчанию : 4.

int getStreamingMeshesLimitVRAM() const#

Console: render_streaming_meshes_limit_vram
Возвращает memory limit used for loading meshes to video memory (VRAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required to render the current frame. The memory limit is associated with the lifetime: meshes are deleted from VRAM only when both values are exceeded.

Возвращаемое значение

memory limit, in percentage of the total video memory.
Диапазон значений: [0, 100]. Значение по умолчанию : 4.

void setStreamingMeshesLifeTimeVRAM ( int vram = 4 ) #

Console: render_streaming_meshes_life_time_vram
Устанавливает lifetime of meshes in video memory since the last time they were accessed. The engine deletes meshes after this time only if the specified VRAM limit is also exceeded.

Аргументы

  • int vram - lifetime of meshes in video memory, number of frames.
    Диапазон значений: [0, 60]. Значение по умолчанию : 4.

int getStreamingMeshesLifeTimeVRAM() const#

Console: render_streaming_meshes_life_time_vram
Возвращает lifetime of meshes in video memory since the last time they were accessed. The engine deletes meshes after this time only if the specified VRAM limit is also exceeded.

Возвращаемое значение

lifetime of meshes in video memory, number of frames.
Диапазон значений: [0, 60]. Значение по умолчанию : 4.

void setStreamingMeshesModeRAM ( Render::STREAMING_MESHES ram = 0 ) #

Console: render_streaming_meshes_mode_ram
Устанавливает streaming mode for loading meshes to memory (RAM). The following modes are available:
  • Async - asychronous loading of meshes.
  • Force - force-loading of meshes required for the current frame at once.
  • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.

Аргументы

  • Render::STREAMING_MESHES ram - streaming mode. Одно из следующих значений:
    • 0 - asynchronous streaming (по умолчанию)
    • 1 - force-loading of resources
    • 2 - loading of all resources

Render::STREAMING_MESHES getStreamingMeshesModeRAM() const#

Console: render_streaming_meshes_mode_ram
Возвращает streaming mode for loading meshes to memory (RAM). The following modes are available:
  • Async - asychronous loading of meshes.
  • Force - force-loading of meshes required for the current frame at once.
  • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.

Возвращаемое значение

streaming mode. Одно из следующих значений:
  • 0 - asynchronous streaming (по умолчанию)
  • 1 - force-loading of resources
  • 2 - loading of all resources

void setStreamingMeshesLimitRAM ( int ram = 5 ) #

Console: render_streaming_meshes_limit_ram
Устанавливает memory limit used for loading meshes to memory (RAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required for the current frame. The memory limit is associated with the lifetime: meshes are deleted from RAM only when both values are exceeded.

Аргументы

  • int ram - memory limit, in percentage of the total memory.
    Диапазон значений: [1, 100]. Значение по умолчанию : 5.

int getStreamingMeshesLimitRAM() const#

Console: render_streaming_meshes_limit_ram
Возвращает memory limit used for loading meshes to memory (RAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required for the current frame. The memory limit is associated with the lifetime: meshes are deleted from RAM only when both values are exceeded.

Возвращаемое значение

memory limit, in percentage of the total memory.
Диапазон значений: [1, 100]. Значение по умолчанию : 5.

void setStreamingMeshesLifeTimeRAM ( int ram = 20 ) #

Console: render_streaming_meshes_life_time_ram
Устанавливает lifetime of meshes in memory since the last time they were accessed. The engine deletes meshes after this time only if the RAM limit is also exceeded.

Аргументы

  • int ram - lifetime of meshes in memory, number of frames.
    Диапазон значений: [1, 60]. Значение по умолчанию : 20.

int getStreamingMeshesLifeTimeRAM() const#

Console: render_streaming_meshes_life_time_ram
Возвращает lifetime of meshes in memory since the last time they were accessed. The engine deletes meshes after this time only if the RAM limit is also exceeded.

Возвращаемое значение

lifetime of meshes in memory, number of frames.
Диапазон значений: [1, 60]. Значение по умолчанию : 20.

void setStreamingMeshesPrefetchCollision ( Render::STREAMING_MESHES_PREFETCH collision = 0 ) #

Console: render_streaming_meshes_prefetch_collision
Устанавливает mode of asynchronous pre-loading of meshes to memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Collision flag set. There are 3 modes of loading such meshes to RAM:
  • Disable - loading is disabled.
  • Radius - meshes within the prefetch radius are loaded.
  • Full - all meshes with the Collision flag are loaded.
This method should be used when the Async streaming mode for meshes is set.

Аргументы

  • Render::STREAMING_MESHES_PREFETCH collision - pre-loading mode. Одно из следующих значений:
    • 0 - disable (по умолчанию)
    • 1 - physics
    • 2 - full

Render::STREAMING_MESHES_PREFETCH getStreamingMeshesPrefetchCollision() const#

Console: render_streaming_meshes_prefetch_collision
Возвращает mode of asynchronous pre-loading of meshes to memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Collision flag set. There are 3 modes of loading such meshes to RAM:
  • Disable - loading is disabled.
  • Radius - meshes within the prefetch radius are loaded.
  • Full - all meshes with the Collision flag are loaded.
This method should be used when the Async streaming mode for meshes is set.

Возвращаемое значение

pre-loading mode. Одно из следующих значений:
  • 0 - disable (по умолчанию)
  • 1 - physics
  • 2 - full

void setStreamingMeshesPrefetchIntersection ( Render::STREAMING_MESHES_PREFETCH intersection = 0 ) #

Console: render_streaming_meshes_prefetch_intersection
Устанавливает mode of asynchronous pre-loading of meshes into memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Intersection flag set. There are 3 modes of loading such meshes to RAM:
  • Disable - loading is disabled.
  • Radius - all meshes within the prefetch radius are loaded.
  • Full - all meshes with the Intersection flag are loaded.
This method should be used when the Async streaming mode for meshes is set.

Аргументы

  • Render::STREAMING_MESHES_PREFETCH intersection - pre-loading mode. Одно из следующих значений:
    • 0 - disable (по умолчанию)
    • 1 - physics
    • 2 - full

Render::STREAMING_MESHES_PREFETCH getStreamingMeshesPrefetchIntersection() const#

Console: render_streaming_meshes_prefetch_intersection
Возвращает mode of asynchronous pre-loading of meshes into memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Intersection flag set. There are 3 modes of loading such meshes to RAM:
  • Disable - loading is disabled.
  • Radius - all meshes within the prefetch radius are loaded.
  • Full - all meshes with the Intersection flag are loaded.
This method should be used when the Async streaming mode for meshes is set.

Возвращаемое значение

pre-loading mode. Одно из следующих значений:
  • 0 - disable (по умолчанию)
  • 1 - physics
  • 2 - full

void setStreamingMeshesPrefetchRadius ( float radius = 0.0f ) #

Console: render_streaming_meshes_prefetch_radius
Устанавливает radius within which meshes are pre-loaded into memory. The value should exceed the physics radius (for collisions) and/or the radius within which intersections are calculated.

Аргументы

  • float radius - prefetch radius.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

float getStreamingMeshesPrefetchRadius() const#

Console: render_streaming_meshes_prefetch_radius
Возвращает radius within which meshes are pre-loaded into memory. The value should exceed the physics radius (for collisions) and/or the radius within which intersections are calculated.

Возвращаемое значение

prefetch radius.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

void setTexturesAnisotropy ( int anisotropy = 3 ) #

Console: render_textures_anisotropy
Устанавливает anisotropy level for textures (degree of anisotropic filtering).

Аргументы

  • int anisotropy - anisotropy level: Одно из следующих значений:
    • 0 - level 1
    • 1 - level 2
    • 2 - level 4
    • 3 - level 8 (по умолчанию)
    • 4 - level 16

int getTexturesAnisotropy() const#

Console: render_textures_anisotropy
Возвращает anisotropy level for textures (degree of anisotropic filtering).

Возвращаемое значение

anisotropy level: Одно из следующих значений:
  • 0 - level 1
  • 1 - level 2
  • 2 - level 4
  • 3 - level 8 (по умолчанию)
  • 4 - level 16

void setTexturesFilter ( int filter = 1 ) #

Console: render_textures_filter
Устанавливает texture filtering mode.

Аргументы

  • int filter - texture filtering mode. Одно из следующих значений:
    • 0 - Bilinear
    • 1 - Trilinear (по умолчанию)

int getTexturesFilter() const#

Console: render_textures_filter
Возвращает texture filtering mode.

Возвращаемое значение

texture filtering mode. Одно из следующих значений:
  • 0 - Bilinear
  • 1 - Trilinear (по умолчанию)

void setTexturesMinResolution ( int resolution = 0 ) #

Console: render_textures_min_resolution
Устанавливает minimum resolution of all textures. The Engine doesn't compress existing textures: it uses specified mip maps of *.dds textures.

Аргументы

  • int resolution - resolution. Одно из следующих значений:
    • 0 - 128x128 (по умолчанию)
    • 1 - 256x256
    • 2 - 512x512
    • 3 - 1024x1024
    • 4 - 2048x2048
    • 5 - 4096x4096
    • 6 - 8192x8192
    • 7 - 16384x16384

int getTexturesMinResolution() const#

Console: render_textures_min_resolution
Возвращает minimum resolution of all textures. The Engine doesn't compress existing textures: it uses specified mip maps of *.dds textures.

Возвращаемое значение

resolution. Одно из следующих значений:
  • 0 - 128x128 (по умолчанию)
  • 1 - 256x256
  • 2 - 512x512
  • 3 - 1024x1024
  • 4 - 2048x2048
  • 5 - 4096x4096
  • 6 - 8192x8192
  • 7 - 16384x16384

void setTexturesMaxResolution ( int resolution = 6 ) #

Console: render_textures_max_resolution
Устанавливает maximum resolution of all textures. the engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.

Аргументы

  • int resolution - resolution. Одно из следующих значений:
    • 0 - 128x128
    • 1 - 256x256
    • 2 - 512x512
    • 3 - 1024x1024
    • 4 - 2048x2048
    • 5 - 4096x4096
    • 6 - 8192x8192 (по умолчанию)
    • 7 - 16384x16384

int getTexturesMaxResolution() const#

Console: render_textures_max_resolution
Возвращает maximum resolution of all textures. the engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.

Возвращаемое значение

resolution. Одно из следующих значений:
  • 0 - 128x128
  • 1 - 256x256
  • 2 - 512x512
  • 3 - 1024x1024
  • 4 - 2048x2048
  • 5 - 4096x4096
  • 6 - 8192x8192 (по умолчанию)
  • 7 - 16384x16384

void setTexturesQuality ( int quality = 2 ) #

Console: render_textures_quality
Устанавливает resolution of textures.

Аргументы

  • int quality - One of the QUALITY_* pre-defined variables. Одно из следующих значений:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)

int getTexturesQuality() const#

Console: render_textures_quality
Возвращает resolution of textures.

Возвращаемое значение

One of the QUALITY_* pre-defined variables. Одно из следующих значений:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)

void setLatency ( int latency = 1 ) #

Console: render_latency
Устанавливает maximum number of back buffer frames that a driver is allowed to queue for rendering. The buffers are used for GPU load optimization: in certain cases several command buffers (frames) can be processed by GPU at once increasing the Waiting GPU time for one frame and having zero Waiting GPU time for the next ones. Thus, GPU avoids rendering spikes, but increased Waiting GPU time will cause a spike in application logic, in case when the logic is bound to duration of a single frame. Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. In certain cases (high GPU load, VSYNC usage) it may be required to queue more frames of data, it is also beneficial for applications with no user input (e.g., video playback).
Примечание
Values 1-3 are available for DirectX only.

Аргументы

  • int latency - Maximum number of back buffer frames allowed. Одно из следующих значений:
    • 0 - sequential rendering CPU-GPU-CPU-GPU...
    • 1 - 1 buffer (по умолчанию)
    • 2 - 2 buffers
    • 3 - 3 buffers

int getLatency() const#

Console: render_latency
Возвращает maximum number of back buffer frames that a driver is allowed to queue for rendering. The buffers are used for GPU load optimization: in certain cases several command buffers (frames) can be processed by GPU at once increasing the Waiting GPU time for one frame and having zero Waiting GPU time for the next ones. Thus, GPU avoids rendering spikes, but increased Waiting GPU time will cause a spike in application logic, in case when the logic is bound to duration of a single frame. Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. In certain cases (high GPU load, VSYNC usage) it may be required to queue more frames of data, it is also beneficial for applications with no user input (e.g., video playback).
Примечание
Values 1-3 are available for DirectX only.

Возвращаемое значение

Maximum number of back buffer frames allowed. Одно из следующих значений:
  • 0 - sequential rendering CPU-GPU-CPU-GPU...
  • 1 - 1 buffer (по умолчанию)
  • 2 - 2 buffers
  • 3 - 3 buffers

void setDeferredMaterialGUID ( UGUID guid ) #

Устанавливает material that will be used on the Deferred Composite stage of rendering sequence. A debug material can be put here in order to be added to the final image.

Аргументы

  • UGUID guid - material GUID.

UGUID getDeferredMaterialGUID() const#

Возвращает material that will be used on the Deferred Composite stage of rendering sequence. A debug material can be put here in order to be added to the final image.

Возвращаемое значение

material GUID.

void setDebug ( bool debug = 0 ) #

Console: render_debug
Устанавливает value indicating whether debug materials (the debug_materials material) are rendered. Debug materials can be used for debugging of image generation stages. For example, you can render only SSR, or only cubemaps and so on.

Аргументы

  • bool debug - Set true to enable rendering of debug materials; false - to disable it. Значение по умолчанию false.

bool isDebug() const#

Console: render_debug
Возвращает value indicating whether debug materials (the debug_materials material) are rendered. Debug materials can be used for debugging of image generation stages. For example, you can render only SSR, or only cubemaps and so on.

Возвращаемое значение

true if rendering of debug materials is enabled; otherwise false. Значение по умолчанию false.

void setGbufferLightmap ( bool lightmap = 1 ) #

Console: render_gbuffer_lightmap
Устанавливает value indicating if lightmap data is stored in the gbuffer.

Аргументы

  • bool lightmap - Set true to enable storing lightmap data in the GBuffer; false - to disable it. Значение по умолчанию true.

bool isGbufferLightmap() const#

Console: render_gbuffer_lightmap
Возвращает value indicating if lightmap data is stored in the gbuffer.

Возвращаемое значение

true if storing lightmap data in the GBuffer is enabled; otherwise false. Значение по умолчанию true.

void setDepthPrePass ( bool pass = 0 ) #

Console: render_depth_pre_pass
Устанавливает value indicating if depth pre-pass rendering is enabled. When enabled, an additional depth buffer rendering pass is performed in the beginning of the rendering sequence.
Примечание
This option can be used to gain performance for well optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles and CPU bottlenecks) it may reduce performance, so it is recommended to use profiling tools to make sure that a positive effect is obtained.

Аргументы

  • bool pass - Set true to enable depth pre-pass rendering; false - to disable it. Значение по умолчанию false.

bool isDepthPrePass() const#

Console: render_depth_pre_pass
Возвращает value indicating if depth pre-pass rendering is enabled. When enabled, an additional depth buffer rendering pass is performed in the beginning of the rendering sequence.
Примечание
This option can be used to gain performance for well optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles and CPU bottlenecks) it may reduce performance, so it is recommended to use profiling tools to make sure that a positive effect is obtained.

Возвращаемое значение

true if depth pre-pass rendering is enabled; otherwise false. Значение по умолчанию false.

void setVirtualResolution ( const Math::vec2& resolution ) #

Console: render_virtual_resolution
Устанавливает virtual screen resolution. This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.

Аргументы

  • const Math::vec2& resolution - virtual screen resolution (X, Y), in pixels ([screen_width] [screen_height])
    -1; -1 - default value

Math::vec2 getVirtualResolution() const#

Console: render_virtual_resolution
Возвращает virtual screen resolution. This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.

Возвращаемое значение

virtual screen resolution (X, Y), in pixels ([screen_width] [screen_height])
-1; -1 - default value

void setMaxFPS ( float fps = 0.0f ) #

Console: render_max_fps
Устанавливает maximum FPS value, to which rendering FPS is to be clamped.
0 - disables FPS clamping. Both VSync, and Max FPS are actually about an additional idle period at the end of the frame. In case of VSync the Engine shall wait for the monitor to draw the whole image, while Max FPS enables you to specify any value for the delay (even a fractional, like 24.5). This clamping limit can be used for both debugging purposes and in the final build as well enabling you to smooth an unstable "jigsaw" framerate. For example, in case FPS jumps between 45 and 90, setting Max FPS to 45 may significantly improve your application's response visually.

Аргументы

  • float fps - maximum FPS value for clamping.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

float getMaxFPS() const#

Console: render_max_fps
Возвращает maximum FPS value, to which rendering FPS is to be clamped.
0 - disables FPS clamping. Both VSync, and Max FPS are actually about an additional idle period at the end of the frame. In case of VSync the Engine shall wait for the monitor to draw the whole image, while Max FPS enables you to specify any value for the delay (even a fractional, like 24.5). This clamping limit can be used for both debugging purposes and in the final build as well enabling you to smooth an unstable "jigsaw" framerate. For example, in case FPS jumps between 45 and 90, setting Max FPS to 45 may significantly improve your application's response visually.

Возвращаемое значение

maximum FPS value for clamping.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

void setVSync ( bool vsync = 0 ) #

Console: render_vsync
Устанавливает vertical synchronization (vsync) mode.

Аргументы

  • bool vsync - Set true to enable vertical synchronization mode.; false - to disable it. Значение по умолчанию false.

bool getVSync() const#

Console: render_vsync
Возвращает vertical synchronization (vsync) mode.

Возвращаемое значение

true if vertical synchronization mode. is enabled; otherwise false. Значение по умолчанию false.

void setBorder ( const Math::vec2& border ) #

Console: render_border
Устанавливает width and height of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.
Примечание
Increasing the width of the border may increase performance costs.

Аргументы

  • const Math::vec2& border - vector with components representing border sizes: X - width, Y - height.
    (0, 0) - default value

Math::vec2 getBorder() const#

Console: render_border
Возвращает width and height of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.
Примечание
Increasing the width of the border may increase performance costs.

Возвращаемое значение

vector with components representing border sizes: X - width, Y - height.
(0, 0) - default value

void setBudget ( float budget = 1/60 ) #

Console: render_budget
Устанавливает render budget value, in seconds, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.

Аргументы

  • float budget - render budget value, in seconds.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1/60.

float getBudget() const#

Console: render_budget
Возвращает render budget value, in seconds, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.

Возвращаемое значение

render budget value, in seconds.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1/60.

void setCompositeMaterialGUID ( UGUID guid ) #

Устанавливает GUID of a custom composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.

Аргументы

  • UGUID guid - composite material GUID.

UGUID getCompositeMaterialGUID() const#

Возвращает GUID of a custom composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.

Возвращаемое значение

composite material GUID.

int getNumScriptableMaterials() const#

Возвращает total number of scriptable materials applied globally.

Возвращаемое значение

total number of global scriptable materials.

void setViewport ( const const Ptr<Viewport> && viewport ) #

Устанавливает custom viewport set for the main application window. To get the main viewport regardless of whether it is a custom or default one use getViewportMain_Viewport().
Примечание
In case the default viewport is used the return value will be nullptr

Аргументы

  • const const Ptr<Viewport> && viewport - custom main viewport instance.

const Ptr<Viewport> & getViewport() const#

Возвращает custom viewport set for the main application window. To get the main viewport regardless of whether it is a custom or default one use getViewportMain_Viewport().
Примечание
In case the default viewport is used the return value will be nullptr

Возвращаемое значение

custom main viewport instance.

Ptr<Viewport> getViewportMain() const#

Возвращает main application window viewport. The return value is the main application window viewport, regardless of whether it is a custom or default one (unlike the getViewport()).

Возвращаемое значение

main viewport instance.

void setViewportMode ( Render::VIEWPORT_MODE mode = 0 ) #

Console: render_viewport_mode
Устанавливает viewport rendering mode. The following modes are available:
  • Default — default rendering mode.
  • Curved Panorama 180 — 180-degree panorama with curved edges.
  • Curved Panorama 360 — 360-degree panorama with curved edges.
  • Linear Panorama 180 — 180-degree linear panorama without distortion at the edges.
  • Linear Panorama 360 — 360-degree linear panorama without distortion at the edges.
  • Panorama Fisheye Orthographic — orthographic spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Equidistant — equidistant (tru-theta or f-theta) spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Stereographic — stereographic spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Equisolid — equisolid (equal-area) spherical panorama (fisheye) with an adjustable Field of View.
  • Anaglyph — stereo mode that is viewed with red-cyan anaglyph glasses.
  • Interlaced — stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
  • Horizontal — horizontal stereo mode.
  • Vertical — vertical stereo mode.
Примечание
If the panoramic rendering is enabled, underwater shafts and water line effects will be disabled.

Аргументы

  • Render::VIEWPORT_MODE mode - viewport rendering mode (default, stereo, or panoramic - see the VIEWPORT_MODE_* variables). Одно из следующих значений:
    • 0 - Default (по умолчанию)
    • 1 - Curved Panorama 180
    • 2 - Curved Panorama 360
    • 3 - Linear Panorama 180
    • 4 - Linear Panorama 360
    • 5 - Panorama Fisheye Orthographic
    • 6 - Panorama Fisheye Equidistant
    • 7 - Panorama Fisheye Stereographic
    • 8 - Panorama Fisheye Equisolid
    • 9 - Anaglyph
    • 10 - Interlaced
    • 11 - Horizontal
    • 12 - Vertical

Render::VIEWPORT_MODE getViewportMode() const#

Console: render_viewport_mode
Возвращает viewport rendering mode. The following modes are available:
  • Default — default rendering mode.
  • Curved Panorama 180 — 180-degree panorama with curved edges.
  • Curved Panorama 360 — 360-degree panorama with curved edges.
  • Linear Panorama 180 — 180-degree linear panorama without distortion at the edges.
  • Linear Panorama 360 — 360-degree linear panorama without distortion at the edges.
  • Panorama Fisheye Orthographic — orthographic spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Equidistant — equidistant (tru-theta or f-theta) spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Stereographic — stereographic spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Equisolid — equisolid (equal-area) spherical panorama (fisheye) with an adjustable Field of View.
  • Anaglyph — stereo mode that is viewed with red-cyan anaglyph glasses.
  • Interlaced — stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
  • Horizontal — horizontal stereo mode.
  • Vertical — vertical stereo mode.
Примечание
If the panoramic rendering is enabled, underwater shafts and water line effects will be disabled.

Возвращаемое значение

viewport rendering mode (default, stereo, or panoramic - see the VIEWPORT_MODE_* variables). Одно из следующих значений:
  • 0 - Default (по умолчанию)
  • 1 - Curved Panorama 180
  • 2 - Curved Panorama 360
  • 3 - Linear Panorama 180
  • 4 - Linear Panorama 360
  • 5 - Panorama Fisheye Orthographic
  • 6 - Panorama Fisheye Equidistant
  • 7 - Panorama Fisheye Stereographic
  • 8 - Panorama Fisheye Equisolid
  • 9 - Anaglyph
  • 10 - Interlaced
  • 11 - Horizontal
  • 12 - Vertical

void setShaderDefines ( const char * defines ) #

Console: render_defines
Устанавливает Macros list related to the renderer (defines to make corresponding resources available in shaders).

Аргументы

  • const char * defines - Additional shader defines.

const char * getShaderDefines() const#

Console: render_defines
Возвращает Macros list related to the renderer (defines to make corresponding resources available in shaders).

Возвращаемое значение

Additional shader defines.

void setClearBufferMask ( int mask ) #

Устанавливает buffer cleanup mask. This mask determines which buffers are to be cleared next time the Engine::render() is called. Thus, you can determine the contents of which buffers is to be kept, avoiding situations, when necessary data is cleared.
Исходный код (C++)
Render::setClearBufferMask(RenderState::BUFFER_ALL); 
// color, depth & stencil buffers will be cleared
Render::setClearBufferMask(RenderState::BUFFER_NONE); 
// no buffers will be cleared (useful if you want to embed the engine somewhere)
Render::setClearBufferMask(RenderState::BUFFER_DEPTH); 
// only the depth buffer will be cleared

// masks can be combined:
Render::setClearBufferMask(BUFFER_COLOR | BUFFER_STENCIL); 
// color and stencil buffer will be cleared

// there is a separate BUFFER_DEPTH_STENCIL mask for convenience
Render::clearBufferMask(BUFFER_DEPTH_STENCIL);

Аргументы


int getClearBufferMask() const#

Возвращает buffer cleanup mask. This mask determines which buffers are to be cleared next time the Engine::render() is called. Thus, you can determine the contents of which buffers is to be kept, avoiding situations, when necessary data is cleared.
Исходный код (C++)
Render::setClearBufferMask(RenderState::BUFFER_ALL); 
// color, depth & stencil buffers will be cleared
Render::setClearBufferMask(RenderState::BUFFER_NONE); 
// no buffers will be cleared (useful if you want to embed the engine somewhere)
Render::setClearBufferMask(RenderState::BUFFER_DEPTH); 
// only the depth buffer will be cleared

// masks can be combined:
Render::setClearBufferMask(BUFFER_COLOR | BUFFER_STENCIL); 
// color and stencil buffer will be cleared

// there is a separate BUFFER_DEPTH_STENCIL mask for convenience
Render::clearBufferMask(BUFFER_DEPTH_STENCIL);

Возвращаемое значение

Buffer mask: one of the RenderState::BUFFER_* variables.

void setFirstFrame ( bool frame ) #

Устанавливает value indicating if the first frame is enabled over the current frame.

Аргументы

  • bool frame - Set true to enable first frame over the current frame; false - to disable it.

bool isFirstFrame() const#

Возвращает value indicating if the first frame is enabled over the current frame.

Возвращаемое значение

true if first frame over the current frame is enabled; otherwise false.

void setData ( const char * data ) #

Устанавливает user data associated with the render. This string is written directly into a *.world file. Namely, into the data child tag of the render tag, for example:
Исходный код (XML)
<world version="1.21">
	<render>
		<data>User data</data>
	</render>
</world>

Аргументы

  • const char * data - user data. The data can contain an XML formatted string.

const char * getData() const#

Возвращает user data associated with the render. This string is written directly into a *.world file. Namely, into the data child tag of the render tag, for example:
Исходный код (XML)
<world version="1.21">
	<render>
		<data>User data</data>
	</render>
</world>

Возвращаемое значение

user data. The data can contain an XML formatted string.

int getMaxFieldShorelines() const#

Возвращает maximum limit of FieldShoreline nodes allowed to be used in shaders.
Примечание
Higher values will affect shader compilation time and performance

Возвращаемое значение

maximum number of FieldShoreline nodes allowed.

int getMaxFieldHeights() const#

Возвращает maximum limit of FieldHeight nodes allowed to be used in shaders.
Примечание
Higher values will affect shader compilation time and performance

Возвращаемое значение

maximum number of FieldHeight nodes allowed.

int getMaxFieldAnimations() const#

Возвращает maximum limit of FieldAnimation nodes allowed to be used in shaders.
Примечание
Higher values will affect shader compilation time and performance

Возвращаемое значение

maximum number of FieldAnimation nodes allowed.

int getMaxFieldSpacers() const#

Возвращает maximum limit of FieldSpacer nodes allowed to be used in shaders.
Примечание
Higher values will affect shader compilation time and performance

Возвращаемое значение

maximum number of FieldSpacer nodes allowed.

int getNumInstances() const#

Возвращает maximum number of instances that can be rendered for each of the following node types:
Примечание
Returned value depends on the graphics API used.

Возвращаемое значение

maximum number of instances.

bool isFlipped() const#

Возвращает value indicating render orientation.
Исходный код (C++)
TexturePtr texture;
TexturePtr texture_2;
float uv_x, uv_y;
//...
float flip_sign = (Render::isFlipped() ? -1.0f : 1.0f);
float translate_x = 2.0f * uv_x - 1.0f;
float translate_y = flip_sign * (2.0f * uv_y - 1.0f);
float scale_x = texture->getWidth() / texture_2->getWidth();
float scale_y = texture->getHeight() / texture_2->getHeight();

Math::mat4 transform = Math::translate(translate_x, translate_y, 0.0f) * Math::scale(scale_x, scale_y, 1.0f);

Возвращаемое значение

true if render flipping is enabled; otherwise false.

int getGPUMemory() const#

Console: gpu_memory
Возвращает amount of memory provided by the current GPU.

Возвращаемое значение

amount of memory, in Mbytes.

int getGPUName() const#

Возвращает name of the current GPU.

Возвращаемое значение

GPU name.

int getAPI() const#

Возвращает Graphics API (see API_* variables).

Возвращаемое значение

graphics API flag (see API_* variables).

void setLandscapeCacheCPUSize ( int cpusize = 10 ) #

Console: render_landscape_cache_cpu_size
Устанавливает CPU cache size to be used for landscape terrain rendering, in percentage of the total memory. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.

Аргументы

  • int cpusize - CPU cache size, in percentage of the total CPU memory.
    Диапазон значений: [1, 100]. Значение по умолчанию : 10.

int getLandscapeCacheCPUSize() const#

Console: render_landscape_cache_cpu_size
Возвращает CPU cache size to be used for landscape terrain rendering, in percentage of the total memory. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.

Возвращаемое значение

CPU cache size, in percentage of the total CPU memory.
Диапазон значений: [1, 100]. Значение по умолчанию : 10.

void setLandscapeCacheCPUPrefetchRadius ( float radius = 0.0f ) #

Console: render_landscape_cache_cpu_prefetch_radius
Устанавливает radius within which heights data is pre-loaded into memory for correct calculation of collisions and intersections.

Аргументы

  • float radius - radius within which heights data is pre-loaded into memory.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

float getLandscapeCacheCPUPrefetchRadius() const#

Console: render_landscape_cache_cpu_prefetch_radius
Возвращает radius within which heights data is pre-loaded into memory for correct calculation of collisions and intersections.

Возвращаемое значение

radius within which heights data is pre-loaded into memory.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

void setLandscapeCacheGPUSize ( int gpusize = 4 ) #

Console: render_landscape_cache_gpu_size
Устанавливает GPU cache size to be used for landscape terrain rendering, in percentage of the total GPU memory. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
Примечание
High-resolution maps require larger cache capacity.

Аргументы

  • int gpusize - GPU cache size, in percentage of the total GPU memory.
    Диапазон значений: [1, 100]. Значение по умолчанию : 4.

int getLandscapeCacheGPUSize() const#

Console: render_landscape_cache_gpu_size
Возвращает GPU cache size to be used for landscape terrain rendering, in percentage of the total GPU memory. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
Примечание
High-resolution maps require larger cache capacity.

Возвращаемое значение

GPU cache size, in percentage of the total GPU memory.
Диапазон значений: [1, 100]. Значение по умолчанию : 4.

void setLandscapeCacheGPULifeTime ( int time = 4 ) #

Console: render_landscape_cache_gpu_life_time
Устанавливает lifetime of GPU cache used for Landscape Terrain rendering, in frames.

Аргументы

  • int time - GPU cache lifetime, number of frames.
    Диапазон значений: [1, 60]. Значение по умолчанию : 4.

int getLandscapeCacheGPULifeTime() const#

Console: render_landscape_cache_gpu_life_time
Возвращает lifetime of GPU cache used for Landscape Terrain rendering, in frames.

Возвращаемое значение

GPU cache lifetime, number of frames.
Диапазон значений: [1, 60]. Значение по умолчанию : 4.

void setLandscapeTerrainGeometrySubpixelReduction ( float reduction = 6.0f ) #

Console: render_landscape_terrain_geometry_subpixel_reduction
Устанавливает minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for skipping polygons rendering (the ones having a lower ratio will be removed).
Примечание
Setting too high values may cause small but noticeable visual artifacts when the camera moves.

Аргументы

  • float reduction - subpixel reduction ratio.
    Диапазон значений: [0.0f, 50.0f]. Значение по умолчанию : 6.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getLandscapeTerrainGeometrySubpixelReduction() const#

Console: render_landscape_terrain_geometry_subpixel_reduction
Возвращает minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for skipping polygons rendering (the ones having a lower ratio will be removed).
Примечание
Setting too high values may cause small but noticeable visual artifacts when the camera moves.

Возвращаемое значение

subpixel reduction ratio.
Диапазон значений: [0.0f, 50.0f]. Значение по умолчанию : 6.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setLandscapeTerrainGeometryProgression ( float progression = 1.5f ) #

Console: render_landscape_terrain_geometry_progression
Устанавливает progression of Landscape Terrain geometry tessellation.

Аргументы

  • float progression - progression value.
    Диапазон значений: [0.0f, 50.0f]. Значение по умолчанию : 1.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getLandscapeTerrainGeometryProgression() const#

Console: render_landscape_terrain_geometry_progression
Возвращает progression of Landscape Terrain geometry tessellation.

Возвращаемое значение

progression value.
Диапазон значений: [0.0f, 50.0f]. Значение по умолчанию : 1.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setLandscapeTerrainGeometryPolygonSize ( float size = 0.01f ) #

Console: render_landscape_terrain_geometry_polygon_size
Устанавливает size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.

Аргументы

  • float size - size of Landscape Terrain polygons, in units.
    Диапазон значений: [0.0f, 1000.0f]. Значение по умолчанию : 0.01f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getLandscapeTerrainGeometryPolygonSize() const#

Console: render_landscape_terrain_geometry_polygon_size
Возвращает size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.

Возвращаемое значение

size of Landscape Terrain polygons, in units.
Диапазон значений: [0.0f, 1000.0f]. Значение по умолчанию : 0.01f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setLandscapeTerrainGeometryHoles ( bool holes = 1 ) #

Console: render_landscape_terrain_geometry_holes
Устанавливает value indicating if decal-based holes for the Landscape Terrain are enabled.

Аргументы

  • bool holes - Set true to enable decal-based holes for Landscape Terrain; false - to disable it. Значение по умолчанию true.

bool isLandscapeTerrainGeometryHoles() const#

Console: render_landscape_terrain_geometry_holes
Возвращает value indicating if decal-based holes for the Landscape Terrain are enabled.

Возвращаемое значение

true if decal-based holes for Landscape Terrain is enabled; otherwise false. Значение по умолчанию true.

void setLandscapeTerrainDetailResolutionAdditionalMask ( int mask = 4 ) #

Console: render_landscape_terrain_detail_resolution_additional_mask
Устанавливает resolution of the additional mask texture for details of the Landscape Terrain.

Аргументы

  • int mask - texture resolution, in pixels. Одно из следующих значений:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (по умолчанию)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

int getLandscapeTerrainDetailResolutionAdditionalMask() const#

Console: render_landscape_terrain_detail_resolution_additional_mask
Возвращает resolution of the additional mask texture for details of the Landscape Terrain.

Возвращаемое значение

texture resolution, in pixels. Одно из следующих значений:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (по умолчанию)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

void setLandscapeTerrainDetailResolutionHeight ( int height = 4 ) #

Console: render_landscape_terrain_detail_resolution_height
Устанавливает resolution of the height texture for details of the Landscape Terrain.

Аргументы

  • int height - Height texture resolution. Одно из следующих значений:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (по умолчанию)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

int getLandscapeTerrainDetailResolutionHeight() const#

Console: render_landscape_terrain_detail_resolution_height
Возвращает resolution of the height texture for details of the Landscape Terrain.

Возвращаемое значение

Height texture resolution. Одно из следующих значений:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (по умолчанию)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

void setLandscapeTerrainDetailResolutionAlbedo ( int albedo = 4 ) #

Console: render_landscape_terrain_detail_resolution_albedo
Устанавливает resolution of the albedo texture for details of the Landscape Terrain.

Аргументы

  • int albedo - Albedo texture resolution. Одно из следующих значений:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (по умолчанию)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

int getLandscapeTerrainDetailResolutionAlbedo() const#

Console: render_landscape_terrain_detail_resolution_albedo
Возвращает resolution of the albedo texture for details of the Landscape Terrain.

Возвращаемое значение

Albedo texture resolution. Одно из следующих значений:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (по умолчанию)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

void setLandscapeTerrainVTTilesReloadPerFrame ( int frame = 4 ) #

Console: render_landscape_terrain_vt_tiles_reload_per_frame
Устанавливает number of tiles to be reloaded per frame after applying changes to the Landscape Terrain surface.

Аргументы

  • int frame - number of tiles.
    Диапазон значений: [1, 64]. Значение по умолчанию : 4.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getLandscapeTerrainVTTilesReloadPerFrame() const#

Console: render_landscape_terrain_vt_tiles_reload_per_frame
Возвращает number of tiles to be reloaded per frame after applying changes to the Landscape Terrain surface.

Возвращаемое значение

number of tiles.
Диапазон значений: [1, 64]. Значение по умолчанию : 4.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setLandscapeTerrainVTTilesLoadPerFrame ( int frame = 4 ) #

Console: render_landscape_terrain_vt_tiles_load_per_frame
Устанавливает number of Landscape Terrain tiles loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.

Аргументы

  • int frame - number of tiles.
    Диапазон значений: [1, 64]. Значение по умолчанию : 4.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getLandscapeTerrainVTTilesLoadPerFrame() const#

Console: render_landscape_terrain_vt_tiles_load_per_frame
Возвращает number of Landscape Terrain tiles loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.

Возвращаемое значение

number of tiles.
Диапазон значений: [1, 64]. Значение по умолчанию : 4.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setLandscapeTerrainVTTilesUpdatePerFrame ( int frame = 60 ) #

Console: render_landscape_terrain_vt_tiles_update_per_frame
Устанавливает number of tiles passed to the virtual texture of the Landscape Terrain each frame.

Аргументы

  • int frame - number of tiles.
    Диапазон значений: [1, 256]. Значение по умолчанию : 60.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getLandscapeTerrainVTTilesUpdatePerFrame() const#

Console: render_landscape_terrain_vt_tiles_update_per_frame
Возвращает number of tiles passed to the virtual texture of the Landscape Terrain each frame.

Возвращаемое значение

number of tiles.
Диапазон значений: [1, 256]. Значение по умолчанию : 60.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setLandscapeTerrainVTFiltering ( int vtfiltering = 1 ) #

Console: render_landscape_terrain_vt_filtering
Устанавливает filtering mode for the Landscape Terrain textures. The following values are available:
  • Low — use the lower mip-level
  • Medium — use the higher mip-level
  • High — linearly interpolate between adjacent mip-levels

Аргументы

  • int vtfiltering - filtering mode to be used. Одно из следующих значений:
    • 0 - Low
    • 1 - Medium (по умолчанию)
    • 2 - High
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getLandscapeTerrainVTFiltering() const#

Console: render_landscape_terrain_vt_filtering
Возвращает filtering mode for the Landscape Terrain textures. The following values are available:
  • Low — use the lower mip-level
  • Medium — use the higher mip-level
  • High — linearly interpolate between adjacent mip-levels

Возвращаемое значение

filtering mode to be used. Одно из следующих значений:
  • 0 - Low
  • 1 - Medium (по умолчанию)
  • 2 - High
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setLandscapeTerrainVTDetailLevelByAngle ( float angle = 0.95f ) #

Console: render_landscape_terrain_vt_detail_level_by_angle
Устанавливает value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption. The value of 1 corresponds to the pixel-to-pixel quality, and lower values decrease it.

Аргументы

  • float angle - detail level quality.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.95f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getLandscapeTerrainVTDetailLevelByAngle() const#

Console: render_landscape_terrain_vt_detail_level_by_angle
Возвращает value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption. The value of 1 corresponds to the pixel-to-pixel quality, and lower values decrease it.

Возвращаемое значение

detail level quality.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.95f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setLandscapeTerrainVTTargetResolution ( const Math::vec2& resolution ) #

Console: render_landscape_terrain_vt_target_resolution
Устанавливает target resolution (width x height) for the Landscape Terrain, in pixels.

Аргументы

  • const Math::vec2& resolution - target viewport resolution (in pixels) as a two-component vector (width, height).
    1344 х 756 - (default)

Math::vec2 getLandscapeTerrainVTTargetResolution() const#

Console: render_landscape_terrain_vt_target_resolution
Возвращает target resolution (width x height) for the Landscape Terrain, in pixels.

Возвращаемое значение

target viewport resolution (in pixels) as a two-component vector (width, height).
1344 х 756 - (default)

void setLandscapeTerrainVTMemorySize ( float size = 0.4f ) #

Console: render_landscape_terrain_vt_memory_size
Устанавливает value defining memory consumption for the Landscape Terrain textures. The value is interpreted as follows:
  • 0.0f - 3072×3072 (~200 MB of VRAM)
  • 1.0f - 16384×16384 (~3.1 GB of VRAM)
  • 0.4f - 8192×8192 (~860 MB of VRAM)

Аргументы

  • float size - memory consumption factor.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.4f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getLandscapeTerrainVTMemorySize() const#

Console: render_landscape_terrain_vt_memory_size
Возвращает value defining memory consumption for the Landscape Terrain textures. The value is interpreted as follows:
  • 0.0f - 3072×3072 (~200 MB of VRAM)
  • 1.0f - 16384×16384 (~3.1 GB of VRAM)
  • 0.4f - 8192×8192 (~860 MB of VRAM)

Возвращаемое значение

memory consumption factor.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.4f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setLandscapeTerrainTexelSize ( float size = 0.001f ) #

Console: render_landscape_terrain_texel_size
Устанавливает texel size of the Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.

Аргументы

  • float size - Landscape Terrain texel size (in meters).
    Диапазон значений: [0.0001f, 1.0f]. Значение по умолчанию : 0.001f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getLandscapeTerrainTexelSize() const#

Console: render_landscape_terrain_texel_size
Возвращает texel size of the Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.

Возвращаемое значение

Landscape Terrain texel size (in meters).
Диапазон значений: [0.0001f, 1.0f]. Значение по умолчанию : 0.001f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setLandscapeTerrainVisibleDistance ( float distance = 30000.0f ) #

Console: render_landscape_terrain_visible_distance
Устанавливает maximum visibility distance for the Landscape Terrain, in meters. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.

Аргументы

  • float distance - maximum visibility distance, in meters.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 30000.0f.

float getLandscapeTerrainVisibleDistance() const#

Console: render_landscape_terrain_visible_distance
Возвращает maximum visibility distance for the Landscape Terrain, in meters. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.

Возвращаемое значение

maximum visibility distance, in meters.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 30000.0f.

void setLandscapeTerrainMaskDithering ( float dithering = 1.0f ) #

Console: render_landscape_terrain_mask_dithering
Устанавливает global dither amount multiplier to be used for rendering details of the Landscape Terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for a detail. This is a global multiplier for dithering values set for each detail mask.

Аргументы

  • float dithering - global dither amount multiplier.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

float getLandscapeTerrainMaskDithering() const#

Console: render_landscape_terrain_mask_dithering
Возвращает global dither amount multiplier to be used for rendering details of the Landscape Terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for a detail. This is a global multiplier for dithering values set for each detail mask.

Возвращаемое значение

global dither amount multiplier.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

void setFfpAntialiasingLines ( bool lines ) #

Console: render_ffp_antialiasing_lines
Устанавливает value indicating if antialiasing is enabled for rendering of the Visualizer and other FFP lines.

Аргументы

  • bool lines - Set true to enable antialiasing for Visualizer and FFP; false - to disable it. Значение по умолчанию true.

bool isFfpAntialiasingLines() const#

Console: render_ffp_antialiasing_lines
Возвращает value indicating if antialiasing is enabled for rendering of the Visualizer and other FFP lines.

Возвращаемое значение

true if antialiasing for Visualizer and FFP is enabled; otherwise false. Значение по умолчанию true.

void setWireframeAntialiasing ( bool antialiasing ) #

Console: render_wireframe_antialiasing
Устанавливает value indicating if antialiasing is enabled for wireframe rendering.

Аргументы

  • bool antialiasing - Set true to enable antialiasing for wireframe rendering; false - to disable it. Значение по умолчанию true.

bool isWireframeAntialiasing() const#

Console: render_wireframe_antialiasing
Возвращает value indicating if antialiasing is enabled for wireframe rendering.

Возвращаемое значение

true if antialiasing for wireframe rendering is enabled; otherwise false. Значение по умолчанию true.

void setEnvironmentHazeScreenSpaceGlobalIllumination ( bool illumination = 1 ) #

Console: render_environment_haze_screen_space_global_illumination
Устанавливает value indicating if the Screen-Space Haze Global Illumination effect is enabled. SSHGI - is a screen-space effect ensuring consistency of haze color with the current color of Global Illumination.
Примечание
Available for Physically Based haze gradient mode only.

Аргументы

  • bool illumination - Set true to enable Screen-Space Haze Global Illumination effect; false - to disable it. Значение по умолчанию true.

bool isEnvironmentHazeScreenSpaceGlobalIllumination() const#

Console: render_environment_haze_screen_space_global_illumination
Возвращает value indicating if the Screen-Space Haze Global Illumination effect is enabled. SSHGI - is a screen-space effect ensuring consistency of haze color with the current color of Global Illumination.
Примечание
Available for Physically Based haze gradient mode only.

Возвращаемое значение

true if Screen-Space Haze Global Illumination effect is enabled; otherwise false. Значение по умолчанию true.

void setEnvironmentHazeTemporalFilter ( bool filter = 1 ) #

Console: render_environment_haze_temporal_filter
Устанавливает value indicating if temporal filtering for the Screen-Space Haze Global Illumination effect is enabled.

Аргументы

  • bool filter - Set true to enable temporal filtering for the Screen-Space Haze Global Illumination effect; false - to disable it. Значение по умолчанию true.

bool isEnvironmentHazeTemporalFilter() const#

Console: render_environment_haze_temporal_filter
Возвращает value indicating if temporal filtering for the Screen-Space Haze Global Illumination effect is enabled.

Возвращаемое значение

true if temporal filtering for the Screen-Space Haze Global Illumination effect is enabled; otherwise false. Значение по умолчанию true.

void setEnvironmentHazeColorizationThreshold ( float threshold = 0.5f ) #

Console: render_environment_haze_colorization_threshold
Устанавливает treshold value for scene depth used when setting haze color for the SSHGI effect in "information lost" areas on the screen.
  • 0 - haze color is defined only by surfaces currently visible on the screen.
  • 1 - haze color is defined by surfaces everywhere, even in "information lost" areas.

Аргументы

  • float threshold - colorization threshold value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

float getEnvironmentHazeColorizationThreshold() const#

Console: render_environment_haze_colorization_threshold
Возвращает treshold value for scene depth used when setting haze color for the SSHGI effect in "information lost" areas on the screen.
  • 0 - haze color is defined only by surfaces currently visible on the screen.
  • 1 - haze color is defined by surfaces everywhere, even in "information lost" areas.

Возвращаемое значение

colorization threshold value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

void setEnvironmentHazeColorizationIntensity ( float intensity = 0.95f ) #

Console: render_environment_haze_colorization_intensity
Устанавливает colorization intensity value that defines haze color in "information lost" areas on the screen.
  • 0 - haze in "information lost" areas will have the initial color (same as it would be without SSHGI).
  • 1 - haze in "information lost" areas will have the less bright color among the two, initial color and haze color with SSHGI correction.

This parameter is ignored when Colorization Threshold is set to 1, as there will be no "information lost" areas not covered by SSHGI.

Аргументы

  • float intensity - colorization intensity value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.95f.

float getEnvironmentHazeColorizationIntensity() const#

Console: render_environment_haze_colorization_intensity
Возвращает colorization intensity value that defines haze color in "information lost" areas on the screen.
  • 0 - haze in "information lost" areas will have the initial color (same as it would be without SSHGI).
  • 1 - haze in "information lost" areas will have the less bright color among the two, initial color and haze color with SSHGI correction.

This parameter is ignored when Colorization Threshold is set to 1, as there will be no "information lost" areas not covered by SSHGI.

Возвращаемое значение

colorization intensity value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.95f.

float getEnvironmentHazeScatteringMieFresnelPower() const#

Возвращает power of the Fresnel effect for Mie visibility. Higher values will tighten up the areas affected, while lower ones will allow more areas to be affected by the Fresnel effect.

Возвращаемое значение

power of the Fresnel effect.

float getEnvironmentHazeScatteringMieFrontSideIntensity() const#

Возвращает falloff of the Fresnel effect for Mie intensity. This paremeter enables you to control light occlusion from World light sources by geometry.

Возвращаемое значение

float getEnvironmentHazeScatteringMieIntensity() const#

Возвращает minimum Mie intensity value for geometry-occluded areas. This value specifies the fraction of Mie intensity visible when the surface is viewed from straight on. Setting this value to 1 disables the Fresnel effect. You can use this parameter together with Mie Frontside Intensity (см. getEnvironmentHazeScatteringMieFrontSideIntensity()) and Mie Fresnel Power (см. getEnvironmentHazeScatteringMieFresnelPower()) to control light occlusion from World light sources. Works for both opaque and transparent objects.

Возвращаемое значение

minimum Mie intensity value for geometry-occluded areas in the [0.0f, 1.0f] range.

float getEnvironmentHazePhysicalSunColorSaturation() const#

Возвращает intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).

Возвращаемое значение

intensity of the sunlight color's contribution to the haze.

float getEnvironmentHazePhysicalSunLightIntensity() const#

Возвращает intensity of the impact of the sunlight on haze defining how much the sunlight affects the haze.

Возвращаемое значение

intensity of the sunlight impact.

float getEnvironmentHazePhysicalAmbientColorSaturation() const#

Возвращает intensity of the ambient color's contribution to the haze (how much the sunlight affects the haze).

Возвращаемое значение

intensity of the ambient color's contribution to the haze.

float getEnvironmentHazePhysicalAmbientLightIntensity() const#

Возвращает intensity of the impact of the ambient lighting on haze (how much the ambient lighting affects the haze).

Возвращаемое значение

intensity of the ambient lighting impact.

float getEnvironmentHazePhysicalHalfFalloffHeight() const#

Возвращает height of the haze density gradient. The higher the value, the longer the haze desity reduces as the height grows, making the transition between the clear sky and haze smoother.

Возвращаемое значение

height of the haze density gradient.

float getEnvironmentHazePhysicalHalfVisibilityDistance() const#

Возвращает distance to the boundary at which the visibility comprises 50%. There is no zero-visibility in the real world, so the half-visibility boundary is used to adjust haze distance.

Возвращаемое значение

distance, in units.

float getEnvironmentHazePhysicalStartHeight() const#

Возвращает reference height value for the two parameters (Half Visibility Distance and Half Faloff Height). To get the current reference height value for the specific preset, use RenderEnvironmentPreset::getHazePhysicalStartHeight().
Исходный код (C++)
// get a reference height value for the preset that overlays the others
Render::getEnvironmentHazePhysicalStartHeight();
// get a reference height value for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazePhysicalStartHeight();

Возвращаемое значение

reference height value, in units.

void setTessellationDensityMultiplier ( float multiplier = 1.0f ) #

Console: render_tessellation_density_multiplier
Устанавливает global Density multiplier for the adaptive hardware-accelerated tessellation. Higher values produce denser meshes.

Аргументы

  • float multiplier - tessellation Density multiplier.
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 1.0f.

float getTessellationDensityMultiplier() const#

Console: render_tessellation_density_multiplier
Возвращает global Density multiplier for the adaptive hardware-accelerated tessellation. Higher values produce denser meshes.

Возвращаемое значение

tessellation Density multiplier.
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 1.0f.

void setTessellationShadowDensityMultiplier ( float multiplier = 1.0f ) #

Console: render_tessellation_shadow_density_multiplier
Устанавливает global Shadow Density multiplier for the Tessellated Displacement effect. Higher values produce more detailed shadows. You can make shadows from tessellated meshes simpler to save performance.

Аргументы

  • float multiplier - tessellation Shadow Density multiplier.
    Диапазон значений: [0.01f, 10.0f]. Значение по умолчанию : 1.0f.

float getTessellationShadowDensityMultiplier() const#

Console: render_tessellation_shadow_density_multiplier
Возвращает global Shadow Density multiplier for the Tessellated Displacement effect. Higher values produce more detailed shadows. You can make shadows from tessellated meshes simpler to save performance.

Возвращаемое значение

tessellation Shadow Density multiplier.
Диапазон значений: [0.01f, 10.0f]. Значение по умолчанию : 1.0f.

void setTessellationDistanceMultiplier ( float multiplier = 1.0f ) #

Console: render_tessellation_distance_multiplier
Устанавливает global multiplier for all distance parameters of the adaptive hardware-accelerated tessellation used for distance-dependent optimization. Higher values make tessellation visible at longer distances from the camera (consuming more resources).

Аргументы

  • float multiplier - tessellation distance multiplier.
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 1.0f.

float getTessellationDistanceMultiplier() const#

Console: render_tessellation_distance_multiplier
Возвращает global multiplier for all distance parameters of the adaptive hardware-accelerated tessellation used for distance-dependent optimization. Higher values make tessellation visible at longer distances from the camera (consuming more resources).

Возвращаемое значение

tessellation distance multiplier.
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 1.0f.

void setLightmapColor ( const Math::vec4& color ) #

Console: render_lightmap_color
Устанавливает color multiplier for lightmaps.
Примечание
Some light sources may be modified after the lightmap was baked. To make lighting in the scene consistent once again without any re-baking you can simply adjust the color multiplier for lightmaps. See the How-To video tutorial for additional information.

Аргументы

  • const Math::vec4& color - color multiplier.
    vec4_one - default value (white)

Math::vec4 getLightmapColor() const#

Console: render_lightmap_color
Возвращает color multiplier for lightmaps.
Примечание
Some light sources may be modified after the lightmap was baked. To make lighting in the scene consistent once again without any re-baking you can simply adjust the color multiplier for lightmaps. See the How-To video tutorial for additional information.

Возвращаемое значение

color multiplier.
vec4_one - default value (white)

void setSSRViewBias ( float bias = 1.0f ) #

Console: render_ssr_view_bias
Устанавливает bias value to which the ray starting position has been shifted along the view vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (см. setSSR()) should be enabled.

Аргументы

  • float bias - view bias value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRViewBias() const#

Console: render_ssr_view_bias
Возвращает bias value to which the ray starting position has been shifted along the view vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (см. setSSR()) should be enabled.

Возвращаемое значение

view bias value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSRNormalBias ( float bias = 1.0f ) #

Console: render_ssr_normal_bias
Устанавливает bias value to which the ray starting position has been shifted along the normal vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (см. setSSR()) should be enabled.

Аргументы

  • float bias - normal bias value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getSSRNormalBias() const#

Console: render_ssr_normal_bias
Возвращает bias value to which the ray starting position has been shifted along the normal vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (см. setSSR()) should be enabled.

Возвращаемое значение

normal bias value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSSGIIntensityBoost ( int boost = 0 ) #

Console: render_ssgi_intensity_boost
Устанавливает boost intensity value. Increases the SSGI intensity by raising the value to the specified power.

Аргументы

  • int boost - power to which the intensity is raised. Одно из следующих значений:
    • 0 - power of 1 (по умолчанию)
    • 1 - power of 2
    • 2 - power of 3
    • 3 - power of 4
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

int getSSGIIntensityBoost() const#

Console: render_ssgi_intensity_boost
Возвращает boost intensity value. Increases the SSGI intensity by raising the value to the specified power.

Возвращаемое значение

power to which the intensity is raised. Одно из следующих значений:
  • 0 - power of 1 (по умолчанию)
  • 1 - power of 2
  • 2 - power of 3
  • 3 - power of 4
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setSRAADepthThreshold ( float threshold = 0.1f ) #

Console: render_sraa_depth_threshold
Устанавливает depth threshold value used for edges detection that specifies the area for the SRAA processing. Turn on the debug mode and adjust this parameter in such a way that covers the required edges but at the same time leaves out the unnecessary geometry in the scene.

Аргументы

  • float threshold - depth threshold
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.1f.

float getSRAADepthThreshold() const#

Console: render_sraa_depth_threshold
Возвращает depth threshold value used for edges detection that specifies the area for the SRAA processing. Turn on the debug mode and adjust this parameter in such a way that covers the required edges but at the same time leaves out the unnecessary geometry in the scene.

Возвращаемое значение

depth threshold
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.1f.

void setSRAADebug ( bool sraadebug = 0 ) #

Console: render_sraa_debug
Устанавливает value indicating if the SRAA debug mode is enabled. This mode shows the geometry edges smoothed by the SRAA.

Аргументы

  • bool sraadebug - Set true to enable SRAA debug mode; false - to disable it. Значение по умолчанию false.

bool isSRAADebug() const#

Console: render_sraa_debug
Возвращает value indicating if the SRAA debug mode is enabled. This mode shows the geometry edges smoothed by the SRAA.

Возвращаемое значение

true if SRAA debug mode is enabled; otherwise false. Значение по умолчанию false.

void setSRAATemporal ( bool sraatemporal = 1 ) #

Console: render_sraa_temporal
Устанавливает value indicating if TAA integration is enabled. SRAA will use the shading sample from the previously rendered frame (TAA) to achieve correct anti-aliasing. Uses camera jittering, so it works only when the TAA (см. setTAA()) is enabled. It is recommended to use this option by default.

Аргументы

  • bool sraatemporal - Set true to enable usage of the shading sample from the previously rendered frame (TAA); false - to disable it. Значение по умолчанию true.

bool isSRAATemporal() const#

Console: render_sraa_temporal
Возвращает value indicating if TAA integration is enabled. SRAA will use the shading sample from the previously rendered frame (TAA) to achieve correct anti-aliasing. Uses camera jittering, so it works only when the TAA (см. setTAA()) is enabled. It is recommended to use this option by default.

Возвращаемое значение

true if usage of the shading sample from the previously rendered frame (TAA) is enabled; otherwise false. Значение по умолчанию true.

void setSRAASamples ( int sraasamples = 1 ) #

Console: render_sraa_samples
Устанавливает number of depth geometry samples per pixel. This value may significantly affect performance, so keep it low when the image quality differences are not apparent.

Аргументы

  • int sraasamples - number of depth geometry samples per pixel Одно из следующих значений:
    • 0 - 2
    • 1 - 4 (по умолчанию)
    • 2 - 8

int getSRAASamples() const#

Console: render_sraa_samples
Возвращает number of depth geometry samples per pixel. This value may significantly affect performance, so keep it low when the image quality differences are not apparent.

Возвращаемое значение

number of depth geometry samples per pixel Одно из следующих значений:
  • 0 - 2
  • 1 - 4 (по умолчанию)
  • 2 - 8

void setSRAA ( bool sraa = 0 ) #

Console: render_sraa
Устанавливает value indicating if Subpixel Reconstruction Anti-Aliasing (SRAA) is enabled.

Аргументы

  • bool sraa - Set true to enable SRAA; false - to disable it. Значение по умолчанию false.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

bool isSRAA() const#

Console: render_sraa
Возвращает value indicating if Subpixel Reconstruction Anti-Aliasing (SRAA) is enabled.

Возвращаемое значение

true if SRAA is enabled; otherwise false. Значение по умолчанию false.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setPanoramaFisheyeFov ( float fov = 0 ) #

Console: render_panorama_fisheye_fov
Устанавливает Field of View (in degrees) for the panoramic viewport mode selected at the moment.
Примечание
Available only when the viewport rendering mode (см. setViewportMode()) is set to one of the fisheye panorama modes (5-8).

Аргументы

  • float fov - Field of View, in degrees.
    Диапазон значений: [0, 360]. Значение по умолчанию : 0.

float getPanoramaFisheyeFov() const#

Console: render_panorama_fisheye_fov
Возвращает Field of View (in degrees) for the panoramic viewport mode selected at the moment.
Примечание
Available only when the viewport rendering mode (см. setViewportMode()) is set to one of the fisheye panorama modes (5-8).

Возвращаемое значение

Field of View, in degrees.
Диапазон значений: [0, 360]. Значение по умолчанию : 0.

void setShadowsWorldCascadesCullingClusters ( bool clusters = 0 ) #

Console: render_shadows_world_cascades_culling_clusters
Устанавливает value indicating whether culling of shadow cascades is enabled for Mesh Cluster/Clutter objects. If enabled, the Mesh Cluster/Clutter objects rendered in the nearest cascade won't be rendered again in farther cascades. If disabled, the Mesh Cluster objects rendered in the nearest cascade will also be rendered in all other cascades. In some cases performance may be better if this option is disabled.

Аргументы

  • bool clusters - Set true to enable culling of shadow cascades for Mesh Cluster/Clutter objects; false - to disable it. Значение по умолчанию false.

bool isShadowsWorldCascadesCullingClusters() const#

Console: render_shadows_world_cascades_culling_clusters
Возвращает value indicating whether culling of shadow cascades is enabled for Mesh Cluster/Clutter objects. If enabled, the Mesh Cluster/Clutter objects rendered in the nearest cascade won't be rendered again in farther cascades. If disabled, the Mesh Cluster objects rendered in the nearest cascade will also be rendered in all other cascades. In some cases performance may be better if this option is disabled.

Возвращаемое значение

true if culling of shadow cascades for Mesh Cluster/Clutter objects is enabled; otherwise false. Значение по умолчанию false.

void setReflectionDynamicRoughnessOffset ( bool offset = 0 ) #

Console: render_reflection_dynamic_roughness_offset
Устанавливает value indicating whether roughness offset is enabled for dynamic reflections produced by Environment Probes. Sometimes, when specular highlights from glossy surfaces get into dynamic Environment Probes a very bright flickering of lighting from it may appear. This option makes surrounding materials look more matte for an Environment Probe than they actually are, reducing such flickering artefacts.

Аргументы

  • bool offset - Set true to enable roughness offset for dynamic reflections produced by Environment Probes; false - to disable it. Значение по умолчанию false.

bool isReflectionDynamicRoughnessOffset() const#

Console: render_reflection_dynamic_roughness_offset
Возвращает value indicating whether roughness offset is enabled for dynamic reflections produced by Environment Probes. Sometimes, when specular highlights from glossy surfaces get into dynamic Environment Probes a very bright flickering of lighting from it may appear. This option makes surrounding materials look more matte for an Environment Probe than they actually are, reducing such flickering artefacts.

Возвращаемое значение

true if roughness offset for dynamic reflections produced by Environment Probes is enabled; otherwise false. Значение по умолчанию false.

void setClouds3dTextureVerticalResolution ( int resolution = 3 ) #

Console: render_clouds_3d_texture_vertical_resolution
Устанавливает vertical resolution for the 3D texture to be used for clouds rendering.
Примечание
Setting too high resolution may significantly affect performance, so adjust it wisely.

Аргументы

  • int resolution - vertical resolution, in pixels. Одно из следующих значений:
    • 0 - 32
    • 1 - 64
    • 2 - 128
    • 3 - 256 (по умолчанию)
    • 4 - 512

int getClouds3dTextureVerticalResolution() const#

Console: render_clouds_3d_texture_vertical_resolution
Возвращает vertical resolution for the 3D texture to be used for clouds rendering.
Примечание
Setting too high resolution may significantly affect performance, so adjust it wisely.

Возвращаемое значение

vertical resolution, in pixels. Одно из следующих значений:
  • 0 - 32
  • 1 - 64
  • 2 - 128
  • 3 - 256 (по умолчанию)
  • 4 - 512

void setClouds3dTextureHorizontalResolution ( int resolution = 2 ) #

Console: render_clouds_3d_texture_horizontal_resolution
Устанавливает horizontal resolution for the 3D texture to be used for clouds rendering.
Примечание
Setting too high resolution may significantly affect performance, so adjust it wisely.

Аргументы

  • int resolution - horizontal resolution, in pixels. Одно из следующих значений:
    • 0 - 64
    • 1 - 128
    • 2 - 256 (по умолчанию)
    • 3 - 512
    • 4 - 1024
    • 5 - 2048

int getClouds3dTextureHorizontalResolution() const#

Console: render_clouds_3d_texture_horizontal_resolution
Возвращает horizontal resolution for the 3D texture to be used for clouds rendering.
Примечание
Setting too high resolution may significantly affect performance, so adjust it wisely.

Возвращаемое значение

horizontal resolution, in pixels. Одно из следующих значений:
  • 0 - 64
  • 1 - 128
  • 2 - 256 (по умолчанию)
  • 3 - 512
  • 4 - 1024
  • 5 - 2048

void setCloudsLightingSamplesDistribution ( float distribution = 1.0f ) #

Console: render_clouds_lighting_samples_distribution
Устанавливает value that controls distribution of samples for clouds lighting. Can be used to keep small details for long shadows when the lighting trace length value (см. setCloudsLightingTraceLength()) is high.

Аргументы

  • float distribution - distribution value.
    Диапазон значений: [0.001f, 5.0f]. Значение по умолчанию : 1.0f.

float getCloudsLightingSamplesDistribution() const#

Console: render_clouds_lighting_samples_distribution
Возвращает value that controls distribution of samples for clouds lighting. Can be used to keep small details for long shadows when the lighting trace length value (см. setCloudsLightingTraceLength()) is high.

Возвращаемое значение

distribution value.
Диапазон значений: [0.001f, 5.0f]. Значение по умолчанию : 1.0f.

void setCloudsTransparentOrder ( int order = 0 ) #

Console: render_clouds_transparent_order
Устанавливает rendering order for clouds relative to transparent objects (except water).
  • Render Before Transparent — render clouds before all transparent objects (except water).
  • Render After Transparent — render clouds after all transparent objects (except water).
  • Sort Transparent — enable rough sorting for transparent objects relative to clouds (below the lowest cloud layer base -> inside the clouds -> above the highest cloud layer top).

Аргументы

  • int order - rendering order for clouds. Одно из следующих значений:
    • 0 - Render Before Transparent (по умолчанию)
    • 1 - Render After Transparent
    • 2 - Sort Transparent

int getCloudsTransparentOrder() const#

Console: render_clouds_transparent_order
Возвращает rendering order for clouds relative to transparent objects (except water).
  • Render Before Transparent — render clouds before all transparent objects (except water).
  • Render After Transparent — render clouds after all transparent objects (except water).
  • Sort Transparent — enable rough sorting for transparent objects relative to clouds (below the lowest cloud layer base -> inside the clouds -> above the highest cloud layer top).

Возвращаемое значение

rendering order for clouds. Одно из следующих значений:
  • 0 - Render Before Transparent (по умолчанию)
  • 1 - Render After Transparent
  • 2 - Sort Transparent

int getCloudsQualityPresetNumNames() const#

Возвращает number of clouds quality presets.

Возвращаемое значение

number of presets.

void setCloudsQualityPreset ( int preset = 0 ) #

Console: render_clouds_quality_preset
Устанавливает index of the clouds quality preset used at the moment.
Исходный код (C++)
// enabling the Custom preset (the last one) to customize clouds options at run time
Render::setCloudsQualityPreset( Render::getCloudsQualityPresetNumNames() - 1 );

// disabling depth-based reconstruction for clouds
Render::setCloudsDepthBasedReconstruction( false );

Аргументы

  • int preset - preset index. Одно из следующих значений:
    • 0 - Low (по умолчанию)
    • 1 - Medium
    • 2 - High + Interleaved
    • 3 - High
    • 4 - Ultra + Interleaved
    • 5 - Ultra
    • 6 - Extreme + Interleaved
    • 7 - Extreme
    • 8 - Custom

int getCloudsQualityPreset() const#

Console: render_clouds_quality_preset
Возвращает index of the clouds quality preset used at the moment.
Исходный код (C++)
// enabling the Custom preset (the last one) to customize clouds options at run time
Render::setCloudsQualityPreset( Render::getCloudsQualityPresetNumNames() - 1 );

// disabling depth-based reconstruction for clouds
Render::setCloudsDepthBasedReconstruction( false );

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Low (по умолчанию)
  • 1 - Medium
  • 2 - High + Interleaved
  • 3 - High
  • 4 - Ultra + Interleaved
  • 5 - Ultra
  • 6 - Extreme + Interleaved
  • 7 - Extreme
  • 8 - Custom

void setLandscapeOperationsPerFrame ( int frame = 10 ) #

Console: render_landscape_operations_per_frame
Устанавливает maximum number of Landscape texture draw operations (asyncTextureDraw) that can be performed per frame.

Аргументы

  • int frame - number of operations.
    Диапазон значений: [1, 1000]. Значение по умолчанию : 10.

int getLandscapeOperationsPerFrame() const#

Console: render_landscape_operations_per_frame
Возвращает maximum number of Landscape texture draw operations (asyncTextureDraw) that can be performed per frame.

Возвращаемое значение

number of operations.
Диапазон значений: [1, 1000]. Значение по умолчанию : 10.

int getLandscapeTerrainStreamingPresetNumNames() const#

Возвращает number of Landscape Terrain streaming presets.

Возвращаемое значение

number of presets.

void setLandscapeTerrainStreamingPreset ( int preset = 0 ) #

Console: render_landscape_terrain_streaming_preset
Устанавливает index of the Landscape Terrain streaming preset used at the moment.
Примечание
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Исходный код (C++)
// enabling the Custom preset (the last one) to customize Landscape Terrain streaming options at run time
Render::setLandscapeTerrainStreamingPreset(Render::LandscapeTerrainStreamingPresetNumNames() - 1);

// setting the number of tiles passed to the virtual texture per frame
Render::setLandscapeTerrainVTTilesUpdatePerFrame(64);

Аргументы

  • int preset - preset index. Одно из следующих значений:
    • 0 - Low (по умолчанию)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getLandscapeTerrainStreamingPreset() const#

Console: render_landscape_terrain_streaming_preset
Возвращает index of the Landscape Terrain streaming preset used at the moment.
Примечание
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Исходный код (C++)
// enabling the Custom preset (the last one) to customize Landscape Terrain streaming options at run time
Render::setLandscapeTerrainStreamingPreset(Render::LandscapeTerrainStreamingPresetNumNames() - 1);

// setting the number of tiles passed to the virtual texture per frame
Render::setLandscapeTerrainVTTilesUpdatePerFrame(64);

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Low (по умолчанию)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int getLandscapeTerrainGeometryPresetNumNames() const#

Возвращает number of Landscape Terrain geometry presets.

Возвращаемое значение

number of presets.

void setLandscapeTerrainGeometryPreset ( int preset = 0 ) #

Console: render_landscape_terrain_geometry_preset
Устанавливает index of the Landscape Terrain geometry preset used at the moment.
Примечание
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Исходный код (C++)
// enabling the Custom preset (the last one) to customize Landscape Terrain geometry options at run time
Render::setLandscapeTerrainGeometryPreset(Render::getLandscapeTerrainGeometryPresetNumNames() - 1);

// setting the size of the Landscape Terrain polygons
Render::setLandscapeTerrainGeometryPolygonSize(100.0f);

Аргументы

  • int preset - preset index. Одно из следующих значений:
    • 0 - Low (по умолчанию)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getLandscapeTerrainGeometryPreset() const#

Console: render_landscape_terrain_geometry_preset
Возвращает index of the Landscape Terrain geometry preset used at the moment.
Примечание
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Исходный код (C++)
// enabling the Custom preset (the last one) to customize Landscape Terrain geometry options at run time
Render::setLandscapeTerrainGeometryPreset(Render::getLandscapeTerrainGeometryPresetNumNames() - 1);

// setting the size of the Landscape Terrain polygons
Render::setLandscapeTerrainGeometryPolygonSize(100.0f);

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Low (по умолчанию)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int getWaterGeometryPresetNumNames() const#

Возвращает number of Global Water geometry presets.

Возвращаемое значение

number of presets.

void setWaterGeometryPreset ( int preset = 0 ) #

Console: render_water_geometry_preset
Устанавливает index of the Global Water geometry preset used at the moment. To customize the Global Water geometry preset options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the Global Water options at run time
Render::setWaterGeometryPreset(Render::getWaterGeometryPresetNumNames() - 1);

// setting the size of the Global Water polygons
Render::setWaterGeometryPolygonSize(100.0f);

Аргументы

  • int preset - preset index. Одно из следующих значений:
    • 0 - Low (по умолчанию)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getWaterGeometryPreset() const#

Console: render_water_geometry_preset
Возвращает index of the Global Water geometry preset used at the moment. To customize the Global Water geometry preset options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the Global Water options at run time
Render::setWaterGeometryPreset(Render::getWaterGeometryPresetNumNames() - 1);

// setting the size of the Global Water polygons
Render::setWaterGeometryPolygonSize(100.0f);

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Low (по умолчанию)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int getDOFPresetNumNames() const#

Возвращает number of DoF presets.

Возвращаемое значение

number of presets.

void setDOFPreset ( int dofpreset = 0 ) #

Console: render_dof_preset
Устанавливает DoF effect quality preset. To customize the DoF effect options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the DoF effect options at run time
Render::setDOFPreset(Render::getDOFPresetNumNames() - 1);

// disabling the increased accuracy
Render::setDOFIncreasedAccuracy(false);

Аргументы

  • int dofpreset - preset index. Одно из следующих значений:
    • 0 - Very Low (по умолчанию)
    • 1 - Low
    • 2 - Medium
    • 3 - High
    • 4 - Ultra
    • 5 - Extreme
    • 6 - Custom

int getDOFPreset() const#

Console: render_dof_preset
Возвращает DoF effect quality preset. To customize the DoF effect options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the DoF effect options at run time
Render::setDOFPreset(Render::getDOFPresetNumNames() - 1);

// disabling the increased accuracy
Render::setDOFIncreasedAccuracy(false);

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Very Low (по умолчанию)
  • 1 - Low
  • 2 - Medium
  • 3 - High
  • 4 - Ultra
  • 5 - Extreme
  • 6 - Custom

int getMotionBlurPresetNumNames() const#

Возвращает number of Motion Blur presets.

Возвращаемое значение

number of presets.

void setMotionBlurPreset ( int preset = 0 ) #

Console: render_motion_blur_preset
Устанавливает Motion Blur preset. To customize the Motion Blur effect options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the Motion Blur effect options at run time
Render::setMotionBlurPreset(Render::getMotionBlurPresetNumNames() - 1);

// disabling the neat silhouettes option
Render::setMotionBlurNeatSilhouettes(false);

Аргументы

  • int preset - preset index. Одно из следующих значений:
    • 0 - Low (по умолчанию)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Custom

int getMotionBlurPreset() const#

Console: render_motion_blur_preset
Возвращает Motion Blur preset. To customize the Motion Blur effect options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the Motion Blur effect options at run time
Render::setMotionBlurPreset(Render::getMotionBlurPresetNumNames() - 1);

// disabling the neat silhouettes option
Render::setMotionBlurNeatSilhouettes(false);

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Low (по умолчанию)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Custom

int getSSRPresetNumNames() const#

Возвращает number of SSR (Screen-Space Reflections) presets.

Возвращаемое значение

number of presets.

void setSSRPreset ( int ssrpreset = 0 ) #

Console: render_ssr_preset
Устанавливает SSR (Screen-Space Reflections) preset used at the moment. To customize the SSR effect options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the SSR effect options at run time
Render::setSSRPreset(Render::getSSRPresetNumNames() - 1);

// disabling the increased accuracy option
Render::setSSRIncreasedAccuracy(false);

Аргументы

  • int ssrpreset - preset index. Одно из следующих значений:
    • 0 - Low (по умолчанию)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getSSRPreset() const#

Console: render_ssr_preset
Возвращает SSR (Screen-Space Reflections) preset used at the moment. To customize the SSR effect options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the SSR effect options at run time
Render::setSSRPreset(Render::getSSRPresetNumNames() - 1);

// disabling the increased accuracy option
Render::setSSRIncreasedAccuracy(false);

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Low (по умолчанию)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int getSSRTGIPresetNumNames() const#

Возвращает number of SSRTGI (Screen-Space Ray-Traced Global Illumination) presets.

Возвращаемое значение

number of presets.

void setSSRTGIPreset ( int ssrtgipreset = 0 ) #

Console: render_ssrtgi_preset
Устанавливает index of the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset used at the moment. To customize the SSRTGI effect options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the SSRTGI effect options at run time
Render::setSSRTGIPreset(Render::getSSRTGIPresetNumNames() - 1);

// disabling the increased accuracy option
Render::setSSRTGIIncreasedAccuracy(false);

Аргументы

  • int ssrtgipreset - preset index. Одно из следующих значений:
    • 0 - Disabled (по умолчанию)
    • 1 - Low
    • 2 - Medium
    • 3 - High
    • 4 - Ultra
    • 5 - Extreme
    • 6 - Custom

int getSSRTGIPreset() const#

Console: render_ssrtgi_preset
Возвращает index of the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset used at the moment. To customize the SSRTGI effect options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize the SSRTGI effect options at run time
Render::setSSRTGIPreset(Render::getSSRTGIPresetNumNames() - 1);

// disabling the increased accuracy option
Render::setSSRTGIIncreasedAccuracy(false);

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Disabled (по умолчанию)
  • 1 - Low
  • 2 - Medium
  • 3 - High
  • 4 - Ultra
  • 5 - Extreme
  • 6 - Custom

void setRefractionWarpBackgroundTransparentSurfaces ( int surfaces = 0 ) #

Console: render_refraction_warp_background_transparent_surfaces
Устанавливает value indicating if refraction affects background transparent surfaces (except for water and clouds). The following values are available:
  • Never — no refraction distortion is applied to transparent surfaces.
  • Behind Farthest Refractive Surface — apply refraction distortion to all transparent surfaces behind the farthest refractive surface.
This method takes effect only when rendering of refractions (см. setRefraction()) is enabled.

Аргументы

  • int surfaces - refraction mode. Одно из следующих значений:
    • 0 - Never (по умолчанию)
    • 1 - Behind Farthest Refractive Surface

int getRefractionWarpBackgroundTransparentSurfaces() const#

Console: render_refraction_warp_background_transparent_surfaces
Возвращает value indicating if refraction affects background transparent surfaces (except for water and clouds). The following values are available:
  • Never — no refraction distortion is applied to transparent surfaces.
  • Behind Farthest Refractive Surface — apply refraction distortion to all transparent surfaces behind the farthest refractive surface.
This method takes effect only when rendering of refractions (см. setRefraction()) is enabled.

Возвращаемое значение

refraction mode. Одно из следующих значений:
  • 0 - Never (по умолчанию)
  • 1 - Behind Farthest Refractive Surface

int getAAPresetNumNames() const#

Возвращает number of AA (Anti-Aliasing) presets.

Возвращаемое значение

number of presets.

void setAAPreset ( int aapreset = 0 ) #

Console: render_aa_preset
Устанавливает index of the AA (Anti-Aliasing) preset used at the moment. To customize Anti-Aliasing options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize Anti-Aliasing options at run time
Render::setAAPreset( Render::getAAPresetNumNames() - 1 );

// disabling TAA
Render::setTAA( false );

Аргументы

  • int aapreset - preset index. Одно из следующих значений:
    • 0 - Sharpest (по умолчанию)
    • 1 - Sharp
    • 2 - Smooth
    • 3 - Smooth + SRAA
    • 4 - Smoothest
    • 5 - Smoothest + SRAA
    • 6 - VR Mode
    • 7 - Custom

int getAAPreset() const#

Console: render_aa_preset
Возвращает index of the AA (Anti-Aliasing) preset used at the moment. To customize Anti-Aliasing options at run time you should activate the Custom preset:
Исходный код (C++)
// enabling the Custom preset (the last one) to customize Anti-Aliasing options at run time
Render::setAAPreset( Render::getAAPresetNumNames() - 1 );

// disabling TAA
Render::setTAA( false );

Возвращаемое значение

preset index. Одно из следующих значений:
  • 0 - Sharpest (по умолчанию)
  • 1 - Sharp
  • 2 - Smooth
  • 3 - Smooth + SRAA
  • 4 - Smoothest
  • 5 - Smoothest + SRAA
  • 6 - VR Mode
  • 7 - Custom

void setACESWithReinhardShoulderLength ( float length = 0.14f ) #

Console: render_aces_with_reinhard_shoulder_length
Устанавливает shoulder length parameter for the ACES with Reinhard operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

Аргументы

  • float length - shoulder length.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.14f.

float getACESWithReinhardShoulderLength() const#

Console: render_aces_with_reinhard_shoulder_length
Возвращает shoulder length parameter for the ACES with Reinhard operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

Возвращаемое значение

shoulder length.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.14f.

void setACESWithReinhardShoulderStrength ( float strength = 0.59f ) #

Console: render_aces_with_reinhard_shoulder_strength
Устанавливает shoulder strength parameter for the ACES with Reinhard operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

Аргументы

  • float strength - shoulder strength.
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 0.59f.

float getACESWithReinhardShoulderStrength() const#

Console: render_aces_with_reinhard_shoulder_strength
Возвращает shoulder strength parameter for the ACES with Reinhard operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

Возвращаемое значение

shoulder strength.
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 0.59f.

void setACESWithReinhardShoulderAngle ( float angle = 2.43f ) #

Console: render_aces_with_reinhard_shoulder_angle
Устанавливает shoulder angle parameter for the ACES with Reinhard operator. Controls how much overshoot should be added to the curve's shoulder.

Аргументы

  • float angle - shoulder angle.
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 2.43f.

float getACESWithReinhardShoulderAngle() const#

Console: render_aces_with_reinhard_shoulder_angle
Возвращает shoulder angle parameter for the ACES with Reinhard operator. Controls how much overshoot should be added to the curve's shoulder.

Возвращаемое значение

shoulder angle.
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 2.43f.

void setACESWithReinhardToe ( float toe = 0.03f ) #

Console: render_aces_with_reinhard_toe
Устанавливает toe parameter for the ACES with Reinhard operator. Controls the dark color. Higher values result in darker colors.

Аргументы

  • float toe - toe value.
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 0.03f.

float getACESWithReinhardToe() const#

Console: render_aces_with_reinhard_toe
Возвращает toe parameter for the ACES with Reinhard operator. Controls the dark color. Higher values result in darker colors.

Возвращаемое значение

toe value.
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 0.03f.

void setACESWithReinhardWhiteClip ( float clip = 2.51f ) #

Console: render_aces_with_reinhard_white_clip
Устанавливает white clip parameter for the ACES with Reinhard operator. Controls the cut-off point for white.ACES with Reinhard operator's white clip.

Аргументы

  • float clip - white clip value.
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 2.51f.

float getACESWithReinhardWhiteClip() const#

Console: render_aces_with_reinhard_white_clip
Возвращает white clip parameter for the ACES with Reinhard operator. Controls the cut-off point for white.ACES with Reinhard operator's white clip.

Возвращаемое значение

white clip value.
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 2.51f.

void setACESShoulderLength ( float length = 0.59f ) #

Console: render_aces_shoulder_length
Устанавливает shoulder length parameter for the ACES operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

Аргументы

  • float length - shoulder length.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.59f.

float getACESShoulderLength() const#

Console: render_aces_shoulder_length
Возвращает shoulder length parameter for the ACES operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

Возвращаемое значение

shoulder length.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.59f.

void setACESShoulderStrength ( float strength = 0.59f ) #

Console: render_aces_shoulder_strength
Устанавливает shoulder strength parameter for the ACES operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

Аргументы

  • float strength - shoulder strength.
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 0.59f.

float getACESShoulderStrength() const#

Console: render_aces_shoulder_strength
Возвращает shoulder strength parameter for the ACES operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

Возвращаемое значение

shoulder strength.
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 0.59f.

void setACESShoulderAngle ( float angle = 2.43f ) #

Console: render_aces_shoulder_angle
Устанавливает shoulder angle parameter for the ACES operator. Controls how much overshoot should be added to the curve's shoulder.

Аргументы

  • float angle - shoulder angle.
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 2.43f.

float getACESShoulderAngle() const#

Console: render_aces_shoulder_angle
Возвращает shoulder angle parameter for the ACES operator. Controls how much overshoot should be added to the curve's shoulder.

Возвращаемое значение

shoulder angle.
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 2.43f.

void setACESToe ( float acestoe = 0.03f ) #

Console: render_aces_toe
Устанавливает toe parameter for the ACES operator. Controls the dark color. Higher values result in darker colors.

Аргументы

  • float acestoe - toe value.
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 0.03f.

float getACESToe() const#

Console: render_aces_toe
Возвращает toe parameter for the ACES operator. Controls the dark color. Higher values result in darker colors.

Возвращаемое значение

toe value.
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 0.03f.

void setACESWhiteClip ( float clip = 2.51f ) #

Console: render_aces_white_clip
Устанавливает white clip parameter for the ACES operator. Controls the cut-off point for white.

Аргументы

  • float clip - white clip value.
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 2.51f.

float getACESWhiteClip() const#

Console: render_aces_white_clip
Возвращает white clip parameter for the ACES operator. Controls the cut-off point for white.

Возвращаемое значение

white clip value.
Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 2.51f.

void setACESWithReinhardMix ( float mix = 0.5f ) #

Console: render_aces_with_reinhard_mix
Устанавливает ACES with Reinhard tonemapping operator contribution. If the value is closer to 0, then ACES prevails. Otherwise, when the value is closer to 1, the Reinhard has a grater impact.

Аргументы

  • float mix - ACES with Reinhard tonemapping operator contribution.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

float getACESWithReinhardMix() const#

Console: render_aces_with_reinhard_mix
Возвращает ACES with Reinhard tonemapping operator contribution. If the value is closer to 0, then ACES prevails. Otherwise, when the value is closer to 1, the Reinhard has a grater impact.

Возвращаемое значение

ACES with Reinhard tonemapping operator contribution.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

void setReinhardLumaBasedContribution ( float contribution = 1.0f ) #

Console: render_reinhard_luma_based_contribution
Устанавливает Reinhard Luma-Based tonemapping operator contribution. Controls the overall contribution that the Reinhard operator makes to the final color grading of the image. Higher values result in more tonemapping contribution to the final image.

Аргументы

  • float contribution - Reinhard Luma-Based tonemapping operator contribution.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

float getReinhardLumaBasedContribution() const#

Console: render_reinhard_luma_based_contribution
Возвращает Reinhard Luma-Based tonemapping operator contribution. Controls the overall contribution that the Reinhard operator makes to the final color grading of the image. Higher values result in more tonemapping contribution to the final image.

Возвращаемое значение

Reinhard Luma-Based tonemapping operator contribution.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

void setReinhardContribution ( float contribution = 1.0f ) #

Console: render_reinhard_contribution
Устанавливает Reinhard tonemapping operator contribution.

The value is calculated according to the following formula: C / (1 + C) It controls the overall contribution that the Reinhard operator makes to the final color grading of the image. The higher values result in more tonemapping contribution to the final image.

Аргументы

  • float contribution - Reinhard tonemapping operator contribution.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

float getReinhardContribution() const#

Console: render_reinhard_contribution
Возвращает Reinhard tonemapping operator contribution.

The value is calculated according to the following formula: C / (1 + C) It controls the overall contribution that the Reinhard operator makes to the final color grading of the image. The higher values result in more tonemapping contribution to the final image.

Возвращаемое значение

Reinhard tonemapping operator contribution.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

void setTonemapper ( bool tonemapper = 1 ) #

Console: render_tonemapper
Устанавливает value indicating if tone mapping is enabled.

Аргументы

  • bool tonemapper - Set true to enable tone mappingtone mapping mode.; false - to disable it. Значение по умолчанию true.

bool isTonemapper() const#

Console: render_tonemapper
Возвращает value indicating if tone mapping is enabled.

Возвращаемое значение

true if tone mappingtone mapping mode. is enabled; otherwise false. Значение по умолчанию true.

void setTonemapperMode ( Render::TONEMAPPER mode = 1 ) #

Console: render_tonemapper_mode
Устанавливает mode of tone mapping.

Аргументы

  • Render::TONEMAPPER mode - tone mapping mode. Одно из следующих значений:
    • 0 - Filmic
    • 1 - ACES (по умолчанию)
    • 2 - ACES with Reinhard
    • 3 - Reinhard
    • 4 - Reinhard Luma-Based

Render::TONEMAPPER getTonemapperMode() const#

Console: render_tonemapper_mode
Возвращает mode of tone mapping.

Возвращаемое значение

tone mapping mode. Одно из следующих значений:
  • 0 - Filmic
  • 1 - ACES (по умолчанию)
  • 2 - ACES with Reinhard
  • 3 - Reinhard
  • 4 - Reinhard Luma-Based

void setWaterWaterlineAccuracy ( int accuracy = 0 ) #

Console: render_water_waterline_accuracy
Устанавливает quality of underwater and waterline determination. Use high quality only if you need to submerge underwater (to see the waterline) and at medium and high Beaufort values.

Аргументы

  • int accuracy - accuracy value. Одно из следующих значений:
    • Low - low quality (by default)
    • Medium - medium quality
    • High - high quality
    • Ultra - ultra quality

int getWaterWaterlineAccuracy() const#

Console: render_water_waterline_accuracy
Возвращает quality of underwater and waterline determination. Use high quality only if you need to submerge underwater (to see the waterline) and at medium and high Beaufort values.

Возвращаемое значение

accuracy value. Одно из следующих значений:
  • Low - low quality (by default)
  • Medium - medium quality
  • High - high quality
  • Ultra - ultra quality

void setWaterCullingObliqueFrustum ( float frustum = 0.9f ) #

Console: render_water_culling_oblique_frustum
Устанавливает multiplier for the size of viewing frustum used for culling polygons of Global Water object beyond the oblique frustum plane. The higher the value, the more patches will be culled.

Аргументы

  • float frustum - multiplier value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.9f.

float getWaterCullingObliqueFrustum() const#

Console: render_water_culling_oblique_frustum
Возвращает multiplier for the size of viewing frustum used for culling polygons of Global Water object beyond the oblique frustum plane. The higher the value, the more patches will be culled.

Возвращаемое значение

multiplier value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.9f.

void setWaterCullingFrustumPadding ( float padding = 0.1f ) #

Console: render_water_culling_frustum_padding
Устанавливает value, by which the borders of the current frustum are increased. Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.

Аргументы

  • float padding - frustum padding multiplier value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

float getWaterCullingFrustumPadding() const#

Console: render_water_culling_frustum_padding
Возвращает value, by which the borders of the current frustum are increased. Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.

Возвращаемое значение

frustum padding multiplier value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

void setWaterCullingAggressive ( bool aggressive = 1 ) #

Console: render_water_culling_aggressive
Устанавливает value indicating if frustum culling optimization is enabled for the Global Water. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

Аргументы

  • bool aggressive - Set true to enable frustum culling optimization; false - to disable it. Значение по умолчанию true.

bool isWaterCullingAggressive() const#

Console: render_water_culling_aggressive
Возвращает value indicating if frustum culling optimization is enabled for the Global Water. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

Возвращаемое значение

true if frustum culling optimization is enabled; otherwise false. Значение по умолчанию true.

void setWaterGeometrySubpixelReduction ( float reduction = 6.0f ) #

Console: render_water_geometry_subpixel_reduction
Устанавливает minimum ratio of a polygon size (in screen space) to the size of an area seen in the viewport. If the ratio calculated for the polygon is less than this value, such polygon will be removed.

Аргументы

  • float reduction - subpixel reduction ratio.
    Диапазон значений: [0.0f, 50.0f]. Значение по умолчанию : 6.0f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getWaterGeometrySubpixelReduction() const#

Console: render_water_geometry_subpixel_reduction
Возвращает minimum ratio of a polygon size (in screen space) to the size of an area seen in the viewport. If the ratio calculated for the polygon is less than this value, such polygon will be removed.

Возвращаемое значение

subpixel reduction ratio.
Диапазон значений: [0.0f, 50.0f]. Значение по умолчанию : 6.0f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setWaterGeometryFadeLods ( float lods = 0.5f ) #

Console: render_water_geometry_fade_lods
Устанавливает intensity of fading between levels of Global Water geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.

Аргументы

  • float lods - fading intensity value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getWaterGeometryFadeLods() const#

Console: render_water_geometry_fade_lods
Возвращает intensity of fading between levels of Global Water geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.

Возвращаемое значение

fading intensity value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setWaterGeometryProgression ( float progression = 1.5f ) #

Console: render_water_geometry_progression
Устанавливает progression of Global Water geometry tessellation.

Аргументы

  • float progression - CPU cache size, in percentage of the total CPU memory.
    Диапазон значений: [0.0f, 50.0f]. Значение по умолчанию : 1.5f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getWaterGeometryProgression() const#

Console: render_water_geometry_progression
Возвращает progression of Global Water geometry tessellation.

Возвращаемое значение

CPU cache size, in percentage of the total CPU memory.
Диапазон значений: [0.0f, 50.0f]. Значение по умолчанию : 1.5f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setWaterGeometryPolygonSize ( float size = 0.01f ) #

Console: render_water_geometry_polygon_size
Устанавливает size of Global Water polygons. The value defines the maximum allowed density of Global Water geometry. If the polygon size is large, small waves will be lost. It is better to set this parameter to about 1/3 or 1/4 of the smallest wavelength.

Аргументы

  • float size - size of Global Water polygons, in units.
    Диапазон значений: [0.0f, 1000.0f]. Значение по умолчанию : 0.01f.
    Примечание
    Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

float getWaterGeometryPolygonSize() const#

Console: render_water_geometry_polygon_size
Возвращает size of Global Water polygons. The value defines the maximum allowed density of Global Water geometry. If the polygon size is large, small waves will be lost. It is better to set this parameter to about 1/3 or 1/4 of the smallest wavelength.

Возвращаемое значение

size of Global Water polygons, in units.
Диапазон значений: [0.0f, 1000.0f]. Значение по умолчанию : 0.01f.
Примечание
Установка значения при помощи API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

void setWaterVisibleDistance ( float distance = 30000.0f ) #

Console: render_water_visible_distance
Устанавливает maximum visibility distance for the Global Water. The water is visible, as long as the distance between the camera and the water object does not exceed this value.

Аргументы

  • float distance - maximum visibility distance, in meters.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 30000.0f.

float getWaterVisibleDistance() const#

Console: render_water_visible_distance
Возвращает maximum visibility distance for the Global Water. The water is visible, as long as the distance between the camera and the water object does not exceed this value.

Возвращаемое значение

maximum visibility distance, in meters.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 30000.0f.

void setDistanceOffset ( float offset = 0.0f ) #

Console: render_distance_offset
Устанавливает global distance offset for all distance parameters: shadow distance, light distance, LOD distances, etc.

Аргументы

  • float offset - distance offset value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

float getDistanceOffset() const#

Console: render_distance_offset
Возвращает global distance offset for all distance parameters: shadow distance, light distance, LOD distances, etc.

Возвращаемое значение

distance offset value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.0f.

void setEnvironmentHemisphere ( int hemisphere = 0 ) #

Console: render_environment_hemisphere
Устанавливает value indicating if rendering of environment only for the top (above-ground) hemisphere is enabled. The underground is rendered black. When disabled, environment for the whole sphere is rendered.

Аргументы

  • int hemisphere - rendering of environment only for the top (above-ground) hemisphere Значение по умолчанию false.

int isEnvironmentHemisphere() const#

Console: render_environment_hemisphere
Возвращает value indicating if rendering of environment only for the top (above-ground) hemisphere is enabled. The underground is rendered black. When disabled, environment for the whole sphere is rendered.

Возвращаемое значение

rendering of environment only for the top (above-ground) hemisphere Значение по умолчанию false.

void setWaterPlanarProbes ( bool probes = 1 ) #

Console: render_water_planar_probes
Устанавливает value indicating if rendering of Planar Reflection Probes on the water surface is enabled.

Аргументы

  • bool probes - Set true to enable rendering of planar reflection probes on the water surface; false - to disable it. Значение по умолчанию true.

bool isWaterPlanarProbes() const#

Console: render_water_planar_probes
Возвращает value indicating if rendering of Planar Reflection Probes on the water surface is enabled.

Возвращаемое значение

true if rendering of planar reflection probes on the water surface is enabled; otherwise false. Значение по умолчанию true.

int getNumDebugMaterials() const#

Возвращает number of debug materials.

Возвращаемое значение

number of debug materials.

void setColorCorrectionHuePerColor ( bool color = 1 ) #

Console: color_correction_hue_per_color
Устанавливает value indicating if fine-adjustment of hue (color shift) for each of the 12 major colors of the spectre is enabled.

Аргументы

  • bool color - Set true to enable fine-adjustment of hue (color shift) for each of the 12 major colors of the spectre; false - to disable it. Значение по умолчанию true.

bool isColorCorrectionHuePerColor() const#

Console: color_correction_hue_per_color
Возвращает value indicating if fine-adjustment of hue (color shift) for each of the 12 major colors of the spectre is enabled.

Возвращаемое значение

true if fine-adjustment of hue (color shift) for each of the 12 major colors of the spectre is enabled; otherwise false. Значение по умолчанию true.

void setColorCorrectionSaturationPerColor ( bool color = 1 ) #

Console: color_correction_saturation_per_color
Устанавливает value indicating if fine-adjustment of saturation for each of the 12 major colors of the spectre is enabled.

Аргументы

  • bool color - Set true to enable fine-adjustment of saturation for each of the 12 major colors of the spectre; false - to disable it. Значение по умолчанию true.

bool isColorCorrectionSaturationPerColor() const#

Console: color_correction_saturation_per_color
Возвращает value indicating if fine-adjustment of saturation for each of the 12 major colors of the spectre is enabled.

Возвращаемое значение

true if fine-adjustment of saturation for each of the 12 major colors of the spectre is enabled; otherwise false. Значение по умолчанию true.

void setColorCorrectionByCurves ( bool curves = 1 ) #

Console: color_correction_by_curves
Устанавливает value indicating if color correction via curves is enabled.

Аргументы

  • bool curves - Set true to enable color correction via curves; false - to disable it. Значение по умолчанию true.

bool isColorCorrectionByCurves() const#

Console: color_correction_by_curves
Возвращает value indicating if color correction via curves is enabled.

Возвращаемое значение

true if color correction via curves is enabled; otherwise false. Значение по умолчанию true.

void setVignetteMask ( bool mask = 0 ) #

Console: render_vignette_mask
Устанавливает value indicating if rendering of the Vignette Mask post-effect is enabled. The effect applies darkening towards the edges of an image compared to the center usually caused by thick or stacked filters, secondary lenses, and lens hoods. It can be used for an artistic effect, to draw focus to the center of the image.

Аргументы

  • bool mask - Set true to enable rendering of the Vignette Mask post-effect; false - to disable it. Значение по умолчанию false.

bool isVignetteMask() const#

Console: render_vignette_mask
Возвращает value indicating if rendering of the Vignette Mask post-effect is enabled. The effect applies darkening towards the edges of an image compared to the center usually caused by thick or stacked filters, secondary lenses, and lens hoods. It can be used for an artistic effect, to draw focus to the center of the image.

Возвращаемое значение

true if rendering of the Vignette Mask post-effect is enabled; otherwise false. Значение по умолчанию false.

void setVignetteMaskIntensity ( float intensity = 1.0f ) #

Console: render_vignette_mask_intensity
Устанавливает intensity of the Vignette Mask. Defines the amount of vignetting on the screen: higher values moke the vignette wider.

Аргументы

  • float intensity - vignette mask Intensity value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

float getVignetteMaskIntensity() const#

Console: render_vignette_mask_intensity
Возвращает intensity of the Vignette Mask. Defines the amount of vignetting on the screen: higher values moke the vignette wider.

Возвращаемое значение

vignette mask Intensity value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

void setVignetteMaskPower ( float power = 1.0f ) #

Console: render_vignette_mask_power
Устанавливает Power value that controls mask opacity for the Vignette Mask post-effect.

Аргументы

  • float power - vignette mask power value
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getVignetteMaskPower() const#

Console: render_vignette_mask_power
Возвращает Power value that controls mask opacity for the Vignette Mask post-effect.

Возвращаемое значение

vignette mask power value
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setVignetteMaskTexturePath ( const char * path ) #

Устанавливает path to the custom mask texture for the Vignette Mask post-effect.

Аргументы

  • const char * path - path to the custom mask texture for the vignette.

const char * getVignetteMaskTexturePath() const#

Возвращает path to the custom mask texture for the Vignette Mask post-effect.

Возвращаемое значение

path to the custom mask texture for the vignette.

void setNoise ( bool noise = 0 ) #

Console: render_noise
Устанавливает value indicating if rendering of the Noise post-effect is enabled.

Аргументы

  • bool noise - Set true to enable rendering of the Noise post-effect; false - to disable it. Значение по умолчанию false.

bool isNoise() const#

Console: render_noise
Возвращает value indicating if rendering of the Noise post-effect is enabled.

Возвращаемое значение

true if rendering of the Noise post-effect is enabled; otherwise false. Значение по умолчанию false.

void setNoiseIntensity ( float intensity = 0.03f ) #

Console: render_noise_intensity
Устанавливает intensity of the Noise post-effect. Higher values result in more noise applied to the image.

Аргументы

  • float intensity - noise intensity value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.03f.

float getNoiseIntensity() const#

Console: render_noise_intensity
Возвращает intensity of the Noise post-effect. Higher values result in more noise applied to the image.

Возвращаемое значение

noise intensity value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.03f.

void setChromaticAberration ( bool aberration = 0 ) #

Console: render_chromatic_aberration
Устанавливает value indicating if rendering of the Chromatic Aberration post-effect is enabled. This effect simulates color shifts in real-world camera lenses due to light rays entering a lens at different points causing separation of RGB colors.

Аргументы

  • bool aberration - Set true to enable rendering of the Chromatic Aberration post-effect; false - to disable it. Значение по умолчанию false.

bool isChromaticAberration() const#

Console: render_chromatic_aberration
Возвращает value indicating if rendering of the Chromatic Aberration post-effect is enabled. This effect simulates color shifts in real-world camera lenses due to light rays entering a lens at different points causing separation of RGB colors.

Возвращаемое значение

true if rendering of the Chromatic Aberration post-effect is enabled; otherwise false. Значение по умолчанию false.

void setChromaticAberrationIntensity ( float intensity = 0.5f ) #

Console: render_chromatic_aberration_intensity
Устанавливает intensity (strength) of the Chromatic Aberration post-effect. Controls how much color shifting occurs.

Аргументы

  • float intensity - chromatic aberration intensity value.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.

float getChromaticAberrationIntensity() const#

Console: render_chromatic_aberration_intensity
Возвращает intensity (strength) of the Chromatic Aberration post-effect. Controls how much color shifting occurs.

Возвращаемое значение

chromatic aberration intensity value.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 0.5f.

void setChromaticAberrationNoiseIntensity ( float intensity = 0.3f ) #

Console: render_chromatic_aberration_noise_intensity
Устанавливает intensity of noise applied for the Chromatic Aberration post-effect.

Аргументы

  • float intensity - noise intensity value for the Chromatic Aberration post-effect.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

float getChromaticAberrationNoiseIntensity() const#

Console: render_chromatic_aberration_noise_intensity
Возвращает intensity of noise applied for the Chromatic Aberration post-effect.

Возвращаемое значение

noise intensity value for the Chromatic Aberration post-effect.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

void setChromaticAberrationSamples ( int samples = 1 ) #

Console: render_chromatic_aberration_samples
Устанавливает number of samples used for calculation of the Chromatic Aberration post-effect. Higher values reduce banding making the effect look smoother.

Аргументы

  • int samples - number of samples used for calculation of the Chromatic Aberration post-effect.
    Диапазон значений: [1, 32]. Значение по умолчанию : 1.

int getChromaticAberrationSamples() const#

Console: render_chromatic_aberration_samples
Возвращает number of samples used for calculation of the Chromatic Aberration post-effect. Higher values reduce banding making the effect look smoother.

Возвращаемое значение

number of samples used for calculation of the Chromatic Aberration post-effect.
Диапазон значений: [1, 32]. Значение по умолчанию : 1.

void setLandscapeTerrainCullingMap ( float map = 0.3f ) #

Console: render_landscape_terrain_culling_map
Устанавливает extent of culling of Landscape Layer Maps with the distance. In case small Landscape Layer Maps disappear too soon with the distance, try increasing this value.

Аргументы

  • float map - extent of culling of Landscape Layer Maps with the distance.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

float getLandscapeTerrainCullingMap() const#

Console: render_landscape_terrain_culling_map
Возвращает extent of culling of Landscape Layer Maps with the distance. In case small Landscape Layer Maps disappear too soon with the distance, try increasing this value.

Возвращаемое значение

extent of culling of Landscape Layer Maps with the distance.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.3f.

void setLandscapeTerrainCullingObliqueFrustum ( float frustum = 0.9f ) #

Console: render_landscape_terrain_culling_oblique_frustum
Устанавливает multiplier for culling of tessellation patches of the Landscape Terrain beyond the oblique frustum plane. Higher values result in more patches culled.

Аргументы

  • float frustum - multiplier value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.9f.

float getLandscapeTerrainCullingObliqueFrustum() const#

Console: render_landscape_terrain_culling_oblique_frustum
Возвращает multiplier for culling of tessellation patches of the Landscape Terrain beyond the oblique frustum plane. Higher values result in more patches culled.

Возвращаемое значение

multiplier value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.9f.

void setLandscapeTerrainCullingPaddingPatchCPU ( float cpu = 1.0f ) #

Console: render_landscape_terrain_culling_padding_patch_cpu
Устанавливает padding between LODs of patches culled on CPU.

Аргументы

  • float cpu - padding between LODs of patches culled on CPU.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getLandscapeTerrainCullingPaddingPatchCPU() const#

Console: render_landscape_terrain_culling_padding_patch_cpu
Возвращает padding between LODs of patches culled on CPU.

Возвращаемое значение

padding between LODs of patches culled on CPU.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setLandscapeTerrainCullingPaddingPatchGPU ( float gpu = 1.0f ) #

Console: render_landscape_terrain_culling_padding_patch_gpu
Устанавливает padding between LODs of patches culled on GPU.

Аргументы

  • float gpu - padding between LODs of patches culled on GPU.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getLandscapeTerrainCullingPaddingPatchGPU() const#

Console: render_landscape_terrain_culling_padding_patch_gpu
Возвращает padding between LODs of patches culled on GPU.

Возвращаемое значение

padding between LODs of patches culled on GPU.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setLandscapeTerrainCullingPaddingTriangles ( float triangles = 1.0f ) #

Console: render_landscape_terrain_culling_padding_triangles
Устанавливает padding between LODs of tessellated polygons.

Аргументы

  • float triangles - padding between LODs of tessellated polygons.
    Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

float getLandscapeTerrainCullingPaddingTriangles() const#

Console: render_landscape_terrain_culling_padding_triangles
Возвращает padding between LODs of tessellated polygons.

Возвращаемое значение

padding between LODs of tessellated polygons.
Диапазон значений: [0.0f, inf]. Значение по умолчанию : 1.0f.

void setLandscapeTerrainCullingPatchBatching ( int batching = 16 ) #

Console: render_landscape_terrain_culling_patch_batching
Устанавливает number of culling patches of Landscape Terrain processed in a batch. The higher this value, the more patches will be checked for visibility on CPU at once.

Аргументы

  • int batching - number of batched culling patches.
    Диапазон значений: [1, 64]. Значение по умолчанию : 16.

int getLandscapeTerrainCullingPatchBatching() const#

Console: render_landscape_terrain_culling_patch_batching
Возвращает number of culling patches of Landscape Terrain processed in a batch. The higher this value, the more patches will be checked for visibility on CPU at once.

Возвращаемое значение

number of batched culling patches.
Диапазон значений: [1, 64]. Значение по умолчанию : 16.

void setLandscapeTerrainCullingPatchResolutionCPU ( int cpu = 2 ) #

Console: render_landscape_terrain_culling_patch_resolution_cpu
Устанавливает number of subdivisions for patches of Landscape Terrain culled on the CPU side that are to be passed to GPU. The lowest value of 2 corresponds to no subdivisions at all, i.e. all patched will be culled on the CPU side. By increasing this value you can reduce the load on CPU as more patches will be checked for visibility on the GPU side.

Аргументы

  • int cpu - number of subdivisions for patches culled on CPU.
    Диапазон значений: [2, 64]. Значение по умолчанию : 2.

int getLandscapeTerrainCullingPatchResolutionCPU() const#

Console: render_landscape_terrain_culling_patch_resolution_cpu
Возвращает number of subdivisions for patches of Landscape Terrain culled on the CPU side that are to be passed to GPU. The lowest value of 2 corresponds to no subdivisions at all, i.e. all patched will be culled on the CPU side. By increasing this value you can reduce the load on CPU as more patches will be checked for visibility on the GPU side.

Возвращаемое значение

number of subdivisions for patches culled on CPU.
Диапазон значений: [2, 64]. Значение по умолчанию : 2.

void setLandscapeTerrainCullingPatchResolutionGPU ( int gpu = 32 ) #

Console: render_landscape_terrain_culling_patch_resolution_gpu
Устанавливает number of subdivisions for patches of Landscape Terrain culled on the GPU side that are to be tessellated. By lowering this value you reduce the load on CPU, by increasing it you reduce the load on GPU. The point is to find a trade-off between loads in the given conditions on the target hardware.

Аргументы

  • int gpu - number of subdivisions for patches culled on GPU.
    Диапазон значений: [4, 64]. Значение по умолчанию : 32.

int getLandscapeTerrainCullingPatchResolutionGPU() const#

Console: render_landscape_terrain_culling_patch_resolution_gpu
Возвращает number of subdivisions for patches of Landscape Terrain culled on the GPU side that are to be tessellated. By lowering this value you reduce the load on CPU, by increasing it you reduce the load on GPU. The point is to find a trade-off between loads in the given conditions on the target hardware.

Возвращаемое значение

number of subdivisions for patches culled on GPU.
Диапазон значений: [4, 64]. Значение по умолчанию : 32.

void setLandscapeTerrainCullingDepthResolution ( int resolution = 64 ) #

Console: render_landscape_terrain_culling_depth_resolution
Устанавливает resolution of the buffer used for culling by depth.

Аргументы

  • int resolution - resolution of the buffer used for culling by depth.
    Диапазон значений: [4, 2048]. Значение по умолчанию : 64.

int getLandscapeTerrainCullingDepthResolution() const#

Console: render_landscape_terrain_culling_depth_resolution
Возвращает resolution of the buffer used for culling by depth.

Возвращаемое значение

resolution of the buffer used for culling by depth.
Диапазон значений: [4, 2048]. Значение по умолчанию : 64.

void setLandscapeTerrainCullingByDepth ( bool depth = 1 ) #

Console: render_landscape_terrain_culling_by_depth
Устанавливает value indicating if culling by depth is enabled. Keep this option enabled to get the performance higher due to culling of tiles occluded by geometry and Landscape Terrain itself.

Аргументы

  • bool depth - Set true to enable culling by depth.; false - to disable it. Значение по умолчанию true.

bool isLandscapeTerrainCullingByDepth() const#

Console: render_landscape_terrain_culling_by_depth
Возвращает value indicating if culling by depth is enabled. Keep this option enabled to get the performance higher due to culling of tiles occluded by geometry and Landscape Terrain itself.

Возвращаемое значение

true if culling by depth. is enabled; otherwise false. Значение по умолчанию true.

void setLandscapeTerrainCullingFrustumAggressive ( bool aggressive = 1 ) #

Console: render_landscape_terrain_culling_frustum_aggressive
Устанавливает value indicating if frustum culling optimization is enabled for the Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

Аргументы

  • bool aggressive - Set true to enable frustum culling optimization for the Landscape Terrain; false - to disable it. Значение по умолчанию true.

bool isLandscapeTerrainCullingFrustumAggressive() const#

Console: render_landscape_terrain_culling_frustum_aggressive
Возвращает value indicating if frustum culling optimization is enabled for the Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

Возвращаемое значение

true if frustum culling optimization for the Landscape Terrain is enabled; otherwise false. Значение по умолчанию true.

void setLandscapeTerrainGeometryDetailMaxHeight ( float height = 0.5f ) #

Console: render_landscape_terrain_geometry_detail_max_height
Устанавливает maximum height for detail displacement clamping. Adjust this value to the highest height value used in details in case of artifacts of stepped geometry caused by insufficient bit depth.

Аргументы

  • float height -
    Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 0.5f.

float getLandscapeTerrainGeometryDetailMaxHeight() const#

Console: render_landscape_terrain_geometry_detail_max_height
Возвращает maximum height for detail displacement clamping. Adjust this value to the highest height value used in details in case of artifacts of stepped geometry caused by insufficient bit depth.

Возвращаемое значение


Диапазон значений: [0.0f, 10.0f]. Значение по умолчанию : 0.5f.

void setLandscapeTerrainDetailCompression ( int compression = 1 ) #

Console: render_landscape_terrain_detail_compression
Устанавливает mode of detail textures compression. Compressed detail textures take less video memory.

Аргументы

  • int compression - detail textures compression. Одно из следующих значений:
    • 0 - Disabled
    • 1 - Fast Compression (по умолчанию)
    • 2 - High Quality

int getLandscapeTerrainDetailCompression() const#

Console: render_landscape_terrain_detail_compression
Возвращает mode of detail textures compression. Compressed detail textures take less video memory.

Возвращаемое значение

detail textures compression. Одно из следующих значений:
  • 0 - Disabled
  • 1 - Fast Compression (по умолчанию)
  • 2 - High Quality

void setLandscapeTerrainStreamingPerLods ( bool lods = 1 ) #

Console: render_landscape_terrain_streaming_per_lods
Устанавливает value indicating if streaming per LODs (MIP maps) is enabled. Disable this option to make streaming faster by skipping loading of intermediate MIP-levels for textures.

Аргументы

  • bool lods - Set true to enable ; false - to disable it. Значение по умолчанию true.

bool isLandscapeTerrainStreamingPerLods() const#

Console: render_landscape_terrain_streaming_per_lods
Возвращает value indicating if streaming per LODs (MIP maps) is enabled. Disable this option to make streaming faster by skipping loading of intermediate MIP-levels for textures.

Возвращаемое значение

true if is enabled; otherwise false. Значение по умолчанию true.

void setLandscapeTerrainStreamingThreads ( int threads = 1 ) #

Console: render_landscape_terrain_streaming_threads
Устанавливает number of threads used for streaming.

Аргументы

  • int threads -
    Диапазон значений: [0, 32]. Значение по умолчанию : 1.

int getLandscapeTerrainStreamingThreads() const#

Console: render_landscape_terrain_streaming_threads
Возвращает number of threads used for streaming.

Возвращаемое значение


Диапазон значений: [0, 32]. Значение по умолчанию : 1.

void setLandscapeTerrainVTSamplerFeedbackBufferResolution ( const Math::vec2& resolution ) #

Console: render_landscape_terrain_vt_sampler_feedback_buffer_resolution
Устанавливает resolution of the buffer used to transfer data about tiles and what MIP-levels to be loaded.

Аргументы

  • const Math::vec2& resolution - buffer resolution (X, Y), in pixels.
    From 1x1 to 1024x1024 Default: 80x60

Math::vec2 getLandscapeTerrainVTSamplerFeedbackBufferResolution() const#

Console: render_landscape_terrain_vt_sampler_feedback_buffer_resolution
Возвращает resolution of the buffer used to transfer data about tiles and what MIP-levels to be loaded.

Возвращаемое значение

buffer resolution (X, Y), in pixels.
From 1x1 to 1024x1024 Default: 80x60

void setLandscapeTerrainVTSamplerFeedbackScreenResolution ( int resolution = 1 ) #

Console: render_landscape_terrain_vt_sampler_feedback_screen_resolution
Устанавливает resolution of the screen buffer used to detect visible tiles and what MIP-levels to be loaded.

Аргументы

  • int resolution - Одно из следующих значений:
    • 0 - Quarter
    • 1 - Half (по умолчанию)
    • 2 - Full

int getLandscapeTerrainVTSamplerFeedbackScreenResolution() const#

Console: render_landscape_terrain_vt_sampler_feedback_screen_resolution
Возвращает resolution of the screen buffer used to detect visible tiles and what MIP-levels to be loaded.

Возвращаемое значение

Одно из следующих значений:
  • 0 - Quarter
  • 1 - Half (по умолчанию)
  • 2 - Full

void setLandscapeTerrainVTHashSize ( int size = 1000000 ) #

Console: render_landscape_terrain_vt_hash_size
Устанавливает upper limit for the hash function used to determine tiles of Landscape Terrain. The value must be high enough to cover all variety of world-space positions of tiles being used and streamed.

Аргументы

  • int size -
    Диапазон значений: [1000, 5000000]. Значение по умолчанию : 1000000.

int getLandscapeTerrainVTHashSize() const#

Console: render_landscape_terrain_vt_hash_size
Возвращает upper limit for the hash function used to determine tiles of Landscape Terrain. The value must be high enough to cover all variety of world-space positions of tiles being used and streamed.

Возвращаемое значение


Диапазон значений: [1000, 5000000]. Значение по умолчанию : 1000000.

void setLandscapeTerrainVTHashSizeNumberMistakes ( int mistakes = 2 ) #

Console: render_landscape_terrain_vt_hash_number_mistakes
Устанавливает number of mistakes of the hash function used in Landscape Terrain data streaming. This value actually represents the number of iterations to compute a new unique hash value that determines a tile being streamed. Too low values may introduce collisions and, therefore, wrong terrain data at certain areas.

Аргументы

  • int mistakes -
    Диапазон значений: [1, 32]. Значение по умолчанию : 2.

int getLandscapeTerrainVTHashSizeNumberMistakes() const#

Console: render_landscape_terrain_vt_hash_number_mistakes
Возвращает number of mistakes of the hash function used in Landscape Terrain data streaming. This value actually represents the number of iterations to compute a new unique hash value that determines a tile being streamed. Too low values may introduce collisions and, therefore, wrong terrain data at certain areas.

Возвращаемое значение


Диапазон значений: [1, 32]. Значение по умолчанию : 2.

void setMaxNumActiveTargets ( int targets = 100 ) #

Console: render_max_num_active_targets
Устанавливает maximum number of active morph targets (blend shapes) of the surface that can be blended instantaneously.
Примечание
For Direct3D 11 , maximum number of active morph targets is 7.

Аргументы

  • int targets -
    Диапазон значений: [0, inf]. Значение по умолчанию : 100.

int getMaxNumActiveTargets() const#

Console: render_max_num_active_targets
Возвращает maximum number of active morph targets (blend shapes) of the surface that can be blended instantaneously.
Примечание
For Direct3D 11 , maximum number of active morph targets is 7.

Возвращаемое значение


Диапазон значений: [0, inf]. Значение по умолчанию : 100.

void setLocalTonemapper ( bool tonemapper = 0 ) #

Console: render_local_tonemapper
Устанавливает value indicating if the local tonemapper is enabled.

Аргументы

  • bool tonemapper - Set true to enable ; false - to disable it. Значение по умолчанию false.

bool isLocalTonemapper() const#

Console: render_local_tonemapper
Возвращает value indicating if the local tonemapper is enabled.

Возвращаемое значение

true if is enabled; otherwise false. Значение по умолчанию false.

void setLocalTonemapperNumBlurIterations ( int iterations = 5 ) #

Console: render_local_tonemapper_num_blur_iterations
Устанавливает number of blur iterations applied to the screen texture, which is used to define bright and dark portions of the screen. A higher number of iterations increases the blur radius and reduces halo artifacts around objects, but may affect performance.

Аргументы

  • int iterations -
    Диапазон значений: [0, 10]. Значение по умолчанию : 5.

int getLocalTonemapperNumBlurIterations() const#

Console: render_local_tonemapper_num_blur_iterations
Возвращает number of blur iterations applied to the screen texture, which is used to define bright and dark portions of the screen. A higher number of iterations increases the blur radius and reduces halo artifacts around objects, but may affect performance.

Возвращаемое значение


Диапазон значений: [0, 10]. Значение по умолчанию : 5.

void setLocalTonemapperDepthThreshold ( float threshold = 0.9f ) #

Console: render_local_tonemapper_depth_threshold
Устанавливает depth threshold value used to detect the areas affected by local tonemapping. A properly set value may help to reduce halo artifacts.

Аргументы

  • float threshold - depth threshold
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.9f.

float getLocalTonemapperDepthThreshold() const#

Console: render_local_tonemapper_depth_threshold
Возвращает depth threshold value used to detect the areas affected by local tonemapping. A properly set value may help to reduce halo artifacts.

Возвращаемое значение

depth threshold
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.9f.

void setLocalTonemapperTonemappingIntensity ( float intensity = 0.5f ) #

Console: render_local_tonemapper_tonemapping_intensity
Устанавливает intensity of the local tonemapping effect.

Аргументы

  • float intensity - local tonemapping effect intensity value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

float getLocalTonemapperTonemappingIntensity() const#

Console: render_local_tonemapper_tonemapping_intensity
Возвращает intensity of the local tonemapping effect.

Возвращаемое значение

local tonemapping effect intensity value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.5f.

void setLocalTonemapperEffectOnDarkAreas ( float areas = 0.1f ) #

Console: render_local_tonemapper_effect_on_dark_areas
Устанавливает the extent of applying the local tonemapping effect on dark areas.

Аргументы

  • float areas - intensity of tonemapping effect on dark areas.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

float getLocalTonemapperEffectOnDarkAreas() const#

Console: render_local_tonemapper_effect_on_dark_areas
Возвращает the extent of applying the local tonemapping effect on dark areas.

Возвращаемое значение

intensity of tonemapping effect on dark areas.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.1f.

void setLocalTonemapperTargetMiddleGray ( float gray = 0.4f ) #

Console: render_local_tonemapper_target_middle_gray
Устанавливает the target middle gray value for tonemapping.

Аргументы

  • float gray - target middle gray value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.4f.

float getLocalTonemapperTargetMiddleGray() const#

Console: render_local_tonemapper_target_middle_gray
Возвращает the target middle gray value for tonemapping.

Возвращаемое значение

target middle gray value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 0.4f.

void setLocalTonemapperLumaBlurredIntensity ( float intensity = 1.0f ) #

Console: render_local_tonemapper_luma_blurred_intensity
Устанавливает intensity of blurring the luma values. It is recommended to keep the default value for this setting. With the value set to 0, a regular screen texture is used instead of a blurred screen texture. This might be required in a rare case of reducing the halo effect and increasing the tonemapping effect for small details.

Аргументы

  • float intensity - luma blurring intensity value.
    Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

float getLocalTonemapperLumaBlurredIntensity() const#

Console: render_local_tonemapper_luma_blurred_intensity
Возвращает intensity of blurring the luma values. It is recommended to keep the default value for this setting. With the value set to 0, a regular screen texture is used instead of a blurred screen texture. This might be required in a rare case of reducing the halo effect and increasing the tonemapping effect for small details.

Возвращаемое значение

luma blurring intensity value.
Диапазон значений: [0.0f, 1.0f]. Значение по умолчанию : 1.0f.

Ptr<TextureRamp> getAutoExposureRamp() const#

Возвращает correction curve for the overall scene saturation. The input luminance values are mapped to the vertical saturation values. Higher values make colors more saturated and vibrant, lower values make colors duller and less saturated.

Возвращаемое значение

auto exposure curve.

static Event<> getEventEnd() const#

event triggered when rendering of the frame ends. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the End event handler
void end_event_handler()
{
	Log::message("\Handling End event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections end_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEnd().connect(end_event_connections, end_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEnd().connect(end_event_connections, []() { 
		Log::message("\Handling End event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
end_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection end_event_connection;

// subscribe to the End event with a handler function keeping the connection
Render::getEventEnd().connect(end_event_connection, end_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
end_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
end_event_connection.setEnabled(true);

// ...

// remove subscription to the End event via the connection
end_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A End event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling End event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEnd().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId end_handler_id;

// subscribe to the End event with a lambda handler function and keeping connection ID
end_handler_id = Render::getEventEnd().connect(e_connections, []() { 
		Log::message("\Handling End event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEnd().disconnect(end_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all End events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEnd().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEnd().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndScreen() const#

event triggered after the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6). You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndScreen event handler
void endscreen_event_handler()
{
	Log::message("\Handling EndScreen event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endscreen_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndScreen().connect(endscreen_event_connections, endscreen_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndScreen().connect(endscreen_event_connections, []() { 
		Log::message("\Handling EndScreen event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endscreen_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endscreen_event_connection;

// subscribe to the EndScreen event with a handler function keeping the connection
Render::getEventEndScreen().connect(endscreen_event_connection, endscreen_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endscreen_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endscreen_event_connection.setEnabled(true);

// ...

// remove subscription to the EndScreen event via the connection
endscreen_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndScreen event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndScreen event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndScreen().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endscreen_handler_id;

// subscribe to the EndScreen event with a lambda handler function and keeping connection ID
endscreen_handler_id = Render::getEventEndScreen().connect(e_connections, []() { 
		Log::message("\Handling EndScreen event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndScreen().disconnect(endscreen_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndScreen events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndScreen().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndScreen().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndVisualizer() const#

event triggered after the visualizer rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndVisualizer event handler
void endvisualizer_event_handler()
{
	Log::message("\Handling EndVisualizer event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endvisualizer_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndVisualizer().connect(endvisualizer_event_connections, endvisualizer_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndVisualizer().connect(endvisualizer_event_connections, []() { 
		Log::message("\Handling EndVisualizer event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endvisualizer_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endvisualizer_event_connection;

// subscribe to the EndVisualizer event with a handler function keeping the connection
Render::getEventEndVisualizer().connect(endvisualizer_event_connection, endvisualizer_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endvisualizer_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endvisualizer_event_connection.setEnabled(true);

// ...

// remove subscription to the EndVisualizer event via the connection
endvisualizer_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndVisualizer event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndVisualizer event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndVisualizer().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endvisualizer_handler_id;

// subscribe to the EndVisualizer event with a lambda handler function and keeping connection ID
endvisualizer_handler_id = Render::getEventEndVisualizer().connect(e_connections, []() { 
		Log::message("\Handling EndVisualizer event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndVisualizer().disconnect(endvisualizer_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndVisualizer events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndVisualizer().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndVisualizer().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginVisualizer() const#

event triggered before the visualizer rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginVisualizer event handler
void beginvisualizer_event_handler()
{
	Log::message("\Handling BeginVisualizer event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginvisualizer_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginVisualizer().connect(beginvisualizer_event_connections, beginvisualizer_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginVisualizer().connect(beginvisualizer_event_connections, []() { 
		Log::message("\Handling BeginVisualizer event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginvisualizer_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginvisualizer_event_connection;

// subscribe to the BeginVisualizer event with a handler function keeping the connection
Render::getEventBeginVisualizer().connect(beginvisualizer_event_connection, beginvisualizer_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginvisualizer_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginvisualizer_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginVisualizer event via the connection
beginvisualizer_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginVisualizer event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginVisualizer event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginVisualizer().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginvisualizer_handler_id;

// subscribe to the BeginVisualizer event with a lambda handler function and keeping connection ID
beginvisualizer_handler_id = Render::getEventBeginVisualizer().connect(e_connections, []() { 
		Log::message("\Handling BeginVisualizer event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginVisualizer().disconnect(beginvisualizer_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginVisualizer events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginVisualizer().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginVisualizer().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndDebugMaterials() const#

event triggered after the debug materials stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndDebugMaterials event handler
void enddebugmaterials_event_handler()
{
	Log::message("\Handling EndDebugMaterials event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections enddebugmaterials_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndDebugMaterials().connect(enddebugmaterials_event_connections, enddebugmaterials_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndDebugMaterials().connect(enddebugmaterials_event_connections, []() { 
		Log::message("\Handling EndDebugMaterials event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
enddebugmaterials_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection enddebugmaterials_event_connection;

// subscribe to the EndDebugMaterials event with a handler function keeping the connection
Render::getEventEndDebugMaterials().connect(enddebugmaterials_event_connection, enddebugmaterials_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
enddebugmaterials_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
enddebugmaterials_event_connection.setEnabled(true);

// ...

// remove subscription to the EndDebugMaterials event via the connection
enddebugmaterials_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndDebugMaterials event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndDebugMaterials event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndDebugMaterials().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId enddebugmaterials_handler_id;

// subscribe to the EndDebugMaterials event with a lambda handler function and keeping connection ID
enddebugmaterials_handler_id = Render::getEventEndDebugMaterials().connect(e_connections, []() { 
		Log::message("\Handling EndDebugMaterials event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndDebugMaterials().disconnect(enddebugmaterials_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndDebugMaterials events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndDebugMaterials().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndDebugMaterials().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginDebugMaterials() const#

event triggered before the debug materials stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginDebugMaterials event handler
void begindebugmaterials_event_handler()
{
	Log::message("\Handling BeginDebugMaterials event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections begindebugmaterials_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginDebugMaterials().connect(begindebugmaterials_event_connections, begindebugmaterials_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginDebugMaterials().connect(begindebugmaterials_event_connections, []() { 
		Log::message("\Handling BeginDebugMaterials event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
begindebugmaterials_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection begindebugmaterials_event_connection;

// subscribe to the BeginDebugMaterials event with a handler function keeping the connection
Render::getEventBeginDebugMaterials().connect(begindebugmaterials_event_connection, begindebugmaterials_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
begindebugmaterials_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
begindebugmaterials_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginDebugMaterials event via the connection
begindebugmaterials_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginDebugMaterials event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginDebugMaterials event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginDebugMaterials().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId begindebugmaterials_handler_id;

// subscribe to the BeginDebugMaterials event with a lambda handler function and keeping connection ID
begindebugmaterials_handler_id = Render::getEventBeginDebugMaterials().connect(e_connections, []() { 
		Log::message("\Handling BeginDebugMaterials event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginDebugMaterials().disconnect(begindebugmaterials_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginDebugMaterials events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginDebugMaterials().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginDebugMaterials().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndPostMaterials() const#

event triggered after the post materials rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndPostMaterials event handler
void endpostmaterials_event_handler()
{
	Log::message("\Handling EndPostMaterials event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endpostmaterials_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndPostMaterials().connect(endpostmaterials_event_connections, endpostmaterials_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndPostMaterials().connect(endpostmaterials_event_connections, []() { 
		Log::message("\Handling EndPostMaterials event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endpostmaterials_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endpostmaterials_event_connection;

// subscribe to the EndPostMaterials event with a handler function keeping the connection
Render::getEventEndPostMaterials().connect(endpostmaterials_event_connection, endpostmaterials_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endpostmaterials_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endpostmaterials_event_connection.setEnabled(true);

// ...

// remove subscription to the EndPostMaterials event via the connection
endpostmaterials_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndPostMaterials event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndPostMaterials event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndPostMaterials().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endpostmaterials_handler_id;

// subscribe to the EndPostMaterials event with a lambda handler function and keeping connection ID
endpostmaterials_handler_id = Render::getEventEndPostMaterials().connect(e_connections, []() { 
		Log::message("\Handling EndPostMaterials event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndPostMaterials().disconnect(endpostmaterials_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndPostMaterials events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndPostMaterials().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndPostMaterials().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginPostMaterials() const#

event triggered before the post materials rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginPostMaterials event handler
void beginpostmaterials_event_handler()
{
	Log::message("\Handling BeginPostMaterials event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginpostmaterials_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginPostMaterials().connect(beginpostmaterials_event_connections, beginpostmaterials_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginPostMaterials().connect(beginpostmaterials_event_connections, []() { 
		Log::message("\Handling BeginPostMaterials event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginpostmaterials_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginpostmaterials_event_connection;

// subscribe to the BeginPostMaterials event with a handler function keeping the connection
Render::getEventBeginPostMaterials().connect(beginpostmaterials_event_connection, beginpostmaterials_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginpostmaterials_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginpostmaterials_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginPostMaterials event via the connection
beginpostmaterials_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginPostMaterials event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginPostMaterials event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginPostMaterials().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginpostmaterials_handler_id;

// subscribe to the BeginPostMaterials event with a lambda handler function and keeping connection ID
beginpostmaterials_handler_id = Render::getEventBeginPostMaterials().connect(e_connections, []() { 
		Log::message("\Handling BeginPostMaterials event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginPostMaterials().disconnect(beginpostmaterials_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginPostMaterials events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginPostMaterials().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginPostMaterials().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndCameraEffects() const#

event triggered after the camera effects stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndCameraEffects event handler
void endcameraeffects_event_handler()
{
	Log::message("\Handling EndCameraEffects event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endcameraeffects_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndCameraEffects().connect(endcameraeffects_event_connections, endcameraeffects_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndCameraEffects().connect(endcameraeffects_event_connections, []() { 
		Log::message("\Handling EndCameraEffects event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endcameraeffects_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endcameraeffects_event_connection;

// subscribe to the EndCameraEffects event with a handler function keeping the connection
Render::getEventEndCameraEffects().connect(endcameraeffects_event_connection, endcameraeffects_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endcameraeffects_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endcameraeffects_event_connection.setEnabled(true);

// ...

// remove subscription to the EndCameraEffects event via the connection
endcameraeffects_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndCameraEffects event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndCameraEffects event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndCameraEffects().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endcameraeffects_handler_id;

// subscribe to the EndCameraEffects event with a lambda handler function and keeping connection ID
endcameraeffects_handler_id = Render::getEventEndCameraEffects().connect(e_connections, []() { 
		Log::message("\Handling EndCameraEffects event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndCameraEffects().disconnect(endcameraeffects_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndCameraEffects events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndCameraEffects().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndCameraEffects().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginCameraEffects() const#

event triggered before the camera effects stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginCameraEffects event handler
void begincameraeffects_event_handler()
{
	Log::message("\Handling BeginCameraEffects event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections begincameraeffects_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginCameraEffects().connect(begincameraeffects_event_connections, begincameraeffects_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginCameraEffects().connect(begincameraeffects_event_connections, []() { 
		Log::message("\Handling BeginCameraEffects event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
begincameraeffects_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection begincameraeffects_event_connection;

// subscribe to the BeginCameraEffects event with a handler function keeping the connection
Render::getEventBeginCameraEffects().connect(begincameraeffects_event_connection, begincameraeffects_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
begincameraeffects_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
begincameraeffects_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginCameraEffects event via the connection
begincameraeffects_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginCameraEffects event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginCameraEffects event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginCameraEffects().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId begincameraeffects_handler_id;

// subscribe to the BeginCameraEffects event with a lambda handler function and keeping connection ID
begincameraeffects_handler_id = Render::getEventBeginCameraEffects().connect(e_connections, []() { 
		Log::message("\Handling BeginCameraEffects event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginCameraEffects().disconnect(begincameraeffects_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginCameraEffects events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginCameraEffects().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginCameraEffects().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndTAA() const#

event triggered after the Temporal Anti-Aliasing (TAA) pass. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndTAA event handler
void endtaa_event_handler()
{
	Log::message("\Handling EndTAA event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endtaa_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndTAA().connect(endtaa_event_connections, endtaa_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndTAA().connect(endtaa_event_connections, []() { 
		Log::message("\Handling EndTAA event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endtaa_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endtaa_event_connection;

// subscribe to the EndTAA event with a handler function keeping the connection
Render::getEventEndTAA().connect(endtaa_event_connection, endtaa_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endtaa_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endtaa_event_connection.setEnabled(true);

// ...

// remove subscription to the EndTAA event via the connection
endtaa_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndTAA event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndTAA event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndTAA().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endtaa_handler_id;

// subscribe to the EndTAA event with a lambda handler function and keeping connection ID
endtaa_handler_id = Render::getEventEndTAA().connect(e_connections, []() { 
		Log::message("\Handling EndTAA event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndTAA().disconnect(endtaa_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndTAA events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndTAA().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndTAA().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginTAA() const#

event triggered before the Temporal Anti-Aliasing (TAA) pass. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginTAA event handler
void begintaa_event_handler()
{
	Log::message("\Handling BeginTAA event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections begintaa_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginTAA().connect(begintaa_event_connections, begintaa_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginTAA().connect(begintaa_event_connections, []() { 
		Log::message("\Handling BeginTAA event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
begintaa_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection begintaa_event_connection;

// subscribe to the BeginTAA event with a handler function keeping the connection
Render::getEventBeginTAA().connect(begintaa_event_connection, begintaa_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
begintaa_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
begintaa_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginTAA event via the connection
begintaa_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginTAA event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginTAA event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginTAA().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId begintaa_handler_id;

// subscribe to the BeginTAA event with a lambda handler function and keeping connection ID
begintaa_handler_id = Render::getEventBeginTAA().connect(e_connections, []() { 
		Log::message("\Handling BeginTAA event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginTAA().disconnect(begintaa_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginTAA events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginTAA().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginTAA().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndAdaptationColor() const#

event triggered after the color adaptation rendering stage (automatic exposure and white balance correction). You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndAdaptationColor event handler
void endadaptationcolor_event_handler()
{
	Log::message("\Handling EndAdaptationColor event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endadaptationcolor_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndAdaptationColor().connect(endadaptationcolor_event_connections, endadaptationcolor_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndAdaptationColor().connect(endadaptationcolor_event_connections, []() { 
		Log::message("\Handling EndAdaptationColor event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endadaptationcolor_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endadaptationcolor_event_connection;

// subscribe to the EndAdaptationColor event with a handler function keeping the connection
Render::getEventEndAdaptationColor().connect(endadaptationcolor_event_connection, endadaptationcolor_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endadaptationcolor_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endadaptationcolor_event_connection.setEnabled(true);

// ...

// remove subscription to the EndAdaptationColor event via the connection
endadaptationcolor_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndAdaptationColor event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndAdaptationColor event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndAdaptationColor().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endadaptationcolor_handler_id;

// subscribe to the EndAdaptationColor event with a lambda handler function and keeping connection ID
endadaptationcolor_handler_id = Render::getEventEndAdaptationColor().connect(e_connections, []() { 
		Log::message("\Handling EndAdaptationColor event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndAdaptationColor().disconnect(endadaptationcolor_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndAdaptationColor events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndAdaptationColor().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndAdaptationColor().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginAdaptationColor() const#

event triggered before the color adaptation rendering stage (automatic exposure and white balance correction). You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginAdaptationColor event handler
void beginadaptationcolor_event_handler()
{
	Log::message("\Handling BeginAdaptationColor event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginadaptationcolor_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginAdaptationColor().connect(beginadaptationcolor_event_connections, beginadaptationcolor_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginAdaptationColor().connect(beginadaptationcolor_event_connections, []() { 
		Log::message("\Handling BeginAdaptationColor event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginadaptationcolor_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginadaptationcolor_event_connection;

// subscribe to the BeginAdaptationColor event with a handler function keeping the connection
Render::getEventBeginAdaptationColor().connect(beginadaptationcolor_event_connection, beginadaptationcolor_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginadaptationcolor_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginadaptationcolor_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginAdaptationColor event via the connection
beginadaptationcolor_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginAdaptationColor event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginAdaptationColor event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginAdaptationColor().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginadaptationcolor_handler_id;

// subscribe to the BeginAdaptationColor event with a lambda handler function and keeping connection ID
beginadaptationcolor_handler_id = Render::getEventBeginAdaptationColor().connect(e_connections, []() { 
		Log::message("\Handling BeginAdaptationColor event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginAdaptationColor().disconnect(beginadaptationcolor_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginAdaptationColor events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginAdaptationColor().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginAdaptationColor().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndAdaptationColorAverage() const#

event triggered after the calculation of automatic exposure and white balance correction. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndAdaptationColorAverage event handler
void endadaptationcoloraverage_event_handler()
{
	Log::message("\Handling EndAdaptationColorAverage event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endadaptationcoloraverage_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndAdaptationColorAverage().connect(endadaptationcoloraverage_event_connections, endadaptationcoloraverage_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndAdaptationColorAverage().connect(endadaptationcoloraverage_event_connections, []() { 
		Log::message("\Handling EndAdaptationColorAverage event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endadaptationcoloraverage_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endadaptationcoloraverage_event_connection;

// subscribe to the EndAdaptationColorAverage event with a handler function keeping the connection
Render::getEventEndAdaptationColorAverage().connect(endadaptationcoloraverage_event_connection, endadaptationcoloraverage_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endadaptationcoloraverage_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endadaptationcoloraverage_event_connection.setEnabled(true);

// ...

// remove subscription to the EndAdaptationColorAverage event via the connection
endadaptationcoloraverage_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndAdaptationColorAverage event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndAdaptationColorAverage event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndAdaptationColorAverage().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endadaptationcoloraverage_handler_id;

// subscribe to the EndAdaptationColorAverage event with a lambda handler function and keeping connection ID
endadaptationcoloraverage_handler_id = Render::getEventEndAdaptationColorAverage().connect(e_connections, []() { 
		Log::message("\Handling EndAdaptationColorAverage event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndAdaptationColorAverage().disconnect(endadaptationcoloraverage_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndAdaptationColorAverage events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndAdaptationColorAverage().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndAdaptationColorAverage().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginAdaptationColorAverage() const#

event triggered before the calculation of automatic exposure and white balance correction. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginAdaptationColorAverage event handler
void beginadaptationcoloraverage_event_handler()
{
	Log::message("\Handling BeginAdaptationColorAverage event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginadaptationcoloraverage_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginAdaptationColorAverage().connect(beginadaptationcoloraverage_event_connections, beginadaptationcoloraverage_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginAdaptationColorAverage().connect(beginadaptationcoloraverage_event_connections, []() { 
		Log::message("\Handling BeginAdaptationColorAverage event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginadaptationcoloraverage_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginadaptationcoloraverage_event_connection;

// subscribe to the BeginAdaptationColorAverage event with a handler function keeping the connection
Render::getEventBeginAdaptationColorAverage().connect(beginadaptationcoloraverage_event_connection, beginadaptationcoloraverage_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginadaptationcoloraverage_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginadaptationcoloraverage_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginAdaptationColorAverage event via the connection
beginadaptationcoloraverage_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginAdaptationColorAverage event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginAdaptationColorAverage event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginAdaptationColorAverage().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginadaptationcoloraverage_handler_id;

// subscribe to the BeginAdaptationColorAverage event with a lambda handler function and keeping connection ID
beginadaptationcoloraverage_handler_id = Render::getEventBeginAdaptationColorAverage().connect(e_connections, []() { 
		Log::message("\Handling BeginAdaptationColorAverage event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginAdaptationColorAverage().disconnect(beginadaptationcoloraverage_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginAdaptationColorAverage events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginAdaptationColorAverage().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginAdaptationColorAverage().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndSrgbCorrection() const#

event triggered after the sRGB correction stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndSrgbCorrection event handler
void endsrgbcorrection_event_handler()
{
	Log::message("\Handling EndSrgbCorrection event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endsrgbcorrection_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndSrgbCorrection().connect(endsrgbcorrection_event_connections, endsrgbcorrection_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndSrgbCorrection().connect(endsrgbcorrection_event_connections, []() { 
		Log::message("\Handling EndSrgbCorrection event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endsrgbcorrection_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endsrgbcorrection_event_connection;

// subscribe to the EndSrgbCorrection event with a handler function keeping the connection
Render::getEventEndSrgbCorrection().connect(endsrgbcorrection_event_connection, endsrgbcorrection_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endsrgbcorrection_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endsrgbcorrection_event_connection.setEnabled(true);

// ...

// remove subscription to the EndSrgbCorrection event via the connection
endsrgbcorrection_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndSrgbCorrection event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndSrgbCorrection event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndSrgbCorrection().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endsrgbcorrection_handler_id;

// subscribe to the EndSrgbCorrection event with a lambda handler function and keeping connection ID
endsrgbcorrection_handler_id = Render::getEventEndSrgbCorrection().connect(e_connections, []() { 
		Log::message("\Handling EndSrgbCorrection event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndSrgbCorrection().disconnect(endsrgbcorrection_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndSrgbCorrection events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndSrgbCorrection().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndSrgbCorrection().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginSrgbCorrection() const#

event triggered before the sRGB correction stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginSrgbCorrection event handler
void beginsrgbcorrection_event_handler()
{
	Log::message("\Handling BeginSrgbCorrection event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginsrgbcorrection_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginSrgbCorrection().connect(beginsrgbcorrection_event_connections, beginsrgbcorrection_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginSrgbCorrection().connect(beginsrgbcorrection_event_connections, []() { 
		Log::message("\Handling BeginSrgbCorrection event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginsrgbcorrection_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginsrgbcorrection_event_connection;

// subscribe to the BeginSrgbCorrection event with a handler function keeping the connection
Render::getEventBeginSrgbCorrection().connect(beginsrgbcorrection_event_connection, beginsrgbcorrection_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginsrgbcorrection_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginsrgbcorrection_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginSrgbCorrection event via the connection
beginsrgbcorrection_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginSrgbCorrection event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginSrgbCorrection event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginSrgbCorrection().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginsrgbcorrection_handler_id;

// subscribe to the BeginSrgbCorrection event with a lambda handler function and keeping connection ID
beginsrgbcorrection_handler_id = Render::getEventBeginSrgbCorrection().connect(e_connections, []() { 
		Log::message("\Handling BeginSrgbCorrection event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginSrgbCorrection().disconnect(beginsrgbcorrection_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginSrgbCorrection events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginSrgbCorrection().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginSrgbCorrection().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndTransparent() const#

event triggered after the transparent objects rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndTransparent event handler
void endtransparent_event_handler()
{
	Log::message("\Handling EndTransparent event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endtransparent_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndTransparent().connect(endtransparent_event_connections, endtransparent_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndTransparent().connect(endtransparent_event_connections, []() { 
		Log::message("\Handling EndTransparent event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endtransparent_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endtransparent_event_connection;

// subscribe to the EndTransparent event with a handler function keeping the connection
Render::getEventEndTransparent().connect(endtransparent_event_connection, endtransparent_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endtransparent_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endtransparent_event_connection.setEnabled(true);

// ...

// remove subscription to the EndTransparent event via the connection
endtransparent_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndTransparent event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndTransparent event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndTransparent().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endtransparent_handler_id;

// subscribe to the EndTransparent event with a lambda handler function and keeping connection ID
endtransparent_handler_id = Render::getEventEndTransparent().connect(e_connections, []() { 
		Log::message("\Handling EndTransparent event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndTransparent().disconnect(endtransparent_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndTransparent events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndTransparent().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndTransparent().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndWater() const#

event triggered after the water rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndWater event handler
void endwater_event_handler()
{
	Log::message("\Handling EndWater event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endwater_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndWater().connect(endwater_event_connections, endwater_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndWater().connect(endwater_event_connections, []() { 
		Log::message("\Handling EndWater event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endwater_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endwater_event_connection;

// subscribe to the EndWater event with a handler function keeping the connection
Render::getEventEndWater().connect(endwater_event_connection, endwater_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endwater_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endwater_event_connection.setEnabled(true);

// ...

// remove subscription to the EndWater event via the connection
endwater_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndWater event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndWater event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndWater().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endwater_handler_id;

// subscribe to the EndWater event with a lambda handler function and keeping connection ID
endwater_handler_id = Render::getEventEndWater().connect(e_connections, []() { 
		Log::message("\Handling EndWater event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndWater().disconnect(endwater_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndWater events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndWater().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndWater().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndWaterPlanarProbes() const#

event triggered after the water planar probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndWaterPlanarProbes event handler
void endwaterplanarprobes_event_handler()
{
	Log::message("\Handling EndWaterPlanarProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endwaterplanarprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndWaterPlanarProbes().connect(endwaterplanarprobes_event_connections, endwaterplanarprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndWaterPlanarProbes().connect(endwaterplanarprobes_event_connections, []() { 
		Log::message("\Handling EndWaterPlanarProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endwaterplanarprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endwaterplanarprobes_event_connection;

// subscribe to the EndWaterPlanarProbes event with a handler function keeping the connection
Render::getEventEndWaterPlanarProbes().connect(endwaterplanarprobes_event_connection, endwaterplanarprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endwaterplanarprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endwaterplanarprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the EndWaterPlanarProbes event via the connection
endwaterplanarprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndWaterPlanarProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndWaterPlanarProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndWaterPlanarProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endwaterplanarprobes_handler_id;

// subscribe to the EndWaterPlanarProbes event with a lambda handler function and keeping connection ID
endwaterplanarprobes_handler_id = Render::getEventEndWaterPlanarProbes().connect(e_connections, []() { 
		Log::message("\Handling EndWaterPlanarProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndWaterPlanarProbes().disconnect(endwaterplanarprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndWaterPlanarProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndWaterPlanarProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndWaterPlanarProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginWaterPlanarProbes() const#

event triggered before the water planar probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginWaterPlanarProbes event handler
void beginwaterplanarprobes_event_handler()
{
	Log::message("\Handling BeginWaterPlanarProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginwaterplanarprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginWaterPlanarProbes().connect(beginwaterplanarprobes_event_connections, beginwaterplanarprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginWaterPlanarProbes().connect(beginwaterplanarprobes_event_connections, []() { 
		Log::message("\Handling BeginWaterPlanarProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginwaterplanarprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginwaterplanarprobes_event_connection;

// subscribe to the BeginWaterPlanarProbes event with a handler function keeping the connection
Render::getEventBeginWaterPlanarProbes().connect(beginwaterplanarprobes_event_connection, beginwaterplanarprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginwaterplanarprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginwaterplanarprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginWaterPlanarProbes event via the connection
beginwaterplanarprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginWaterPlanarProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginWaterPlanarProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginWaterPlanarProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginwaterplanarprobes_handler_id;

// subscribe to the BeginWaterPlanarProbes event with a lambda handler function and keeping connection ID
beginwaterplanarprobes_handler_id = Render::getEventBeginWaterPlanarProbes().connect(e_connections, []() { 
		Log::message("\Handling BeginWaterPlanarProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginWaterPlanarProbes().disconnect(beginwaterplanarprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginWaterPlanarProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginWaterPlanarProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginWaterPlanarProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndWaterEnvironmentProbes() const#

event triggered after the water environment probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndWaterEnvironmentProbes event handler
void endwaterenvironmentprobes_event_handler()
{
	Log::message("\Handling EndWaterEnvironmentProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endwaterenvironmentprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndWaterEnvironmentProbes().connect(endwaterenvironmentprobes_event_connections, endwaterenvironmentprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndWaterEnvironmentProbes().connect(endwaterenvironmentprobes_event_connections, []() { 
		Log::message("\Handling EndWaterEnvironmentProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endwaterenvironmentprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endwaterenvironmentprobes_event_connection;

// subscribe to the EndWaterEnvironmentProbes event with a handler function keeping the connection
Render::getEventEndWaterEnvironmentProbes().connect(endwaterenvironmentprobes_event_connection, endwaterenvironmentprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endwaterenvironmentprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endwaterenvironmentprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the EndWaterEnvironmentProbes event via the connection
endwaterenvironmentprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndWaterEnvironmentProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndWaterEnvironmentProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndWaterEnvironmentProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endwaterenvironmentprobes_handler_id;

// subscribe to the EndWaterEnvironmentProbes event with a lambda handler function and keeping connection ID
endwaterenvironmentprobes_handler_id = Render::getEventEndWaterEnvironmentProbes().connect(e_connections, []() { 
		Log::message("\Handling EndWaterEnvironmentProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndWaterEnvironmentProbes().disconnect(endwaterenvironmentprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndWaterEnvironmentProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndWaterEnvironmentProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndWaterEnvironmentProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginWaterEnvironmentProbes() const#

event triggered before the water environment probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginWaterEnvironmentProbes event handler
void beginwaterenvironmentprobes_event_handler()
{
	Log::message("\Handling BeginWaterEnvironmentProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginwaterenvironmentprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginWaterEnvironmentProbes().connect(beginwaterenvironmentprobes_event_connections, beginwaterenvironmentprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginWaterEnvironmentProbes().connect(beginwaterenvironmentprobes_event_connections, []() { 
		Log::message("\Handling BeginWaterEnvironmentProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginwaterenvironmentprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginwaterenvironmentprobes_event_connection;

// subscribe to the BeginWaterEnvironmentProbes event with a handler function keeping the connection
Render::getEventBeginWaterEnvironmentProbes().connect(beginwaterenvironmentprobes_event_connection, beginwaterenvironmentprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginwaterenvironmentprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginwaterenvironmentprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginWaterEnvironmentProbes event via the connection
beginwaterenvironmentprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginWaterEnvironmentProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginWaterEnvironmentProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginWaterEnvironmentProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginwaterenvironmentprobes_handler_id;

// subscribe to the BeginWaterEnvironmentProbes event with a lambda handler function and keeping connection ID
beginwaterenvironmentprobes_handler_id = Render::getEventBeginWaterEnvironmentProbes().connect(e_connections, []() { 
		Log::message("\Handling BeginWaterEnvironmentProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginWaterEnvironmentProbes().disconnect(beginwaterenvironmentprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginWaterEnvironmentProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginWaterEnvironmentProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginWaterEnvironmentProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndWaterVoxelProbes() const#

event triggered after the water voxel probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndWaterVoxelProbes event handler
void endwatervoxelprobes_event_handler()
{
	Log::message("\Handling EndWaterVoxelProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endwatervoxelprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndWaterVoxelProbes().connect(endwatervoxelprobes_event_connections, endwatervoxelprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndWaterVoxelProbes().connect(endwatervoxelprobes_event_connections, []() { 
		Log::message("\Handling EndWaterVoxelProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endwatervoxelprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endwatervoxelprobes_event_connection;

// subscribe to the EndWaterVoxelProbes event with a handler function keeping the connection
Render::getEventEndWaterVoxelProbes().connect(endwatervoxelprobes_event_connection, endwatervoxelprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endwatervoxelprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endwatervoxelprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the EndWaterVoxelProbes event via the connection
endwatervoxelprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndWaterVoxelProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndWaterVoxelProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndWaterVoxelProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endwatervoxelprobes_handler_id;

// subscribe to the EndWaterVoxelProbes event with a lambda handler function and keeping connection ID
endwatervoxelprobes_handler_id = Render::getEventEndWaterVoxelProbes().connect(e_connections, []() { 
		Log::message("\Handling EndWaterVoxelProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndWaterVoxelProbes().disconnect(endwatervoxelprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndWaterVoxelProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndWaterVoxelProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndWaterVoxelProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginWaterVoxelProbes() const#

event triggered before the water voxel probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginWaterVoxelProbes event handler
void beginwatervoxelprobes_event_handler()
{
	Log::message("\Handling BeginWaterVoxelProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginwatervoxelprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginWaterVoxelProbes().connect(beginwatervoxelprobes_event_connections, beginwatervoxelprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginWaterVoxelProbes().connect(beginwatervoxelprobes_event_connections, []() { 
		Log::message("\Handling BeginWaterVoxelProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginwatervoxelprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginwatervoxelprobes_event_connection;

// subscribe to the BeginWaterVoxelProbes event with a handler function keeping the connection
Render::getEventBeginWaterVoxelProbes().connect(beginwatervoxelprobes_event_connection, beginwatervoxelprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginwatervoxelprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginwatervoxelprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginWaterVoxelProbes event via the connection
beginwatervoxelprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginWaterVoxelProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginWaterVoxelProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginWaterVoxelProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginwatervoxelprobes_handler_id;

// subscribe to the BeginWaterVoxelProbes event with a lambda handler function and keeping connection ID
beginwatervoxelprobes_handler_id = Render::getEventBeginWaterVoxelProbes().connect(e_connections, []() { 
		Log::message("\Handling BeginWaterVoxelProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginWaterVoxelProbes().disconnect(beginwatervoxelprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginWaterVoxelProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginWaterVoxelProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginWaterVoxelProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndWaterLights() const#

event triggered after the water lights rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndWaterLights event handler
void endwaterlights_event_handler()
{
	Log::message("\Handling EndWaterLights event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endwaterlights_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndWaterLights().connect(endwaterlights_event_connections, endwaterlights_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndWaterLights().connect(endwaterlights_event_connections, []() { 
		Log::message("\Handling EndWaterLights event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endwaterlights_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endwaterlights_event_connection;

// subscribe to the EndWaterLights event with a handler function keeping the connection
Render::getEventEndWaterLights().connect(endwaterlights_event_connection, endwaterlights_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endwaterlights_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endwaterlights_event_connection.setEnabled(true);

// ...

// remove subscription to the EndWaterLights event via the connection
endwaterlights_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndWaterLights event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndWaterLights event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndWaterLights().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endwaterlights_handler_id;

// subscribe to the EndWaterLights event with a lambda handler function and keeping connection ID
endwaterlights_handler_id = Render::getEventEndWaterLights().connect(e_connections, []() { 
		Log::message("\Handling EndWaterLights event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndWaterLights().disconnect(endwaterlights_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndWaterLights events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndWaterLights().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndWaterLights().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginWaterLights() const#

event triggered before the water lights rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginWaterLights event handler
void beginwaterlights_event_handler()
{
	Log::message("\Handling BeginWaterLights event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginwaterlights_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginWaterLights().connect(beginwaterlights_event_connections, beginwaterlights_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginWaterLights().connect(beginwaterlights_event_connections, []() { 
		Log::message("\Handling BeginWaterLights event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginwaterlights_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginwaterlights_event_connection;

// subscribe to the BeginWaterLights event with a handler function keeping the connection
Render::getEventBeginWaterLights().connect(beginwaterlights_event_connection, beginwaterlights_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginwaterlights_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginwaterlights_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginWaterLights event via the connection
beginwaterlights_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginWaterLights event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginWaterLights event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginWaterLights().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginwaterlights_handler_id;

// subscribe to the BeginWaterLights event with a lambda handler function and keeping connection ID
beginwaterlights_handler_id = Render::getEventBeginWaterLights().connect(e_connections, []() { 
		Log::message("\Handling BeginWaterLights event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginWaterLights().disconnect(beginwaterlights_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginWaterLights events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginWaterLights().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginWaterLights().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndWaterDecals() const#

event triggered after the water decals rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndWaterDecals event handler
void endwaterdecals_event_handler()
{
	Log::message("\Handling EndWaterDecals event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endwaterdecals_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndWaterDecals().connect(endwaterdecals_event_connections, endwaterdecals_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndWaterDecals().connect(endwaterdecals_event_connections, []() { 
		Log::message("\Handling EndWaterDecals event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endwaterdecals_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endwaterdecals_event_connection;

// subscribe to the EndWaterDecals event with a handler function keeping the connection
Render::getEventEndWaterDecals().connect(endwaterdecals_event_connection, endwaterdecals_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endwaterdecals_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endwaterdecals_event_connection.setEnabled(true);

// ...

// remove subscription to the EndWaterDecals event via the connection
endwaterdecals_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndWaterDecals event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndWaterDecals event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndWaterDecals().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endwaterdecals_handler_id;

// subscribe to the EndWaterDecals event with a lambda handler function and keeping connection ID
endwaterdecals_handler_id = Render::getEventEndWaterDecals().connect(e_connections, []() { 
		Log::message("\Handling EndWaterDecals event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndWaterDecals().disconnect(endwaterdecals_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndWaterDecals events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndWaterDecals().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndWaterDecals().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginWaterDecals() const#

event triggered before the water decals rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginWaterDecals event handler
void beginwaterdecals_event_handler()
{
	Log::message("\Handling BeginWaterDecals event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginwaterdecals_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginWaterDecals().connect(beginwaterdecals_event_connections, beginwaterdecals_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginWaterDecals().connect(beginwaterdecals_event_connections, []() { 
		Log::message("\Handling BeginWaterDecals event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginwaterdecals_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginwaterdecals_event_connection;

// subscribe to the BeginWaterDecals event with a handler function keeping the connection
Render::getEventBeginWaterDecals().connect(beginwaterdecals_event_connection, beginwaterdecals_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginwaterdecals_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginwaterdecals_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginWaterDecals event via the connection
beginwaterdecals_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginWaterDecals event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginWaterDecals event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginWaterDecals().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginwaterdecals_handler_id;

// subscribe to the BeginWaterDecals event with a lambda handler function and keeping connection ID
beginwaterdecals_handler_id = Render::getEventBeginWaterDecals().connect(e_connections, []() { 
		Log::message("\Handling BeginWaterDecals event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginWaterDecals().disconnect(beginwaterdecals_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginWaterDecals events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginWaterDecals().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginWaterDecals().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginWater() const#

event triggered before the water rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginWater event handler
void beginwater_event_handler()
{
	Log::message("\Handling BeginWater event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginwater_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginWater().connect(beginwater_event_connections, beginwater_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginWater().connect(beginwater_event_connections, []() { 
		Log::message("\Handling BeginWater event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginwater_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginwater_event_connection;

// subscribe to the BeginWater event with a handler function keeping the connection
Render::getEventBeginWater().connect(beginwater_event_connection, beginwater_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginwater_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginwater_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginWater event via the connection
beginwater_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginWater event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginWater event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginWater().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginwater_handler_id;

// subscribe to the BeginWater event with a lambda handler function and keeping connection ID
beginwater_handler_id = Render::getEventBeginWater().connect(e_connections, []() { 
		Log::message("\Handling BeginWater event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginWater().disconnect(beginwater_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginWater events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginWater().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginWater().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndClouds() const#

event triggered after the clouds rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndClouds event handler
void endclouds_event_handler()
{
	Log::message("\Handling EndClouds event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endclouds_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndClouds().connect(endclouds_event_connections, endclouds_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndClouds().connect(endclouds_event_connections, []() { 
		Log::message("\Handling EndClouds event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endclouds_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endclouds_event_connection;

// subscribe to the EndClouds event with a handler function keeping the connection
Render::getEventEndClouds().connect(endclouds_event_connection, endclouds_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endclouds_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endclouds_event_connection.setEnabled(true);

// ...

// remove subscription to the EndClouds event via the connection
endclouds_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndClouds event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndClouds event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndClouds().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endclouds_handler_id;

// subscribe to the EndClouds event with a lambda handler function and keeping connection ID
endclouds_handler_id = Render::getEventEndClouds().connect(e_connections, []() { 
		Log::message("\Handling EndClouds event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndClouds().disconnect(endclouds_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndClouds events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndClouds().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndClouds().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginClouds() const#

event triggered before the clouds rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginClouds event handler
void beginclouds_event_handler()
{
	Log::message("\Handling BeginClouds event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginclouds_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginClouds().connect(beginclouds_event_connections, beginclouds_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginClouds().connect(beginclouds_event_connections, []() { 
		Log::message("\Handling BeginClouds event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginclouds_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginclouds_event_connection;

// subscribe to the BeginClouds event with a handler function keeping the connection
Render::getEventBeginClouds().connect(beginclouds_event_connection, beginclouds_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginclouds_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginclouds_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginClouds event via the connection
beginclouds_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginClouds event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginClouds event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginClouds().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginclouds_handler_id;

// subscribe to the BeginClouds event with a lambda handler function and keeping connection ID
beginclouds_handler_id = Render::getEventBeginClouds().connect(e_connections, []() { 
		Log::message("\Handling BeginClouds event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginClouds().disconnect(beginclouds_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginClouds events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginClouds().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginClouds().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginTransparent() const#

event triggered before the transparent objects rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginTransparent event handler
void begintransparent_event_handler()
{
	Log::message("\Handling BeginTransparent event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections begintransparent_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginTransparent().connect(begintransparent_event_connections, begintransparent_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginTransparent().connect(begintransparent_event_connections, []() { 
		Log::message("\Handling BeginTransparent event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
begintransparent_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection begintransparent_event_connection;

// subscribe to the BeginTransparent event with a handler function keeping the connection
Render::getEventBeginTransparent().connect(begintransparent_event_connection, begintransparent_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
begintransparent_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
begintransparent_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginTransparent event via the connection
begintransparent_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginTransparent event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginTransparent event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginTransparent().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId begintransparent_handler_id;

// subscribe to the BeginTransparent event with a lambda handler function and keeping connection ID
begintransparent_handler_id = Render::getEventBeginTransparent().connect(e_connections, []() { 
		Log::message("\Handling BeginTransparent event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginTransparent().disconnect(begintransparent_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginTransparent events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginTransparent().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginTransparent().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndCompositeDeferred() const#

event triggered after the clouds deferred composite stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndCompositeDeferred event handler
void endcompositedeferred_event_handler()
{
	Log::message("\Handling EndCompositeDeferred event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endcompositedeferred_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndCompositeDeferred().connect(endcompositedeferred_event_connections, endcompositedeferred_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndCompositeDeferred().connect(endcompositedeferred_event_connections, []() { 
		Log::message("\Handling EndCompositeDeferred event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endcompositedeferred_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endcompositedeferred_event_connection;

// subscribe to the EndCompositeDeferred event with a handler function keeping the connection
Render::getEventEndCompositeDeferred().connect(endcompositedeferred_event_connection, endcompositedeferred_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endcompositedeferred_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endcompositedeferred_event_connection.setEnabled(true);

// ...

// remove subscription to the EndCompositeDeferred event via the connection
endcompositedeferred_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndCompositeDeferred event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndCompositeDeferred event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndCompositeDeferred().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endcompositedeferred_handler_id;

// subscribe to the EndCompositeDeferred event with a lambda handler function and keeping connection ID
endcompositedeferred_handler_id = Render::getEventEndCompositeDeferred().connect(e_connections, []() { 
		Log::message("\Handling EndCompositeDeferred event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndCompositeDeferred().disconnect(endcompositedeferred_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndCompositeDeferred events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndCompositeDeferred().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndCompositeDeferred().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginCompositeDeferred() const#

event triggered before the clouds deferred composite stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginCompositeDeferred event handler
void begincompositedeferred_event_handler()
{
	Log::message("\Handling BeginCompositeDeferred event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections begincompositedeferred_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginCompositeDeferred().connect(begincompositedeferred_event_connections, begincompositedeferred_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginCompositeDeferred().connect(begincompositedeferred_event_connections, []() { 
		Log::message("\Handling BeginCompositeDeferred event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
begincompositedeferred_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection begincompositedeferred_event_connection;

// subscribe to the BeginCompositeDeferred event with a handler function keeping the connection
Render::getEventBeginCompositeDeferred().connect(begincompositedeferred_event_connection, begincompositedeferred_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
begincompositedeferred_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
begincompositedeferred_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginCompositeDeferred event via the connection
begincompositedeferred_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginCompositeDeferred event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginCompositeDeferred event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginCompositeDeferred().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId begincompositedeferred_handler_id;

// subscribe to the BeginCompositeDeferred event with a lambda handler function and keeping connection ID
begincompositedeferred_handler_id = Render::getEventBeginCompositeDeferred().connect(e_connections, []() { 
		Log::message("\Handling BeginCompositeDeferred event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginCompositeDeferred().disconnect(begincompositedeferred_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginCompositeDeferred events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginCompositeDeferred().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginCompositeDeferred().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndSky() const#

event triggered after the sky rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndSky event handler
void endsky_event_handler()
{
	Log::message("\Handling EndSky event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endsky_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndSky().connect(endsky_event_connections, endsky_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndSky().connect(endsky_event_connections, []() { 
		Log::message("\Handling EndSky event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endsky_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endsky_event_connection;

// subscribe to the EndSky event with a handler function keeping the connection
Render::getEventEndSky().connect(endsky_event_connection, endsky_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endsky_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endsky_event_connection.setEnabled(true);

// ...

// remove subscription to the EndSky event via the connection
endsky_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndSky event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndSky event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndSky().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endsky_handler_id;

// subscribe to the EndSky event with a lambda handler function and keeping connection ID
endsky_handler_id = Render::getEventEndSky().connect(e_connections, []() { 
		Log::message("\Handling EndSky event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndSky().disconnect(endsky_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndSky events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndSky().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndSky().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginSky() const#

event triggered before the sky rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginSky event handler
void beginsky_event_handler()
{
	Log::message("\Handling BeginSky event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginsky_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginSky().connect(beginsky_event_connections, beginsky_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginSky().connect(beginsky_event_connections, []() { 
		Log::message("\Handling BeginSky event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginsky_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginsky_event_connection;

// subscribe to the BeginSky event with a handler function keeping the connection
Render::getEventBeginSky().connect(beginsky_event_connection, beginsky_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginsky_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginsky_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginSky event via the connection
beginsky_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginSky event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginSky event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginSky().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginsky_handler_id;

// subscribe to the BeginSky event with a lambda handler function and keeping connection ID
beginsky_handler_id = Render::getEventBeginSky().connect(e_connections, []() { 
		Log::message("\Handling BeginSky event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginSky().disconnect(beginsky_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginSky events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginSky().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginSky().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndSSGI() const#

event triggered after the SSGI rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndSSGI event handler
void endssgi_event_handler()
{
	Log::message("\Handling EndSSGI event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endssgi_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndSSGI().connect(endssgi_event_connections, endssgi_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndSSGI().connect(endssgi_event_connections, []() { 
		Log::message("\Handling EndSSGI event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endssgi_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endssgi_event_connection;

// subscribe to the EndSSGI event with a handler function keeping the connection
Render::getEventEndSSGI().connect(endssgi_event_connection, endssgi_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endssgi_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endssgi_event_connection.setEnabled(true);

// ...

// remove subscription to the EndSSGI event via the connection
endssgi_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndSSGI event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndSSGI event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndSSGI().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endssgi_handler_id;

// subscribe to the EndSSGI event with a lambda handler function and keeping connection ID
endssgi_handler_id = Render::getEventEndSSGI().connect(e_connections, []() { 
		Log::message("\Handling EndSSGI event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndSSGI().disconnect(endssgi_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndSSGI events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndSSGI().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndSSGI().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginSSGI() const#

event triggered before the SSGI rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginSSGI event handler
void beginssgi_event_handler()
{
	Log::message("\Handling BeginSSGI event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginssgi_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginSSGI().connect(beginssgi_event_connections, beginssgi_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginSSGI().connect(beginssgi_event_connections, []() { 
		Log::message("\Handling BeginSSGI event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginssgi_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginssgi_event_connection;

// subscribe to the BeginSSGI event with a handler function keeping the connection
Render::getEventBeginSSGI().connect(beginssgi_event_connection, beginssgi_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginssgi_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginssgi_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginSSGI event via the connection
beginssgi_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginSSGI event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginSSGI event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginSSGI().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginssgi_handler_id;

// subscribe to the BeginSSGI event with a lambda handler function and keeping connection ID
beginssgi_handler_id = Render::getEventBeginSSGI().connect(e_connections, []() { 
		Log::message("\Handling BeginSSGI event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginSSGI().disconnect(beginssgi_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginSSGI events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginSSGI().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginSSGI().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndSSAO() const#

event triggered after the SSAO rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndSSAO event handler
void endssao_event_handler()
{
	Log::message("\Handling EndSSAO event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endssao_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndSSAO().connect(endssao_event_connections, endssao_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndSSAO().connect(endssao_event_connections, []() { 
		Log::message("\Handling EndSSAO event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endssao_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endssao_event_connection;

// subscribe to the EndSSAO event with a handler function keeping the connection
Render::getEventEndSSAO().connect(endssao_event_connection, endssao_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endssao_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endssao_event_connection.setEnabled(true);

// ...

// remove subscription to the EndSSAO event via the connection
endssao_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndSSAO event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndSSAO event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndSSAO().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endssao_handler_id;

// subscribe to the EndSSAO event with a lambda handler function and keeping connection ID
endssao_handler_id = Render::getEventEndSSAO().connect(e_connections, []() { 
		Log::message("\Handling EndSSAO event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndSSAO().disconnect(endssao_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndSSAO events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndSSAO().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndSSAO().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginSSAO() const#

event triggered before the SSAO rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginSSAO event handler
void beginssao_event_handler()
{
	Log::message("\Handling BeginSSAO event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginssao_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginSSAO().connect(beginssao_event_connections, beginssao_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginSSAO().connect(beginssao_event_connections, []() { 
		Log::message("\Handling BeginSSAO event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginssao_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginssao_event_connection;

// subscribe to the BeginSSAO event with a handler function keeping the connection
Render::getEventBeginSSAO().connect(beginssao_event_connection, beginssao_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginssao_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginssao_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginSSAO event via the connection
beginssao_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginSSAO event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginSSAO event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginSSAO().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginssao_handler_id;

// subscribe to the BeginSSAO event with a lambda handler function and keeping connection ID
beginssao_handler_id = Render::getEventBeginSSAO().connect(e_connections, []() { 
		Log::message("\Handling BeginSSAO event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginSSAO().disconnect(beginssao_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginSSAO events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginSSAO().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginSSAO().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndSSR() const#

event triggered after the SSR rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndSSR event handler
void endssr_event_handler()
{
	Log::message("\Handling EndSSR event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endssr_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndSSR().connect(endssr_event_connections, endssr_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndSSR().connect(endssr_event_connections, []() { 
		Log::message("\Handling EndSSR event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endssr_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endssr_event_connection;

// subscribe to the EndSSR event with a handler function keeping the connection
Render::getEventEndSSR().connect(endssr_event_connection, endssr_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endssr_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endssr_event_connection.setEnabled(true);

// ...

// remove subscription to the EndSSR event via the connection
endssr_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndSSR event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndSSR event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndSSR().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endssr_handler_id;

// subscribe to the EndSSR event with a lambda handler function and keeping connection ID
endssr_handler_id = Render::getEventEndSSR().connect(e_connections, []() { 
		Log::message("\Handling EndSSR event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndSSR().disconnect(endssr_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndSSR events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndSSR().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndSSR().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginSSR() const#

event triggered before the SSR rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginSSR event handler
void beginssr_event_handler()
{
	Log::message("\Handling BeginSSR event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginssr_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginSSR().connect(beginssr_event_connections, beginssr_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginSSR().connect(beginssr_event_connections, []() { 
		Log::message("\Handling BeginSSR event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginssr_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginssr_event_connection;

// subscribe to the BeginSSR event with a handler function keeping the connection
Render::getEventBeginSSR().connect(beginssr_event_connection, beginssr_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginssr_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginssr_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginSSR event via the connection
beginssr_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginSSR event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginSSR event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginSSR().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginssr_handler_id;

// subscribe to the BeginSSR event with a lambda handler function and keeping connection ID
beginssr_handler_id = Render::getEventBeginSSR().connect(e_connections, []() { 
		Log::message("\Handling BeginSSR event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginSSR().disconnect(beginssr_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginSSR events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginSSR().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginSSR().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndSSSS() const#

event triggered after the Screen-Space Shadow Shafts rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndSSSS event handler
void endssss_event_handler()
{
	Log::message("\Handling EndSSSS event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endssss_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndSSSS().connect(endssss_event_connections, endssss_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndSSSS().connect(endssss_event_connections, []() { 
		Log::message("\Handling EndSSSS event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endssss_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endssss_event_connection;

// subscribe to the EndSSSS event with a handler function keeping the connection
Render::getEventEndSSSS().connect(endssss_event_connection, endssss_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endssss_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endssss_event_connection.setEnabled(true);

// ...

// remove subscription to the EndSSSS event via the connection
endssss_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndSSSS event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndSSSS event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndSSSS().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endssss_handler_id;

// subscribe to the EndSSSS event with a lambda handler function and keeping connection ID
endssss_handler_id = Render::getEventEndSSSS().connect(e_connections, []() { 
		Log::message("\Handling EndSSSS event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndSSSS().disconnect(endssss_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndSSSS events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndSSSS().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndSSSS().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginSSSS() const#

event triggered before the Screen-Space Shadow Shafts rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginSSSS event handler
void beginssss_event_handler()
{
	Log::message("\Handling BeginSSSS event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginssss_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginSSSS().connect(beginssss_event_connections, beginssss_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginSSSS().connect(beginssss_event_connections, []() { 
		Log::message("\Handling BeginSSSS event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginssss_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginssss_event_connection;

// subscribe to the BeginSSSS event with a handler function keeping the connection
Render::getEventBeginSSSS().connect(beginssss_event_connection, beginssss_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginssss_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginssss_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginSSSS event via the connection
beginssss_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginSSSS event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginSSSS event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginSSSS().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginssss_handler_id;

// subscribe to the BeginSSSS event with a lambda handler function and keeping connection ID
beginssss_handler_id = Render::getEventBeginSSSS().connect(e_connections, []() { 
		Log::message("\Handling BeginSSSS event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginSSSS().disconnect(beginssss_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginSSSS events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginSSSS().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginSSSS().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndTransparentBlurBuffer() const#

event triggered after filling the transparent blur buffer. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndTransparentBlurBuffer event handler
void endtransparentblurbuffer_event_handler()
{
	Log::message("\Handling EndTransparentBlurBuffer event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endtransparentblurbuffer_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndTransparentBlurBuffer().connect(endtransparentblurbuffer_event_connections, endtransparentblurbuffer_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndTransparentBlurBuffer().connect(endtransparentblurbuffer_event_connections, []() { 
		Log::message("\Handling EndTransparentBlurBuffer event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endtransparentblurbuffer_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endtransparentblurbuffer_event_connection;

// subscribe to the EndTransparentBlurBuffer event with a handler function keeping the connection
Render::getEventEndTransparentBlurBuffer().connect(endtransparentblurbuffer_event_connection, endtransparentblurbuffer_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endtransparentblurbuffer_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endtransparentblurbuffer_event_connection.setEnabled(true);

// ...

// remove subscription to the EndTransparentBlurBuffer event via the connection
endtransparentblurbuffer_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndTransparentBlurBuffer event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndTransparentBlurBuffer event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndTransparentBlurBuffer().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endtransparentblurbuffer_handler_id;

// subscribe to the EndTransparentBlurBuffer event with a lambda handler function and keeping connection ID
endtransparentblurbuffer_handler_id = Render::getEventEndTransparentBlurBuffer().connect(e_connections, []() { 
		Log::message("\Handling EndTransparentBlurBuffer event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndTransparentBlurBuffer().disconnect(endtransparentblurbuffer_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndTransparentBlurBuffer events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndTransparentBlurBuffer().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndTransparentBlurBuffer().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginTransparentBlurBuffer() const#

event triggered before filling the transparent blur buffer. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginTransparentBlurBuffer event handler
void begintransparentblurbuffer_event_handler()
{
	Log::message("\Handling BeginTransparentBlurBuffer event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections begintransparentblurbuffer_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginTransparentBlurBuffer().connect(begintransparentblurbuffer_event_connections, begintransparentblurbuffer_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginTransparentBlurBuffer().connect(begintransparentblurbuffer_event_connections, []() { 
		Log::message("\Handling BeginTransparentBlurBuffer event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
begintransparentblurbuffer_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection begintransparentblurbuffer_event_connection;

// subscribe to the BeginTransparentBlurBuffer event with a handler function keeping the connection
Render::getEventBeginTransparentBlurBuffer().connect(begintransparentblurbuffer_event_connection, begintransparentblurbuffer_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
begintransparentblurbuffer_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
begintransparentblurbuffer_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginTransparentBlurBuffer event via the connection
begintransparentblurbuffer_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginTransparentBlurBuffer event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginTransparentBlurBuffer event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginTransparentBlurBuffer().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId begintransparentblurbuffer_handler_id;

// subscribe to the BeginTransparentBlurBuffer event with a lambda handler function and keeping connection ID
begintransparentblurbuffer_handler_id = Render::getEventBeginTransparentBlurBuffer().connect(e_connections, []() { 
		Log::message("\Handling BeginTransparentBlurBuffer event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginTransparentBlurBuffer().disconnect(begintransparentblurbuffer_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginTransparentBlurBuffer events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginTransparentBlurBuffer().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginTransparentBlurBuffer().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndRefractionBuffer() const#

event triggered after filling the refraction buffer. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndRefractionBuffer event handler
void endrefractionbuffer_event_handler()
{
	Log::message("\Handling EndRefractionBuffer event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endrefractionbuffer_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndRefractionBuffer().connect(endrefractionbuffer_event_connections, endrefractionbuffer_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndRefractionBuffer().connect(endrefractionbuffer_event_connections, []() { 
		Log::message("\Handling EndRefractionBuffer event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endrefractionbuffer_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endrefractionbuffer_event_connection;

// subscribe to the EndRefractionBuffer event with a handler function keeping the connection
Render::getEventEndRefractionBuffer().connect(endrefractionbuffer_event_connection, endrefractionbuffer_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endrefractionbuffer_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endrefractionbuffer_event_connection.setEnabled(true);

// ...

// remove subscription to the EndRefractionBuffer event via the connection
endrefractionbuffer_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndRefractionBuffer event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndRefractionBuffer event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndRefractionBuffer().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endrefractionbuffer_handler_id;

// subscribe to the EndRefractionBuffer event with a lambda handler function and keeping connection ID
endrefractionbuffer_handler_id = Render::getEventEndRefractionBuffer().connect(e_connections, []() { 
		Log::message("\Handling EndRefractionBuffer event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndRefractionBuffer().disconnect(endrefractionbuffer_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndRefractionBuffer events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndRefractionBuffer().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndRefractionBuffer().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginRefractionBuffer() const#

event triggered before filling the refraction buffer. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginRefractionBuffer event handler
void beginrefractionbuffer_event_handler()
{
	Log::message("\Handling BeginRefractionBuffer event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginrefractionbuffer_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginRefractionBuffer().connect(beginrefractionbuffer_event_connections, beginrefractionbuffer_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginRefractionBuffer().connect(beginrefractionbuffer_event_connections, []() { 
		Log::message("\Handling BeginRefractionBuffer event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginrefractionbuffer_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginrefractionbuffer_event_connection;

// subscribe to the BeginRefractionBuffer event with a handler function keeping the connection
Render::getEventBeginRefractionBuffer().connect(beginrefractionbuffer_event_connection, beginrefractionbuffer_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginrefractionbuffer_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginrefractionbuffer_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginRefractionBuffer event via the connection
beginrefractionbuffer_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginRefractionBuffer event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginRefractionBuffer event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginRefractionBuffer().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginrefractionbuffer_handler_id;

// subscribe to the BeginRefractionBuffer event with a lambda handler function and keeping connection ID
beginrefractionbuffer_handler_id = Render::getEventBeginRefractionBuffer().connect(e_connections, []() { 
		Log::message("\Handling BeginRefractionBuffer event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginRefractionBuffer().disconnect(beginrefractionbuffer_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginRefractionBuffer events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginRefractionBuffer().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginRefractionBuffer().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndAuxiliaryBuffer() const#

event triggered after filling the auxiliary buffer. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndAuxiliaryBuffer event handler
void endauxiliarybuffer_event_handler()
{
	Log::message("\Handling EndAuxiliaryBuffer event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endauxiliarybuffer_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndAuxiliaryBuffer().connect(endauxiliarybuffer_event_connections, endauxiliarybuffer_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndAuxiliaryBuffer().connect(endauxiliarybuffer_event_connections, []() { 
		Log::message("\Handling EndAuxiliaryBuffer event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endauxiliarybuffer_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endauxiliarybuffer_event_connection;

// subscribe to the EndAuxiliaryBuffer event with a handler function keeping the connection
Render::getEventEndAuxiliaryBuffer().connect(endauxiliarybuffer_event_connection, endauxiliarybuffer_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endauxiliarybuffer_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endauxiliarybuffer_event_connection.setEnabled(true);

// ...

// remove subscription to the EndAuxiliaryBuffer event via the connection
endauxiliarybuffer_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndAuxiliaryBuffer event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndAuxiliaryBuffer event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndAuxiliaryBuffer().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endauxiliarybuffer_handler_id;

// subscribe to the EndAuxiliaryBuffer event with a lambda handler function and keeping connection ID
endauxiliarybuffer_handler_id = Render::getEventEndAuxiliaryBuffer().connect(e_connections, []() { 
		Log::message("\Handling EndAuxiliaryBuffer event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndAuxiliaryBuffer().disconnect(endauxiliarybuffer_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndAuxiliaryBuffer events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndAuxiliaryBuffer().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndAuxiliaryBuffer().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginAuxiliaryBuffer() const#

event triggered before filling the auxiliary buffer. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginAuxiliaryBuffer event handler
void beginauxiliarybuffer_event_handler()
{
	Log::message("\Handling BeginAuxiliaryBuffer event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginauxiliarybuffer_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginAuxiliaryBuffer().connect(beginauxiliarybuffer_event_connections, beginauxiliarybuffer_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginAuxiliaryBuffer().connect(beginauxiliarybuffer_event_connections, []() { 
		Log::message("\Handling BeginAuxiliaryBuffer event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginauxiliarybuffer_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginauxiliarybuffer_event_connection;

// subscribe to the BeginAuxiliaryBuffer event with a handler function keeping the connection
Render::getEventBeginAuxiliaryBuffer().connect(beginauxiliarybuffer_event_connection, beginauxiliarybuffer_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginauxiliarybuffer_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginauxiliarybuffer_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginAuxiliaryBuffer event via the connection
beginauxiliarybuffer_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginAuxiliaryBuffer event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginAuxiliaryBuffer event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginAuxiliaryBuffer().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginauxiliarybuffer_handler_id;

// subscribe to the BeginAuxiliaryBuffer event with a lambda handler function and keeping connection ID
beginauxiliarybuffer_handler_id = Render::getEventBeginAuxiliaryBuffer().connect(e_connections, []() { 
		Log::message("\Handling BeginAuxiliaryBuffer event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginAuxiliaryBuffer().disconnect(beginauxiliarybuffer_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginAuxiliaryBuffer events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginAuxiliaryBuffer().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginAuxiliaryBuffer().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndOpacityPlanarProbes() const#

event triggered after the opacity planar probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndOpacityPlanarProbes event handler
void endopacityplanarprobes_event_handler()
{
	Log::message("\Handling EndOpacityPlanarProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endopacityplanarprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndOpacityPlanarProbes().connect(endopacityplanarprobes_event_connections, endopacityplanarprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndOpacityPlanarProbes().connect(endopacityplanarprobes_event_connections, []() { 
		Log::message("\Handling EndOpacityPlanarProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endopacityplanarprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endopacityplanarprobes_event_connection;

// subscribe to the EndOpacityPlanarProbes event with a handler function keeping the connection
Render::getEventEndOpacityPlanarProbes().connect(endopacityplanarprobes_event_connection, endopacityplanarprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endopacityplanarprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endopacityplanarprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the EndOpacityPlanarProbes event via the connection
endopacityplanarprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndOpacityPlanarProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndOpacityPlanarProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndOpacityPlanarProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endopacityplanarprobes_handler_id;

// subscribe to the EndOpacityPlanarProbes event with a lambda handler function and keeping connection ID
endopacityplanarprobes_handler_id = Render::getEventEndOpacityPlanarProbes().connect(e_connections, []() { 
		Log::message("\Handling EndOpacityPlanarProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndOpacityPlanarProbes().disconnect(endopacityplanarprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndOpacityPlanarProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndOpacityPlanarProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndOpacityPlanarProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginOpacityPlanarProbes() const#

event triggered before the opacity planar probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginOpacityPlanarProbes event handler
void beginopacityplanarprobes_event_handler()
{
	Log::message("\Handling BeginOpacityPlanarProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginopacityplanarprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginOpacityPlanarProbes().connect(beginopacityplanarprobes_event_connections, beginopacityplanarprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginOpacityPlanarProbes().connect(beginopacityplanarprobes_event_connections, []() { 
		Log::message("\Handling BeginOpacityPlanarProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginopacityplanarprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginopacityplanarprobes_event_connection;

// subscribe to the BeginOpacityPlanarProbes event with a handler function keeping the connection
Render::getEventBeginOpacityPlanarProbes().connect(beginopacityplanarprobes_event_connection, beginopacityplanarprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginopacityplanarprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginopacityplanarprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginOpacityPlanarProbes event via the connection
beginopacityplanarprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginOpacityPlanarProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginOpacityPlanarProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginOpacityPlanarProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginopacityplanarprobes_handler_id;

// subscribe to the BeginOpacityPlanarProbes event with a lambda handler function and keeping connection ID
beginopacityplanarprobes_handler_id = Render::getEventBeginOpacityPlanarProbes().connect(e_connections, []() { 
		Log::message("\Handling BeginOpacityPlanarProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginOpacityPlanarProbes().disconnect(beginopacityplanarprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginOpacityPlanarProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginOpacityPlanarProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginOpacityPlanarProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndOpacityEnvironmentProbes() const#

event triggered after the opacity environment probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndOpacityEnvironmentProbes event handler
void endopacityenvironmentprobes_event_handler()
{
	Log::message("\Handling EndOpacityEnvironmentProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endopacityenvironmentprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndOpacityEnvironmentProbes().connect(endopacityenvironmentprobes_event_connections, endopacityenvironmentprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndOpacityEnvironmentProbes().connect(endopacityenvironmentprobes_event_connections, []() { 
		Log::message("\Handling EndOpacityEnvironmentProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endopacityenvironmentprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endopacityenvironmentprobes_event_connection;

// subscribe to the EndOpacityEnvironmentProbes event with a handler function keeping the connection
Render::getEventEndOpacityEnvironmentProbes().connect(endopacityenvironmentprobes_event_connection, endopacityenvironmentprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endopacityenvironmentprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endopacityenvironmentprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the EndOpacityEnvironmentProbes event via the connection
endopacityenvironmentprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndOpacityEnvironmentProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndOpacityEnvironmentProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndOpacityEnvironmentProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endopacityenvironmentprobes_handler_id;

// subscribe to the EndOpacityEnvironmentProbes event with a lambda handler function and keeping connection ID
endopacityenvironmentprobes_handler_id = Render::getEventEndOpacityEnvironmentProbes().connect(e_connections, []() { 
		Log::message("\Handling EndOpacityEnvironmentProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndOpacityEnvironmentProbes().disconnect(endopacityenvironmentprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndOpacityEnvironmentProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndOpacityEnvironmentProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndOpacityEnvironmentProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginOpacityEnvironmentProbes() const#

event triggered before the opacity environment probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginOpacityEnvironmentProbes event handler
void beginopacityenvironmentprobes_event_handler()
{
	Log::message("\Handling BeginOpacityEnvironmentProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginopacityenvironmentprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginOpacityEnvironmentProbes().connect(beginopacityenvironmentprobes_event_connections, beginopacityenvironmentprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginOpacityEnvironmentProbes().connect(beginopacityenvironmentprobes_event_connections, []() { 
		Log::message("\Handling BeginOpacityEnvironmentProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginopacityenvironmentprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginopacityenvironmentprobes_event_connection;

// subscribe to the BeginOpacityEnvironmentProbes event with a handler function keeping the connection
Render::getEventBeginOpacityEnvironmentProbes().connect(beginopacityenvironmentprobes_event_connection, beginopacityenvironmentprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginopacityenvironmentprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginopacityenvironmentprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginOpacityEnvironmentProbes event via the connection
beginopacityenvironmentprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginOpacityEnvironmentProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginOpacityEnvironmentProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginOpacityEnvironmentProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginopacityenvironmentprobes_handler_id;

// subscribe to the BeginOpacityEnvironmentProbes event with a lambda handler function and keeping connection ID
beginopacityenvironmentprobes_handler_id = Render::getEventBeginOpacityEnvironmentProbes().connect(e_connections, []() { 
		Log::message("\Handling BeginOpacityEnvironmentProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginOpacityEnvironmentProbes().disconnect(beginopacityenvironmentprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginOpacityEnvironmentProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginOpacityEnvironmentProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginOpacityEnvironmentProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndOpacityVoxelProbes() const#

event triggered after the opacity voxel probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndOpacityVoxelProbes event handler
void endopacityvoxelprobes_event_handler()
{
	Log::message("\Handling EndOpacityVoxelProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endopacityvoxelprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndOpacityVoxelProbes().connect(endopacityvoxelprobes_event_connections, endopacityvoxelprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndOpacityVoxelProbes().connect(endopacityvoxelprobes_event_connections, []() { 
		Log::message("\Handling EndOpacityVoxelProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endopacityvoxelprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endopacityvoxelprobes_event_connection;

// subscribe to the EndOpacityVoxelProbes event with a handler function keeping the connection
Render::getEventEndOpacityVoxelProbes().connect(endopacityvoxelprobes_event_connection, endopacityvoxelprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endopacityvoxelprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endopacityvoxelprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the EndOpacityVoxelProbes event via the connection
endopacityvoxelprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndOpacityVoxelProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndOpacityVoxelProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndOpacityVoxelProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endopacityvoxelprobes_handler_id;

// subscribe to the EndOpacityVoxelProbes event with a lambda handler function and keeping connection ID
endopacityvoxelprobes_handler_id = Render::getEventEndOpacityVoxelProbes().connect(e_connections, []() { 
		Log::message("\Handling EndOpacityVoxelProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndOpacityVoxelProbes().disconnect(endopacityvoxelprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndOpacityVoxelProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndOpacityVoxelProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndOpacityVoxelProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginOpacityVoxelProbes() const#

event triggered before the opacity voxel probes rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginOpacityVoxelProbes event handler
void beginopacityvoxelprobes_event_handler()
{
	Log::message("\Handling BeginOpacityVoxelProbes event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginopacityvoxelprobes_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginOpacityVoxelProbes().connect(beginopacityvoxelprobes_event_connections, beginopacityvoxelprobes_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginOpacityVoxelProbes().connect(beginopacityvoxelprobes_event_connections, []() { 
		Log::message("\Handling BeginOpacityVoxelProbes event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginopacityvoxelprobes_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginopacityvoxelprobes_event_connection;

// subscribe to the BeginOpacityVoxelProbes event with a handler function keeping the connection
Render::getEventBeginOpacityVoxelProbes().connect(beginopacityvoxelprobes_event_connection, beginopacityvoxelprobes_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginopacityvoxelprobes_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginopacityvoxelprobes_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginOpacityVoxelProbes event via the connection
beginopacityvoxelprobes_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginOpacityVoxelProbes event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginOpacityVoxelProbes event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginOpacityVoxelProbes().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginopacityvoxelprobes_handler_id;

// subscribe to the BeginOpacityVoxelProbes event with a lambda handler function and keeping connection ID
beginopacityvoxelprobes_handler_id = Render::getEventBeginOpacityVoxelProbes().connect(e_connections, []() { 
		Log::message("\Handling BeginOpacityVoxelProbes event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginOpacityVoxelProbes().disconnect(beginopacityvoxelprobes_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginOpacityVoxelProbes events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginOpacityVoxelProbes().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginOpacityVoxelProbes().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndOpacityLights() const#

event triggered after the opacity lightgs rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndOpacityLights event handler
void endopacitylights_event_handler()
{
	Log::message("\Handling EndOpacityLights event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endopacitylights_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndOpacityLights().connect(endopacitylights_event_connections, endopacitylights_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndOpacityLights().connect(endopacitylights_event_connections, []() { 
		Log::message("\Handling EndOpacityLights event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endopacitylights_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endopacitylights_event_connection;

// subscribe to the EndOpacityLights event with a handler function keeping the connection
Render::getEventEndOpacityLights().connect(endopacitylights_event_connection, endopacitylights_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endopacitylights_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endopacitylights_event_connection.setEnabled(true);

// ...

// remove subscription to the EndOpacityLights event via the connection
endopacitylights_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndOpacityLights event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndOpacityLights event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndOpacityLights().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endopacitylights_handler_id;

// subscribe to the EndOpacityLights event with a lambda handler function and keeping connection ID
endopacitylights_handler_id = Render::getEventEndOpacityLights().connect(e_connections, []() { 
		Log::message("\Handling EndOpacityLights event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndOpacityLights().disconnect(endopacitylights_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndOpacityLights events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndOpacityLights().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndOpacityLights().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginOpacityLights() const#

event triggered before the opacity lightgs rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginOpacityLights event handler
void beginopacitylights_event_handler()
{
	Log::message("\Handling BeginOpacityLights event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginopacitylights_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginOpacityLights().connect(beginopacitylights_event_connections, beginopacitylights_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginOpacityLights().connect(beginopacitylights_event_connections, []() { 
		Log::message("\Handling BeginOpacityLights event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginopacitylights_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginopacitylights_event_connection;

// subscribe to the BeginOpacityLights event with a handler function keeping the connection
Render::getEventBeginOpacityLights().connect(beginopacitylights_event_connection, beginopacitylights_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginopacitylights_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginopacitylights_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginOpacityLights event via the connection
beginopacitylights_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginOpacityLights event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginOpacityLights event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginOpacityLights().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginopacitylights_handler_id;

// subscribe to the BeginOpacityLights event with a lambda handler function and keeping connection ID
beginopacitylights_handler_id = Render::getEventBeginOpacityLights().connect(e_connections, []() { 
		Log::message("\Handling BeginOpacityLights event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginOpacityLights().disconnect(beginopacitylights_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginOpacityLights events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginOpacityLights().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginOpacityLights().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndSSRTGI() const#

event triggered after the SSRTGI rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndSSRTGI event handler
void endssrtgi_event_handler()
{
	Log::message("\Handling EndSSRTGI event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endssrtgi_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndSSRTGI().connect(endssrtgi_event_connections, endssrtgi_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndSSRTGI().connect(endssrtgi_event_connections, []() { 
		Log::message("\Handling EndSSRTGI event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endssrtgi_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endssrtgi_event_connection;

// subscribe to the EndSSRTGI event with a handler function keeping the connection
Render::getEventEndSSRTGI().connect(endssrtgi_event_connection, endssrtgi_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endssrtgi_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endssrtgi_event_connection.setEnabled(true);

// ...

// remove subscription to the EndSSRTGI event via the connection
endssrtgi_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndSSRTGI event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndSSRTGI event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndSSRTGI().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endssrtgi_handler_id;

// subscribe to the EndSSRTGI event with a lambda handler function and keeping connection ID
endssrtgi_handler_id = Render::getEventEndSSRTGI().connect(e_connections, []() { 
		Log::message("\Handling EndSSRTGI event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndSSRTGI().disconnect(endssrtgi_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndSSRTGI events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndSSRTGI().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndSSRTGI().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginSSRTGI() const#

event triggered before the SSRTGI rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginSSRTGI event handler
void beginssrtgi_event_handler()
{
	Log::message("\Handling BeginSSRTGI event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginssrtgi_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginSSRTGI().connect(beginssrtgi_event_connections, beginssrtgi_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginSSRTGI().connect(beginssrtgi_event_connections, []() { 
		Log::message("\Handling BeginSSRTGI event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginssrtgi_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginssrtgi_event_connection;

// subscribe to the BeginSSRTGI event with a handler function keeping the connection
Render::getEventBeginSSRTGI().connect(beginssrtgi_event_connection, beginssrtgi_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginssrtgi_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginssrtgi_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginSSRTGI event via the connection
beginssrtgi_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginSSRTGI event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginSSRTGI event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginSSRTGI().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginssrtgi_handler_id;

// subscribe to the BeginSSRTGI event with a lambda handler function and keeping connection ID
beginssrtgi_handler_id = Render::getEventBeginSSRTGI().connect(e_connections, []() { 
		Log::message("\Handling BeginSSRTGI event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginSSRTGI().disconnect(beginssrtgi_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginSSRTGI events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginSSRTGI().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginSSRTGI().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndCurvatureComposite() const#

event triggered after the curvature rendering stage for the SSDirt effect. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndCurvatureComposite event handler
void endcurvaturecomposite_event_handler()
{
	Log::message("\Handling EndCurvatureComposite event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endcurvaturecomposite_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndCurvatureComposite().connect(endcurvaturecomposite_event_connections, endcurvaturecomposite_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndCurvatureComposite().connect(endcurvaturecomposite_event_connections, []() { 
		Log::message("\Handling EndCurvatureComposite event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endcurvaturecomposite_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endcurvaturecomposite_event_connection;

// subscribe to the EndCurvatureComposite event with a handler function keeping the connection
Render::getEventEndCurvatureComposite().connect(endcurvaturecomposite_event_connection, endcurvaturecomposite_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endcurvaturecomposite_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endcurvaturecomposite_event_connection.setEnabled(true);

// ...

// remove subscription to the EndCurvatureComposite event via the connection
endcurvaturecomposite_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndCurvatureComposite event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndCurvatureComposite event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndCurvatureComposite().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endcurvaturecomposite_handler_id;

// subscribe to the EndCurvatureComposite event with a lambda handler function and keeping connection ID
endcurvaturecomposite_handler_id = Render::getEventEndCurvatureComposite().connect(e_connections, []() { 
		Log::message("\Handling EndCurvatureComposite event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndCurvatureComposite().disconnect(endcurvaturecomposite_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndCurvatureComposite events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndCurvatureComposite().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndCurvatureComposite().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginCurvatureComposite() const#

event triggered before the curvature rendering stage for the SSDirt effect. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginCurvatureComposite event handler
void begincurvaturecomposite_event_handler()
{
	Log::message("\Handling BeginCurvatureComposite event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections begincurvaturecomposite_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginCurvatureComposite().connect(begincurvaturecomposite_event_connections, begincurvaturecomposite_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginCurvatureComposite().connect(begincurvaturecomposite_event_connections, []() { 
		Log::message("\Handling BeginCurvatureComposite event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
begincurvaturecomposite_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection begincurvaturecomposite_event_connection;

// subscribe to the BeginCurvatureComposite event with a handler function keeping the connection
Render::getEventBeginCurvatureComposite().connect(begincurvaturecomposite_event_connection, begincurvaturecomposite_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
begincurvaturecomposite_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
begincurvaturecomposite_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginCurvatureComposite event via the connection
begincurvaturecomposite_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginCurvatureComposite event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginCurvatureComposite event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginCurvatureComposite().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId begincurvaturecomposite_handler_id;

// subscribe to the BeginCurvatureComposite event with a lambda handler function and keeping connection ID
begincurvaturecomposite_handler_id = Render::getEventBeginCurvatureComposite().connect(e_connections, []() { 
		Log::message("\Handling BeginCurvatureComposite event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginCurvatureComposite().disconnect(begincurvaturecomposite_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginCurvatureComposite events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginCurvatureComposite().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginCurvatureComposite().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndCurvature() const#

event triggered after the SSBevel effect rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndCurvature event handler
void endcurvature_event_handler()
{
	Log::message("\Handling EndCurvature event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endcurvature_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndCurvature().connect(endcurvature_event_connections, endcurvature_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndCurvature().connect(endcurvature_event_connections, []() { 
		Log::message("\Handling EndCurvature event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endcurvature_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endcurvature_event_connection;

// subscribe to the EndCurvature event with a handler function keeping the connection
Render::getEventEndCurvature().connect(endcurvature_event_connection, endcurvature_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endcurvature_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endcurvature_event_connection.setEnabled(true);

// ...

// remove subscription to the EndCurvature event via the connection
endcurvature_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndCurvature event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndCurvature event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndCurvature().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endcurvature_handler_id;

// subscribe to the EndCurvature event with a lambda handler function and keeping connection ID
endcurvature_handler_id = Render::getEventEndCurvature().connect(e_connections, []() { 
		Log::message("\Handling EndCurvature event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndCurvature().disconnect(endcurvature_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndCurvature events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndCurvature().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndCurvature().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginCurvature() const#

event triggered before the SSBevel effect rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginCurvature event handler
void begincurvature_event_handler()
{
	Log::message("\Handling BeginCurvature event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections begincurvature_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginCurvature().connect(begincurvature_event_connections, begincurvature_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginCurvature().connect(begincurvature_event_connections, []() { 
		Log::message("\Handling BeginCurvature event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
begincurvature_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection begincurvature_event_connection;

// subscribe to the BeginCurvature event with a handler function keeping the connection
Render::getEventBeginCurvature().connect(begincurvature_event_connection, begincurvature_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
begincurvature_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
begincurvature_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginCurvature event via the connection
begincurvature_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginCurvature event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginCurvature event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginCurvature().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId begincurvature_handler_id;

// subscribe to the BeginCurvature event with a lambda handler function and keeping connection ID
begincurvature_handler_id = Render::getEventBeginCurvature().connect(e_connections, []() { 
		Log::message("\Handling BeginCurvature event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginCurvature().disconnect(begincurvature_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginCurvature events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginCurvature().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginCurvature().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndOpacityDecals() const#

event triggered after the opacity decals rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndOpacityDecals event handler
void endopacitydecals_event_handler()
{
	Log::message("\Handling EndOpacityDecals event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endopacitydecals_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndOpacityDecals().connect(endopacitydecals_event_connections, endopacitydecals_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndOpacityDecals().connect(endopacitydecals_event_connections, []() { 
		Log::message("\Handling EndOpacityDecals event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endopacitydecals_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endopacitydecals_event_connection;

// subscribe to the EndOpacityDecals event with a handler function keeping the connection
Render::getEventEndOpacityDecals().connect(endopacitydecals_event_connection, endopacitydecals_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endopacitydecals_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endopacitydecals_event_connection.setEnabled(true);

// ...

// remove subscription to the EndOpacityDecals event via the connection
endopacitydecals_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndOpacityDecals event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndOpacityDecals event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndOpacityDecals().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endopacitydecals_handler_id;

// subscribe to the EndOpacityDecals event with a lambda handler function and keeping connection ID
endopacitydecals_handler_id = Render::getEventEndOpacityDecals().connect(e_connections, []() { 
		Log::message("\Handling EndOpacityDecals event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndOpacityDecals().disconnect(endopacitydecals_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndOpacityDecals events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndOpacityDecals().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndOpacityDecals().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginOpacityDecals() const#

event triggered before the opacity decals rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginOpacityDecals event handler
void beginopacitydecals_event_handler()
{
	Log::message("\Handling BeginOpacityDecals event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginopacitydecals_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginOpacityDecals().connect(beginopacitydecals_event_connections, beginopacitydecals_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginOpacityDecals().connect(beginopacitydecals_event_connections, []() { 
		Log::message("\Handling BeginOpacityDecals event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginopacitydecals_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginopacitydecals_event_connection;

// subscribe to the BeginOpacityDecals event with a handler function keeping the connection
Render::getEventBeginOpacityDecals().connect(beginopacitydecals_event_connection, beginopacitydecals_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginopacitydecals_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginopacitydecals_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginOpacityDecals event via the connection
beginopacitydecals_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginOpacityDecals event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginOpacityDecals event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginOpacityDecals().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginopacitydecals_handler_id;

// subscribe to the BeginOpacityDecals event with a lambda handler function and keeping connection ID
beginopacitydecals_handler_id = Render::getEventBeginOpacityDecals().connect(e_connections, []() { 
		Log::message("\Handling BeginOpacityDecals event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginOpacityDecals().disconnect(beginopacitydecals_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginOpacityDecals events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginOpacityDecals().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginOpacityDecals().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndOpacityGBuffer() const#

event triggered after filling the Gbuffer. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndOpacityGBuffer event handler
void endopacitygbuffer_event_handler()
{
	Log::message("\Handling EndOpacityGBuffer event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endopacitygbuffer_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndOpacityGBuffer().connect(endopacitygbuffer_event_connections, endopacitygbuffer_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndOpacityGBuffer().connect(endopacitygbuffer_event_connections, []() { 
		Log::message("\Handling EndOpacityGBuffer event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endopacitygbuffer_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endopacitygbuffer_event_connection;

// subscribe to the EndOpacityGBuffer event with a handler function keeping the connection
Render::getEventEndOpacityGBuffer().connect(endopacitygbuffer_event_connection, endopacitygbuffer_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endopacitygbuffer_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endopacitygbuffer_event_connection.setEnabled(true);

// ...

// remove subscription to the EndOpacityGBuffer event via the connection
endopacitygbuffer_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndOpacityGBuffer event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndOpacityGBuffer event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndOpacityGBuffer().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endopacitygbuffer_handler_id;

// subscribe to the EndOpacityGBuffer event with a lambda handler function and keeping connection ID
endopacitygbuffer_handler_id = Render::getEventEndOpacityGBuffer().connect(e_connections, []() { 
		Log::message("\Handling EndOpacityGBuffer event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndOpacityGBuffer().disconnect(endopacitygbuffer_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndOpacityGBuffer events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndOpacityGBuffer().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndOpacityGBuffer().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginOpacityGBuffer() const#

event triggered before filling the Gbuffer. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginOpacityGBuffer event handler
void beginopacitygbuffer_event_handler()
{
	Log::message("\Handling BeginOpacityGBuffer event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginopacitygbuffer_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginOpacityGBuffer().connect(beginopacitygbuffer_event_connections, beginopacitygbuffer_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginOpacityGBuffer().connect(beginopacitygbuffer_event_connections, []() { 
		Log::message("\Handling BeginOpacityGBuffer event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginopacitygbuffer_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginopacitygbuffer_event_connection;

// subscribe to the BeginOpacityGBuffer event with a handler function keeping the connection
Render::getEventBeginOpacityGBuffer().connect(beginopacitygbuffer_event_connection, beginopacitygbuffer_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginopacitygbuffer_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginopacitygbuffer_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginOpacityGBuffer event via the connection
beginopacitygbuffer_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginOpacityGBuffer event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginOpacityGBuffer event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginOpacityGBuffer().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginopacitygbuffer_handler_id;

// subscribe to the BeginOpacityGBuffer event with a lambda handler function and keeping connection ID
beginopacitygbuffer_handler_id = Render::getEventBeginOpacityGBuffer().connect(e_connections, []() { 
		Log::message("\Handling BeginOpacityGBuffer event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginOpacityGBuffer().disconnect(beginopacitygbuffer_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginOpacityGBuffer events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginOpacityGBuffer().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginOpacityGBuffer().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndMixedRealityBlendMaskColor() const#

event triggered after the mask for Mixed Reality is rendered (after Common Camera for clouds and before Opacity GBuffer). You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndMixedRealityBlendMaskColor event handler
void endmixedrealityblendmaskcolor_event_handler()
{
	Log::message("\Handling EndMixedRealityBlendMaskColor event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endmixedrealityblendmaskcolor_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndMixedRealityBlendMaskColor().connect(endmixedrealityblendmaskcolor_event_connections, endmixedrealityblendmaskcolor_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndMixedRealityBlendMaskColor().connect(endmixedrealityblendmaskcolor_event_connections, []() { 
		Log::message("\Handling EndMixedRealityBlendMaskColor event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endmixedrealityblendmaskcolor_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endmixedrealityblendmaskcolor_event_connection;

// subscribe to the EndMixedRealityBlendMaskColor event with a handler function keeping the connection
Render::getEventEndMixedRealityBlendMaskColor().connect(endmixedrealityblendmaskcolor_event_connection, endmixedrealityblendmaskcolor_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endmixedrealityblendmaskcolor_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endmixedrealityblendmaskcolor_event_connection.setEnabled(true);

// ...

// remove subscription to the EndMixedRealityBlendMaskColor event via the connection
endmixedrealityblendmaskcolor_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndMixedRealityBlendMaskColor event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndMixedRealityBlendMaskColor event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndMixedRealityBlendMaskColor().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endmixedrealityblendmaskcolor_handler_id;

// subscribe to the EndMixedRealityBlendMaskColor event with a lambda handler function and keeping connection ID
endmixedrealityblendmaskcolor_handler_id = Render::getEventEndMixedRealityBlendMaskColor().connect(e_connections, []() { 
		Log::message("\Handling EndMixedRealityBlendMaskColor event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndMixedRealityBlendMaskColor().disconnect(endmixedrealityblendmaskcolor_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndMixedRealityBlendMaskColor events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndMixedRealityBlendMaskColor().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndMixedRealityBlendMaskColor().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginMixedRealityBlendMaskColor() const#

event triggered before the mask for Mixed Reality is rendered (after Common Camera for clouds and before Opacity GBuffer). You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginMixedRealityBlendMaskColor event handler
void beginmixedrealityblendmaskcolor_event_handler()
{
	Log::message("\Handling BeginMixedRealityBlendMaskColor event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginmixedrealityblendmaskcolor_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginMixedRealityBlendMaskColor().connect(beginmixedrealityblendmaskcolor_event_connections, beginmixedrealityblendmaskcolor_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginMixedRealityBlendMaskColor().connect(beginmixedrealityblendmaskcolor_event_connections, []() { 
		Log::message("\Handling BeginMixedRealityBlendMaskColor event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginmixedrealityblendmaskcolor_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginmixedrealityblendmaskcolor_event_connection;

// subscribe to the BeginMixedRealityBlendMaskColor event with a handler function keeping the connection
Render::getEventBeginMixedRealityBlendMaskColor().connect(beginmixedrealityblendmaskcolor_event_connection, beginmixedrealityblendmaskcolor_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginmixedrealityblendmaskcolor_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginmixedrealityblendmaskcolor_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginMixedRealityBlendMaskColor event via the connection
beginmixedrealityblendmaskcolor_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginMixedRealityBlendMaskColor event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginMixedRealityBlendMaskColor event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginMixedRealityBlendMaskColor().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginmixedrealityblendmaskcolor_handler_id;

// subscribe to the BeginMixedRealityBlendMaskColor event with a lambda handler function and keeping connection ID
beginmixedrealityblendmaskcolor_handler_id = Render::getEventBeginMixedRealityBlendMaskColor().connect(e_connections, []() { 
		Log::message("\Handling BeginMixedRealityBlendMaskColor event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginMixedRealityBlendMaskColor().disconnect(beginmixedrealityblendmaskcolor_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginMixedRealityBlendMaskColor events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginMixedRealityBlendMaskColor().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginMixedRealityBlendMaskColor().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginScreen() const#

event triggered before the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6). You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginScreen event handler
void beginscreen_event_handler()
{
	Log::message("\Handling BeginScreen event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginscreen_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginScreen().connect(beginscreen_event_connections, beginscreen_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginScreen().connect(beginscreen_event_connections, []() { 
		Log::message("\Handling BeginScreen event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginscreen_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginscreen_event_connection;

// subscribe to the BeginScreen event with a handler function keeping the connection
Render::getEventBeginScreen().connect(beginscreen_event_connection, beginscreen_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginscreen_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginscreen_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginScreen event via the connection
beginscreen_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginScreen event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginScreen event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginScreen().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginscreen_handler_id;

// subscribe to the BeginScreen event with a lambda handler function and keeping connection ID
beginscreen_handler_id = Render::getEventBeginScreen().connect(e_connections, []() { 
		Log::message("\Handling BeginScreen event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginScreen().disconnect(beginscreen_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginScreen events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginScreen().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginScreen().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndShadows() const#

event triggered after the shadows rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndShadows event handler
void endshadows_event_handler()
{
	Log::message("\Handling EndShadows event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endshadows_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndShadows().connect(endshadows_event_connections, endshadows_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndShadows().connect(endshadows_event_connections, []() { 
		Log::message("\Handling EndShadows event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endshadows_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endshadows_event_connection;

// subscribe to the EndShadows event with a handler function keeping the connection
Render::getEventEndShadows().connect(endshadows_event_connection, endshadows_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endshadows_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endshadows_event_connection.setEnabled(true);

// ...

// remove subscription to the EndShadows event via the connection
endshadows_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndShadows event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndShadows event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndShadows().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endshadows_handler_id;

// subscribe to the EndShadows event with a lambda handler function and keeping connection ID
endshadows_handler_id = Render::getEventEndShadows().connect(e_connections, []() { 
		Log::message("\Handling EndShadows event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndShadows().disconnect(endshadows_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndShadows events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndShadows().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndShadows().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndOmniShadow() const#

event triggered after the stage of rendering shadows from Omni light sources. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndOmniShadow event handler
void endomnishadow_event_handler()
{
	Log::message("\Handling EndOmniShadow event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endomnishadow_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndOmniShadow().connect(endomnishadow_event_connections, endomnishadow_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndOmniShadow().connect(endomnishadow_event_connections, []() { 
		Log::message("\Handling EndOmniShadow event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endomnishadow_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endomnishadow_event_connection;

// subscribe to the EndOmniShadow event with a handler function keeping the connection
Render::getEventEndOmniShadow().connect(endomnishadow_event_connection, endomnishadow_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endomnishadow_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endomnishadow_event_connection.setEnabled(true);

// ...

// remove subscription to the EndOmniShadow event via the connection
endomnishadow_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndOmniShadow event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndOmniShadow event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndOmniShadow().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endomnishadow_handler_id;

// subscribe to the EndOmniShadow event with a lambda handler function and keeping connection ID
endomnishadow_handler_id = Render::getEventEndOmniShadow().connect(e_connections, []() { 
		Log::message("\Handling EndOmniShadow event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndOmniShadow().disconnect(endomnishadow_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndOmniShadow events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndOmniShadow().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndOmniShadow().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginOmniShadow() const#

event triggered before the stage of rendering shadows from Omni light sources. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginOmniShadow event handler
void beginomnishadow_event_handler()
{
	Log::message("\Handling BeginOmniShadow event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginomnishadow_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginOmniShadow().connect(beginomnishadow_event_connections, beginomnishadow_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginOmniShadow().connect(beginomnishadow_event_connections, []() { 
		Log::message("\Handling BeginOmniShadow event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginomnishadow_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginomnishadow_event_connection;

// subscribe to the BeginOmniShadow event with a handler function keeping the connection
Render::getEventBeginOmniShadow().connect(beginomnishadow_event_connection, beginomnishadow_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginomnishadow_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginomnishadow_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginOmniShadow event via the connection
beginomnishadow_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginOmniShadow event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginOmniShadow event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginOmniShadow().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginomnishadow_handler_id;

// subscribe to the BeginOmniShadow event with a lambda handler function and keeping connection ID
beginomnishadow_handler_id = Render::getEventBeginOmniShadow().connect(e_connections, []() { 
		Log::message("\Handling BeginOmniShadow event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginOmniShadow().disconnect(beginomnishadow_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginOmniShadow events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginOmniShadow().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginOmniShadow().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndProjShadow() const#

event triggered after the stage of rendering shadows from Projected light sources. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndProjShadow event handler
void endprojshadow_event_handler()
{
	Log::message("\Handling EndProjShadow event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endprojshadow_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndProjShadow().connect(endprojshadow_event_connections, endprojshadow_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndProjShadow().connect(endprojshadow_event_connections, []() { 
		Log::message("\Handling EndProjShadow event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endprojshadow_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endprojshadow_event_connection;

// subscribe to the EndProjShadow event with a handler function keeping the connection
Render::getEventEndProjShadow().connect(endprojshadow_event_connection, endprojshadow_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endprojshadow_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endprojshadow_event_connection.setEnabled(true);

// ...

// remove subscription to the EndProjShadow event via the connection
endprojshadow_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndProjShadow event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndProjShadow event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndProjShadow().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endprojshadow_handler_id;

// subscribe to the EndProjShadow event with a lambda handler function and keeping connection ID
endprojshadow_handler_id = Render::getEventEndProjShadow().connect(e_connections, []() { 
		Log::message("\Handling EndProjShadow event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndProjShadow().disconnect(endprojshadow_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndProjShadow events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndProjShadow().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndProjShadow().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginProjShadow() const#

event triggered before the stage of rendering shadows from Projected light sources. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginProjShadow event handler
void beginprojshadow_event_handler()
{
	Log::message("\Handling BeginProjShadow event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginprojshadow_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginProjShadow().connect(beginprojshadow_event_connections, beginprojshadow_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginProjShadow().connect(beginprojshadow_event_connections, []() { 
		Log::message("\Handling BeginProjShadow event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginprojshadow_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginprojshadow_event_connection;

// subscribe to the BeginProjShadow event with a handler function keeping the connection
Render::getEventBeginProjShadow().connect(beginprojshadow_event_connection, beginprojshadow_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginprojshadow_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginprojshadow_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginProjShadow event via the connection
beginprojshadow_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginProjShadow event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginProjShadow event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginProjShadow().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginprojshadow_handler_id;

// subscribe to the BeginProjShadow event with a lambda handler function and keeping connection ID
beginprojshadow_handler_id = Render::getEventBeginProjShadow().connect(e_connections, []() { 
		Log::message("\Handling BeginProjShadow event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginProjShadow().disconnect(beginprojshadow_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginProjShadow events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginProjShadow().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginProjShadow().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndWorldShadow() const#

event triggered after the stage of rendering shadows from World light sources. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndWorldShadow event handler
void endworldshadow_event_handler()
{
	Log::message("\Handling EndWorldShadow event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endworldshadow_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndWorldShadow().connect(endworldshadow_event_connections, endworldshadow_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndWorldShadow().connect(endworldshadow_event_connections, []() { 
		Log::message("\Handling EndWorldShadow event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endworldshadow_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endworldshadow_event_connection;

// subscribe to the EndWorldShadow event with a handler function keeping the connection
Render::getEventEndWorldShadow().connect(endworldshadow_event_connection, endworldshadow_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endworldshadow_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endworldshadow_event_connection.setEnabled(true);

// ...

// remove subscription to the EndWorldShadow event via the connection
endworldshadow_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndWorldShadow event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndWorldShadow event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndWorldShadow().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endworldshadow_handler_id;

// subscribe to the EndWorldShadow event with a lambda handler function and keeping connection ID
endworldshadow_handler_id = Render::getEventEndWorldShadow().connect(e_connections, []() { 
		Log::message("\Handling EndWorldShadow event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndWorldShadow().disconnect(endworldshadow_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndWorldShadow events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndWorldShadow().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndWorldShadow().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginWorldShadow() const#

event triggered before the stage of rendering shadows from World light sources. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginWorldShadow event handler
void beginworldshadow_event_handler()
{
	Log::message("\Handling BeginWorldShadow event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginworldshadow_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginWorldShadow().connect(beginworldshadow_event_connections, beginworldshadow_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginWorldShadow().connect(beginworldshadow_event_connections, []() { 
		Log::message("\Handling BeginWorldShadow event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginworldshadow_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginworldshadow_event_connection;

// subscribe to the BeginWorldShadow event with a handler function keeping the connection
Render::getEventBeginWorldShadow().connect(beginworldshadow_event_connection, beginworldshadow_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginworldshadow_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginworldshadow_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginWorldShadow event via the connection
beginworldshadow_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginWorldShadow event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginWorldShadow event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginWorldShadow().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginworldshadow_handler_id;

// subscribe to the BeginWorldShadow event with a lambda handler function and keeping connection ID
beginworldshadow_handler_id = Render::getEventBeginWorldShadow().connect(e_connections, []() { 
		Log::message("\Handling BeginWorldShadow event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginWorldShadow().disconnect(beginworldshadow_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginWorldShadow events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginWorldShadow().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginWorldShadow().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginShadows() const#

event triggered before the shadows rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginShadows event handler
void beginshadows_event_handler()
{
	Log::message("\Handling BeginShadows event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginshadows_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginShadows().connect(beginshadows_event_connections, beginshadows_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginShadows().connect(beginshadows_event_connections, []() { 
		Log::message("\Handling BeginShadows event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginshadows_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginshadows_event_connection;

// subscribe to the BeginShadows event with a handler function keeping the connection
Render::getEventBeginShadows().connect(beginshadows_event_connection, beginshadows_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginshadows_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginshadows_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginShadows event via the connection
beginshadows_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginShadows event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginShadows event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginShadows().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginshadows_handler_id;

// subscribe to the BeginShadows event with a lambda handler function and keeping connection ID
beginshadows_handler_id = Render::getEventBeginShadows().connect(e_connections, []() { 
		Log::message("\Handling BeginShadows event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginShadows().disconnect(beginshadows_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginShadows events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginShadows().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginShadows().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventEndEnvironment() const#

event triggered after the Environment rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the EndEnvironment event handler
void endenvironment_event_handler()
{
	Log::message("\Handling EndEnvironment event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endenvironment_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventEndEnvironment().connect(endenvironment_event_connections, endenvironment_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventEndEnvironment().connect(endenvironment_event_connections, []() { 
		Log::message("\Handling EndEnvironment event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endenvironment_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endenvironment_event_connection;

// subscribe to the EndEnvironment event with a handler function keeping the connection
Render::getEventEndEnvironment().connect(endenvironment_event_connection, endenvironment_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endenvironment_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endenvironment_event_connection.setEnabled(true);

// ...

// remove subscription to the EndEnvironment event via the connection
endenvironment_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndEnvironment event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndEnvironment event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventEndEnvironment().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endenvironment_handler_id;

// subscribe to the EndEnvironment event with a lambda handler function and keeping connection ID
endenvironment_handler_id = Render::getEventEndEnvironment().connect(e_connections, []() { 
		Log::message("\Handling EndEnvironment event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventEndEnvironment().disconnect(endenvironment_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndEnvironment events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventEndEnvironment().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventEndEnvironment().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBeginEnvironment() const#

event triggered before the Environment rendering stage. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the BeginEnvironment event handler
void beginenvironment_event_handler()
{
	Log::message("\Handling BeginEnvironment event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginenvironment_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBeginEnvironment().connect(beginenvironment_event_connections, beginenvironment_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBeginEnvironment().connect(beginenvironment_event_connections, []() { 
		Log::message("\Handling BeginEnvironment event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginenvironment_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginenvironment_event_connection;

// subscribe to the BeginEnvironment event with a handler function keeping the connection
Render::getEventBeginEnvironment().connect(beginenvironment_event_connection, beginenvironment_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginenvironment_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginenvironment_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginEnvironment event via the connection
beginenvironment_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginEnvironment event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginEnvironment event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBeginEnvironment().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginenvironment_handler_id;

// subscribe to the BeginEnvironment event with a lambda handler function and keeping connection ID
beginenvironment_handler_id = Render::getEventBeginEnvironment().connect(e_connections, []() { 
		Log::message("\Handling BeginEnvironment event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBeginEnvironment().disconnect(beginenvironment_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginEnvironment events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBeginEnvironment().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBeginEnvironment().setEnabled(true);

Возвращаемое значение

Event reference.

static Event<> getEventBegin() const#

event triggered when rendering of the frame begins. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Примечание
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Исходный код (C++)
// implement the Begin event handler
void begin_event_handler()
{
	Log::message("\Handling Begin event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections begin_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Render::getEventBegin().connect(begin_event_connections, begin_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Render::getEventBegin().connect(begin_event_connections, []() { 
		Log::message("\Handling Begin event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
begin_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection begin_event_connection;

// subscribe to the Begin event with a handler function keeping the connection
Render::getEventBegin().connect(begin_event_connection, begin_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
begin_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
begin_event_connection.setEnabled(true);

// ...

// remove subscription to the Begin event via the connection
begin_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A Begin event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling Begin event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Render::getEventBegin().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId begin_handler_id;

// subscribe to the Begin event with a lambda handler function and keeping connection ID
begin_handler_id = Render::getEventBegin().connect(e_connections, []() { 
		Log::message("\Handling Begin event (lambda).\n");
	}
);

// remove the subscription later using the ID
Render::getEventBegin().disconnect(begin_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all Begin events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Render::getEventBegin().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Render::getEventBegin().setEnabled(true);

Возвращаемое значение

Event reference.

bool isAPISupported ( int api ) #

Returns a value indicating if the specified graphics API (Null/Vulkan/DirectX) is currently supported.

Аргументы

  • int api - Graphics API ID. One of the API_* values.

Возвращаемое значение

true if the specified graphics API is currently supported; otherwise, false.

void beginDebugGroup ( const char * name ) #

Starts a GPU debug group with a specified name in Microprofiler.

Аргументы

  • const char * name - Name of debug group.

void endDebugGroup ( ) #

Ends a GPU debug group previously started via the beginDebugGroup() method.

void destroyCacheTexture ( const UGUID& guid ) #

Deletes cache (images and metadata) stored on disk for the texture with the specified GUID. Corresponding files in the data/.cache_textures will be removed.

Аргументы

  • const UGUID& guid - Texture file GUID.

void createCacheTexture ( const UGUID& guid ) #

Generates cache for the texture with the specified GUID.
Примечание
Texture cache generated by this method is incomplete, only images are created, as all metadata (flags, etc.) is stored in materials.

Аргументы

  • const UGUID& guid - Texture file GUID.

void destroyCacheTextures ( ) #

Console: render_streaming_textures_cache_destroy
Clears texture cache (images and metadata) stored on disk. All files in the data/.cache_textures will be removed.

void unloadCacheTextures ( ) #

Console: render_streaming_textures_cache_unload
Unloads texture cache from the memory. This method does not delete files in the data/.cache_textures.

void loadCacheTextures ( ) #

Console: render_streaming_textures_cache_load
Loads texture cache from the disk. Texture cache always remains in memory after loading.

Ptr<Texture> getBlack2DArrayTexture ( ) const#

Returns black 2D array texture.

Возвращаемое значение

Black 2D array texture.

Ptr<Texture> getBlack2DTexture ( ) const#

Returns black 2D texture.

Возвращаемое значение

Black 2D texture.

Ptr<Texture> getBlack2DUIntTexture ( ) const#

Returns black 2D UInt texture.

Возвращаемое значение

Black 2D UInt texture.

Ptr<Texture> getBlack3DTexture ( ) const#

Returns black 3D texture.

Возвращаемое значение

Black 3D texture.

Ptr<Texture> getBlackCubeTexture ( ) const#

Returns black Cube texture.

Возвращаемое значение

Black Cube texture.

Ptr<Texture> getGray2DArrayTexture ( ) const#

Returns gray 2D array texture.

Возвращаемое значение

Gray 2D array texture.

Ptr<Texture> getGray2DTexture ( ) const#

Returns gray 2D texture.

Возвращаемое значение

Gray 2D texture.

Ptr<Texture> getGray2DUIntTexture ( ) const#

Returns gray 2D UInt texture.

Возвращаемое значение

Gray 2D UInt texture.

Ptr<Texture> getGray3DTexture ( ) const#

Returns gray 3D texture.

Возвращаемое значение

Gray 3D texture.

Ptr<Texture> getGrayCubeTexture ( ) const#

Returns gray Cube texture.

Возвращаемое значение

Gray Cube texture.

Ptr<Texture> getWhite2DArrayTexture ( ) const#

Returns white 2D array texture.

Возвращаемое значение

White 2D array texture.

Ptr<Texture> getWhite2DTexture ( ) const#

Returns white 2D texture.

Возвращаемое значение

White 2D texture.

Ptr<Texture> getWhite2DUIntTexture ( ) const#

Returns white 2D UInt texture.

Возвращаемое значение

White 2D UInt texture.

Ptr<Texture> getWhite3DTexture ( ) const#

Returns white 3D texture.

Возвращаемое значение

White 3D texture.

Ptr<Texture> getWhiteCubeTexture ( ) const#

Returns white Cube texture.

Возвращаемое значение

White Cube texture.

size_t getMaxTextureBufferSize ( ) #

Returns the maximum size of the texture buffer.

Возвращаемое значение

Maximum size of the texture buffer.

void addScriptableMaterial ( const Ptr<Material> & material ) #

Adds a new global scriptable material. To apply a scriptable material per-camera or per-player, use the addScriptableMaterial() method of the Camera class or the same method of the Player class respectively. The order of execution for scripts assigned to scriptable materials is defined by material's number in the list of materials applied globally.
Примечание
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Аргументы

  • const Ptr<Material> & material - Scriptable material to be applied globally.

void insertScriptableMaterial ( int num, const Ptr<Material> & material ) #

Inserts a new global scriptable material to the list of globally applied scriptable materials. To apply a scriptable material per-camera or per-player, use the insertScriptableMaterial() method of the Camera class or the same method of the Player class respectively. The order of execution for scripts assigned to scriptable materials is defined by material's number in the list of materials applied globally.
Примечание
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Аргументы

  • int num - Position at which a new scriptable material is to be inserted.
  • const Ptr<Material> & material - Scriptable material to be inserted into the list of globally applied scriptable materials.

void removeScriptableMaterial ( int num ) #

Removes the global scriptable material with the specified number.

Аргументы

int findScriptableMaterial ( const Ptr<Material> & material ) const#

Returns the number of the specified scriptable material applied globally. This number determines the order in which the assigned expressions are executed.
Примечание
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Аргументы

  • const Ptr<Material> & material - Scriptable material for which a number is to be found.

Возвращаемое значение

Scriptable material number in the range from 0 to the total number of scriptable materials, or -1 if the specified material was not found.

void setScriptableMaterial ( int num, const Ptr<Material> & material ) #

Replaces the scriptable material with the specified number with the new scriptable material specified. The number of material determines the order in which the expressions assigned to it are executed.
Примечание
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Аргументы

Ptr<Material> getScriptableMaterial ( int num ) const#

Returns a scriptable material applied globally by its number.

Аргументы

Возвращаемое значение

Scriptable material applied globally with the specified number.

void setScriptableMaterialEnabled ( int num, bool enabled ) #

Enables or disables the scriptable material with the specified number. When a material is disabled (inactive), the scripts attached to it are not executed.

Аргументы

  • int num - Scriptable material number in the range from 0 to the total number of scriptable materials.
  • bool enabled - 1 to enable the scriptable material with the specified number, 0 to disable it.

bool getScriptableMaterialEnabled ( int num ) const#

Returns a value indicating if the scriptable material with the specified number is enabled (active). When a material is disabled (inactive), the scripts attached to it are not executed.

Аргументы

Возвращаемое значение

1 if the scriptable material with the specified number is enabled; otherwise, 0.

void swapScriptableMaterials ( int num_0, int num_1 ) #

Swaps two scriptable materials with specified numbers. The number of material determines the order in which the expressions assigned to it are executed.
Примечание
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Аргументы

void clearScriptableMaterials ( ) #

Clears all global scriptable materials.

Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture ) #

Allocates a temporary render texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.

Возвращаемое значение

Temporary texture.

Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture, const char * name = 0 ) #

Allocates a temporary render texture for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.
  • const char * name - Name to be used for this temporary texture (optional).

Возвращаемое значение

Temporary texture.

Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture, const char * name = 0, int accessory ) #

Allocates a temporary render texture for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.
  • const char * name - Name to be used for this temporary texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary texture.

Ptr<Texture> getTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type, const char * name = 0, int accessory ) #

Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.
  • const char * name - Name to be used for this temporary texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary texture.

Ptr<Texture> getTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type, const char * name = 0 ) #

Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.
  • const char * name - Name to be used for this temporary texture (optional).

Возвращаемое значение

Temporary texture.

Ptr<Texture> getTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type ) #

Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.

Возвращаемое значение

Temporary texture.

Ptr<Texture> getTemporaryTexture2D ( int width, int height, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

Allocates a temporary 2D texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Аргументы

  • int width - Width of the 2D texture, in pixels.
  • int height - Height of the 2D texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary 2D texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary 2D texture.

Ptr<Texture> getTemporaryTexture2DArray ( int width, int height, int depth, int format, int flags = 0, const char * name = 0, int accessory = 0 ) #

Allocates a temporary 2D array texture with the specified width, height, number of layers, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Аргументы

  • int width - Width of the 2D array texture, in pixels.
  • int height - Height of the 2D array texture, in pixels.
  • int depth - Number of layers in the 2D array texture.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary 2D array texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary 2D array texture.

Ptr<Texture> getTemporaryTexture3D ( int width, int height, int depth, int format, int flags = 0, const char * name = 0, int accessory = 0 ) #

Allocates a temporary 3D texture with the specified width, height, depth, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Аргументы

  • int width - Width of the 3D texture, in pixels.
  • int height - Height of the 3D texture, in pixels.
  • int depth - Depth of the 3D texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary 3D texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary 3D texture.

Ptr<Texture> getTemporaryTextureCube ( int width, int height, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

Allocates a temporary cubemap texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Аргументы

  • int width - Width of the cubemap texture, in pixels.
  • int height - Height of the cubemap texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary cubemap texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary cubemap texture.

Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, int width, int height, int depth, int format, int flags, int type, const char * name, int accessory ) #

Allocates a temporary render texture from the previous frame with the specified width, height, depth, format, flags, and accessory type. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
  • int texture_id - Texture ID set by the user, value in the range [0, 255].
  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.
  • const char * name - Name to be used for this temporary texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary texture from the previous frame.

Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, int width, int height, int depth, int format, int flags, int type, const char * name ) #

Allocates a temporary render texture from the previous frame with the specified width, height, depth, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
  • int texture_id - Texture ID set by the user, value in the range [0, 255].
  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.
  • const char * name - Name to be used for this temporary texture (optional).

Возвращаемое значение

Temporary texture from the previous frame.

Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, int width, int height, int depth, int format, int flags, int type ) #

Allocates a temporary render texture from the previous frame with the specified width, height, depth, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
  • int texture_id - Texture ID set by the user, value in the range [0, 255].
  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.

Возвращаемое значение

Temporary texture from the previous frame.

Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, const Ptr<Texture> & texture, const char * name, int accessory ) #

Allocates a temporary render texture from the previous frame for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
  • int texture_id - Texture ID set by the user, value in the range [0, 255].
  • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.
  • const char * name - Name to be used for this temporary texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary texture from the previous frame.

Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, const Ptr<Texture> & texture, const char * name ) #

Allocates a temporary render texture from the previous frame for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
  • int texture_id - Texture ID set by the user, value in the range [0, 255].
  • const Ptr<Texture> & texture - Source texture for which a temporary old texture is to be allocated in the pool.
  • const char * name - Name to be used for this temporary texture (optional).

Возвращаемое значение

Temporary texture from the previous frame.

Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, const Ptr<Texture> & texture ) #

Allocates a temporary render texture from the previous frame for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
  • int texture_id - Texture ID set by the user, value in the range [0, 255].
  • const Ptr<Texture> & texture - Source texture for which a temporary old texture is to be allocated in the pool.

Возвращаемое значение

Temporary texture from the previous frame.

Ptr<Texture> getTemporaryOldTexture2D ( const Ptr<Material> & mat, int texture_id, int width, int height, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

Allocates a temporary 2D texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
  • int texture_id - Texture ID set by the user, value in the range [0, 255].
  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary 2D texture from the previous frame.

Ptr<Texture> getTemporaryOldTexture2DArray ( const Ptr<Material> & mat, int texture_id, int width, int height, int depth, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

Allocates a temporary 2D array texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
  • int texture_id - Texture ID set by the user, value in the range [0, 255].
  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary 2D array texture from the previous frame.

Ptr<Texture> getTemporaryOldTexture3D ( const Ptr<Material> & mat, int texture_id, int width, int height, int depth, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

Allocates a temporary 3D texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
  • int texture_id - Texture ID set by the user, value in the range [0, 255].
  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary 3D texture from the previous frame.

Ptr<Texture> getTemporaryOldTextureCube ( const Ptr<Material> & mat, int texture_id, int width, int height, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

Allocates a temporary cubemap texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Аргументы

  • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
  • int texture_id - Texture ID set by the user, value in the range [0, 255].
  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Возвращаемое значение

Temporary cubemap texture from the previous frame.

void releaseTemporaryTexture ( const Ptr<Texture> & texture ) #

Releases the temporary texture previously obtained via getTemporaryTexture(), getTemporaryTexture2D(), getTemporaryTexture2DArray(), getTemporaryTexture3D(), or getTemporaryTextureCube() method and returns it to the pool.

Аргументы

  • const Ptr<Texture> & texture - Temporary texture or texture array to be returned to the pool.

Ptr<RenderTarget> getTemporaryRenderTarget ( ) #

Allocates a temporary render target. This function can be used when you need a quick render target to perform some temporary calculations. Release it using releaseTemporaryRenderTarget() as soon as you're done with it, so another call can start reusing it if necessary. In any case such render target shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render targets, so a call to this method most often just returns an already created one (if the size and format matches). These temporary render targets are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render targets for each blit, instead of getting one or two render targets upfront and reusing them.

Примечание
You can't depend on any particular contents of a temporary render target obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Возвращаемое значение

Temporary render target.

void releaseTemporaryRenderTarget ( const Ptr<RenderTarget> & render_target ) #

Releases the temporary render target previously obtained via getTemporaryRenderTarget() method and returns it to the pool.

Аргументы

  • const Ptr<RenderTarget> & render_target - Temporary render target to be returned to the pool.

int compressImage ( CallbackBase1<Ptr<Image>> * on_compressed, Ptr<Image> & image, int quality = 1, int new_image_format = -1, int use_mip_maps = -1 ) #

Converts the image to a specified compressed format. The result is to be processed in the callback function specified. If compression by the GPU is not supported, the Image::compress() method will be called instead.

Аргументы

  • CallbackBase1<Ptr<Image>> * on_compressed - Callback function to be fired on compressing an image.
  • Ptr<Image> & image - Image to compress.
  • int quality - Compression quality:
    • 0 - fast compression, low compressed image quality.
    • 1 - high compressed image quality, slow compression (by default).
  • int new_image_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source image).
  • int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.

Возвращаемое значение

1 if the image has been compressed successfully; otherwise, 0.

int compressTexture ( CallbackBase1<Ptr<Image>> * on_compressed, const Ptr<Texture> & texture, Ptr<Image> & destination, int quality = 1, int new_texture_format = -1, int use_mip_maps = -1 ) #

Compresses the given texture to the specified format. The result is to be processed in the callback function specified.
Примечание
Only 2d and 2d array textures can be compressed.

Аргументы

  • CallbackBase1<Ptr<Image>> * on_compressed - Callback function to be called on compressing the texture where you can get the result.
  • const Ptr<Texture> & texture - Source texture to compress.
  • Ptr<Image> & destination - Image into which the compressed texture will be saved.
  • int quality - Compression quality:
    • 0 - fast compression, low compressed image quality.
    • 1 - high compressed image quality, slow compression (by default).
  • int new_texture_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source image).
  • int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.

Возвращаемое значение

1 if the texture has been compressed successfully; otherwise, 0.

int asyncCompressTexture ( CallbackBase1<Ptr<Image>> * on_compressed, CallbackBase1<Ptr<Image>> * on_compressed_async, const Ptr<Texture> & texture, int quality = 1, int new_texture_format = -1, int use_mip_maps = -1 ) #

Performs asynchronous compression of the specified texture and transfers it to CPU side (Image). The method enables you to specify a callback function in which you can process the obtained result (resulting Image).
Примечание
Only 2d and 2d array textures can be compressed.

Аргументы

  • CallbackBase1<Ptr<Image>> * on_compressed - Callback function to be called in the main thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
  • CallbackBase1<Ptr<Image>> * on_compressed_async - Callback function to be called right in the async thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
  • const Ptr<Texture> & texture - Source texture to be transferred to an Image (GPU -> CPU).
  • int quality - Compression quality:
    • 0 - fast compression, low compressed image quality.
    • 1 - high compressed image quality, slow compression (by default).
  • int new_texture_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source).
  • int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source has mipmaps.

Возвращаемое значение

1 if the source texture has been compressed and transferred to CPU successfully; otherwise, 0.

int asyncCompressImage ( CallbackBase1<Ptr<Image>> * on_compressed, CallbackBase1<Ptr<Image>> * on_compressed_async, const Ptr<Image> & image, int quality = 1, int new_image_format = -1, int use_mip_maps = -1 ) #

Performs asynchronous compression of the specified image. The method enables you to specify a callback function in which you can process the obtained result (resulting Image).
Примечание
Only 2d and 2d array images can be compressed.

Аргументы

  • CallbackBase1<Ptr<Image>> * on_compressed - Callback function to be called in the main thread upon completion of the compress operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
  • CallbackBase1<Ptr<Image>> * on_compressed_async - Callback function to be called right in the async thread upon completion of the compress operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
  • const Ptr<Image> & image - Image to be compressed.
  • int quality - Compression quality:
    • 0 - fast compression, low compressed image quality.
    • 1 - high compressed image quality, slow compression (by default).
  • int new_image_format - Compressed image format: one of the Image::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source).
  • int use_mip_maps - Flag indicating whether mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.

Возвращаемое значение

1 if the source image has been compressed successfully; otherwise, 0.

void transferTextureToImage ( CallbackBase1<Ptr<Image>> * on_transfered, const Ptr<Texture> & src ) #

Transfers the specified source texture to an Image (from GPU to CPU side). The method enables you to specify a callback function in which you can process the obtained result (resulting Image). The result will be obtained at the swap stage of the same frame (calls CPU-GPU synchronization).

Аргументы

  • CallbackBase1<Ptr<Image>> * on_transfered - Callback function to be called upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(ImagePtr image).
  • const Ptr<Texture> & src - Source texture to be transferred to an Image (GPU -> CPU).

void asyncTransferTextureToImage ( CallbackBase1<Ptr<Image>> * on_transfered, CallbackBase1<Ptr<Image>> * on_transfered_async, const Ptr<Texture> & src ) #

Transfers the specified source texture to an Image (from GPU to CPU side) asynchronously, without CPU-GPU synchronization. The method enables you to specify a callback function in which you can process the obtained result (resulting Image). The result will be obtained later in one of the subsequent frames.
Исходный код (C++)
TexturePtr temporary_texture = Render::getTemporaryTexture2D(window->getClientRenderSize().x, window->getClientRenderSize().y, Texture::FORMAT_RGB8);
temporary_texture->copy2D();

// transferring texture data to CPU
Render::asyncTransferTextureToImage(
	nullptr,
	MakeCallback([this](ImagePtr image)
		{
			// flipping image if necessary
			if (!Render::isFlipped())
				image->flipY();

			// saving an image to a file
			image->save("screenshot.dds");

		}),
	temporary_texture);

Аргументы

  • CallbackBase1<Ptr<Image>> * on_transfered - Callback function to be called in the main thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
  • CallbackBase1<Ptr<Image>> * on_transfered_async - Callback function to be called right in the async thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
  • const Ptr<Texture> & src - Source texture to be transferred to an Image (GPU -> CPU).

void asyncTransferStructuredBuffer ( CallbackBase1<void *> * on_transfered, CallbackBase1<void *> * on_transfered_async, const Ptr<StructuredBuffer> & src ) #

Transfers the data of the specified source structured buffer from GPU to CPU side asynchronously, without CPU-GPU synchronization. The method enables you to specify a callback function in which you can process the obtained result. The result will be obtained later in one of the subsequent frames.

Аргументы

  • CallbackBase1<void *> * on_transfered - Callback function to be called in the main thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(void *buffer). You can pass nullptr if this callback is not needed.
  • CallbackBase1<void *> * on_transfered_async - Callback function to be called right in the async upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(void *buffer). You can pass nullptr if this callback is not needed.
  • const Ptr<StructuredBuffer> & src - Source structured buffer to be transferred (GPU -> CPU).

void transferStructuredBuffer ( CallbackBase1<void *> * on_transfered, const Ptr<StructuredBuffer> & src ) #

Transfers the data of the specified source structured buffer from GPU to CPU side. The method enables you to specify a callback function in which you can process the obtained result. The result will be obtained at the swap stage of the same frame (calls CPU-GPU synchronization).

Аргументы

  • CallbackBase1<void *> * on_transfered - Callback function to be called in the main thread upon completion of the transfer operation.The function should have the following signature: void func(void *buffer).
  • const Ptr<StructuredBuffer> & src - Source structured buffer to be transferred (GPU -> CPU).

bool createMipmapsCubeGGXImage ( const Ptr<Image> & image, const Ptr<Texture> & dest, Render::GGX_MIPMAPS_QUALITY quality ) #

Generates mipmaps for a cubemap image using GGX BRDF microfacet model.

Аргументы

Возвращаемое значение

true if mipmaps for the specified cubemap image were generated successfully; otherwise - false.

bool createMipmapsCubeGGXTexture ( const Ptr<Texture> & texture, Render::GGX_MIPMAPS_QUALITY quality, bool realtime = true ) #

Generates mipmaps for a cubemap texture using GGX BRDF microfacet model.

Аргументы

Возвращаемое значение

true if mipmaps for the specified cubemap image were generated successfully; otherwise - false.

int createShorelineDistanceField ( const Ptr<Texture> & image, const Ptr<Image> & mask, int shoreline_radius, int blur_radius, int downsample_resolution ) #

Grabs a shoreline distance field texture with the specified parameters.

Аргументы

  • const Ptr<Texture> & image - Texture to grab a shoreline texture to.
  • const Ptr<Image> & mask - An R16 mask texture Image. Each pixel of the mask has the following color value:0 if water level at this point of the grid is above the terrain level; otherwise, 65535.
  • int shoreline_radius - Shoreline radius value within the [4; 128] range. Padding distance (from the shore to the beginning of swash zone).
  • int blur_radius - Blur radius value within the [0; 32] range. Higher values make shoreline smoother.
  • int downsample_resolution - Texture resolution value, can be one of the following: 16, 32, 64, 128, 256, 512, 1024, 2048.

Возвращаемое значение

1 if the shoreline distance field texture is grabbed successfully; otherwise, 0.

int setColorCorrectionLUTImage ( const Ptr<Image> & image ) #

Sets a new color transformation image (LUT). This function resets a LUT texture name to null if it has been previously set via setColorCorrectionLUTPath().
Исходный код (C++)
ImagePtr lut;
ImagePtr lut_0;
ImagePtr lut_1;

if (!lut) {
	lut = Image::create();
	lut_0 = Image::create("unigine_project/textures/lookup_first.dds");
	lut_1 = Image::create("unigine_project/textures/lookup_second.dds");
}

float k = sin(Game::getTime() * 2.0f) * 0.5f + 0.5f;

lut->copy(lut_0,0);
lut->blend(lut_1, 0, 0, 0, 0, lut->getWidth(), lut->getHeight(), k);

Render::setColorCorrectionLUTImage(lut);

Аргументы

  • const Ptr<Image> & image - Color transformation image.

Возвращаемое значение

1 if the image is set successfully; otherwise, 0.

int getColorCorrectionLUTImage ( const Ptr<Image> & image ) const#

Return the current color transformation image (LUT).

Аргументы

  • const Ptr<Image> & image - Image to store the color transformation texture in.

Возвращаемое значение

1 if an image is successfully received; otherwise, 0.

void resetColorCorrectionRamp ( ) #

Resets the Color Correction ramp to the default value.

void resetColorCorrectionSaturationRamp ( ) #

Resets the Saturation Correction ramp to the default value.

void resetAutoExposureRamp ( ) #

Resets the correction curve for the overall scene saturation.

bool loadSettings ( const char * file, bool clear = false ) #

Loads render settings from a given file.

Аргументы

  • const char * file - Path to an XML file with desired settings.
  • bool clear - Clear flag. Set true to clear settings before loading (new settings shall be applied right after loading them), or false not to clear.

Возвращаемое значение

1 if the settings are loaded successfully; otherwise, 0.

bool loadWorld ( const Ptr<Xml> & xml ) #

Loads render state from the Xml.

Аргументы

  • const Ptr<Xml> & xml - Xml smart pointer.

Возвращаемое значение

true if the state is loaded successfully; otherwise, false.

void renderComputeMaterial ( Render::PASS pass, const Ptr<Material> & material, int width, int height, int depth = 1 ) #

Sets up a material and dispatches to compute shader. The material must have a post shader associated with it.

Аргументы

  • Render::PASS pass - Rendering pass number in range [0;NUM_PASSES) (one of the PASS_* variables).
  • const Ptr<Material> & material - Material to be used.
  • int width - Local X work-group size of the compute shader.
  • int height - Local Y work-group size of the compute shader.
  • int depth - Local Z work-group size of the compute shader. The default value is 1.

void renderTexture2D ( const Ptr<Camera> & camera, const Ptr<Texture> & texture, int skip_flags ) #

Renders the scene into a 2D texture in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

Аргументы

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Texture> & texture - Texture to save the result to.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

void renderTexture2D ( const Ptr<Camera> & camera, const Ptr<Texture> & texture, int width, int height, int hdr, int skip_flags ) #

Renders the scene into a 2D texture of the given size in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

Аргументы

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Texture> & texture - Texture to save the result to.
  • int width - Width of the projected texture, in units.
  • int height - Height of the projected texture, in units.
  • int hdr - 1 - enable HDR, 0 - disable HDR.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

void renderTextureCube ( const Ptr<Camera> & camera, const Ptr<Texture> & texture, int skip_flags ) #

Renders the scene into a cube map texture in accordance with the specified parameters.

Аргументы

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Texture> & texture - Texture to save the result to.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

void renderTextureCube ( const Ptr<Camera> & camera, const Ptr<Texture> & texture, int size, int hdr, int skip_flags, bool local_space = 0 ) #

Renders the scene into a cube map in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

Аргументы

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Texture> & texture - Texture to save the result to.
  • int size - Texture dimensions (cube map edge size).
  • int hdr - 1 - enable HDR; 0 - disable HDR.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

  • bool local_space - 1 - local space coordinates; 0 - world space coordinates.

void renderNodeTexture2D ( const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Texture> & texture, int skip_flags, int light_usage, const char * environment_texture_name ) #

Renders the given node into a 2D texture in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class. The node can be rendered using the specific type of lighting and environment cubemap.

Аргументы

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Node> & node - Node to be rendered.
  • const Ptr<Texture> & texture - Texture to save the result to.
  • int skip_flags - Skip the effects. One of the SKIP_* variables should be specified. 0 enables all the effects.
  • int light_usage - Sets the light sources that will affect the node (one of the USAGE_*_LIGHTING Viewport class variables.)
  • const char * environment_texture_name - Path to the environment cubemap to be used. Takes effect if the first (auxiliary light) or second (node light) lighting mode is used (see the light_usage argument above). In case LightWorld is used (zero mode), the environment cubemap used for the current world will be used.

void renderNodeTexture2D ( const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Texture> & texture, int width, int height, int hdr, int skip_flags, int light_usage, const char * environment_texture_name ) #

Renders the 2D texture of the given node in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class. The node can be rendered using the specific type of lighting and environment cubemap.

Аргументы

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Node> & node - Node to be rendered.
  • const Ptr<Texture> & texture - Texture to save the result to.
  • int width - Width of the texture, in units.
  • int height - Height of the texture, in units.
  • int hdr - HDR flag. This parameter determines the format of the 2D texture:
    • 1 - texture format will be set to RGBA16F. It means that the HDR texture buffer will store pixel values outside the [0;1] range (i.e. both negative and positive values).
    • 0 - texture format will be set to RGBA8.
  • int skip_flags - Skip the effects. One of the SKIP_* variables should be specified. 0 enables all the effects.
  • int light_usage - Sets the light sources that will affect the node (one of the USAGE_*_LIGHTING Viewport class variables).
  • const char * environment_texture_name - Path to the environment cubemap to be used. Takes effect if the first (auxiliary light) or second (node light) lighting mode is used (see the light_usage argument above). In case LightWorld is used (zero mode), the environment cubemap used for the current world will be used.

void renderScreenMaterial ( const char * material_name ) #

Renders a screen-space material with the given name.
Исходный код (C++)
RenderTargetPtr render_target;
//...
render_target->enable();
Render::renderScreenMaterial("new_material_post");
render_target->disable();
render_target->unbindColorTextures();

Аргументы

  • const char * material_name - Material name.

void renderScreenMaterial ( const char * material_name, const Ptr<Texture> & color_texture ) #

Renders a screen-space material with the specified name and the color texture.
Исходный код (C++)
RenderTargetPtr render_target;
TexturePtr texture;
TexturePtr texture_2;
//...
render_target->bindColorTexture(0, texture);
render_target->enable();
Render::renderScreenMaterial("new_material_post", texture_2);
render_target->disable();
render_target->unbindColorTextures();

Аргументы

  • const char * material_name - Material name.
  • const Ptr<Texture> & color_texture - Color texture smart pointer.

void renderScreenMaterial ( const char * material_name, const char * texture_name, const Ptr<Texture> & texture ) #

Renders a screen-space material with the given texture. For example:
Исходный код (C++)
RenderTargetPtr render_target;
TexturePtr texture;
TexturePtr texture_2;
//...
render_target->bindColorTexture(0, texture);
render_target->enable();
MaterialPtr material = Materials::findMaterial("new_material_post");
Render::renderScreenMaterial(material, "color", texture_2);
render_target->disable();
render_target->unbindColorTextures();

Аргументы

  • const char * material_name - Material smart pointer.
  • const char * texture_name - Material texture name.
  • const Ptr<Texture> & texture - Texture smart pointer.

void renderTAA ( const Ptr<Texture> & color_texture, const Ptr<Texture> & color_old_texture ) #

Renders the TAA filter.
Исходный код (C++)
RenderTargetPtr render_target;
TexturePtr buffer;
TexturePtr buffer_old;
TexturePtr buffer_taa;
//...
render_target->bindColorTexture(0, buffer_taa);
render_target->enable();
Render::renderTAA(buffer, buffer_old);
render_target->disable();
render_target->unbindColorTextures();

Аргументы

  • const Ptr<Texture> & color_texture - Color texture smart pointer.
  • const Ptr<Texture> & color_old_texture - Old color texture smart pointer.

bool saveSettings ( const char * file ) const#

Saves the current renderer settings to a given file.

Аргументы

  • const char * file - Path to a target file.

Возвращаемое значение

true if the settings are saved successfully; otherwise, false.

bool saveState ( const Ptr<Stream> & stream ) const#

Saves a render state into the stream.

Saving into the stream requires creating a blob to save into. To restore the saved state the restoreState() method is used:

Исходный код (C++)
// set state
Render::setCloudsInterleavedRendering(0); // interleave = 0
	
// save state
BlobPtr blob_state = Blob::create();
Render::saveState(blob_state);
	
// change state
Render::setCloudsInterleavedRendering(2); // now interleave = 2
	
// restore state
blob_state->seekSet(0);			// returning the carriage to the start of the blob
Render::restoreState(blob_state); // restore interleave = 0

Аргументы

  • const Ptr<Stream> & stream - Stream to save a state into.

Возвращаемое значение

true if the state is saved successfully; otherwise, false.

bool restoreState ( const Ptr<Stream> & stream ) #

Restores a render state from the stream.

Restoring from the stream requires creating a blob to save into and saving the state using the saveState() method:

Исходный код (C++)
// set state
Render::setCloudsInterleavedRendering(0); // interleave = 0
	
// save state
BlobPtr blob_state = Blob::create();
Render::saveState(blob_state);
	
// change state
Render::setCloudsInterleavedRendering(2); // now interleave = 2
	
// restore state
blob_state->seekSet(0);			// returning the carriage to the start of the blob
Render::restoreState(blob_state); // restore interleave = 0

Аргументы

  • const Ptr<Stream> & stream - Stream to restore a state from.

Возвращаемое значение

true if the state is restored successfully; otherwise, false.

bool saveWorld ( const Ptr<Xml> & xml ) const#

Saves the render state into the given Xml node.

Аргументы

  • const Ptr<Xml> & xml - Xml node.

Возвращаемое значение

true if the state is saved successfully; otherwise, false.

Ptr<RenderEnvironmentPreset> getEnvironmentPreset ( int num ) #

Returns the environment preset of the given number.
Исходный код (C++)
// get the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
// print the sky intensity of the obtained preset
Log::message("%f\n", preset->getSkyIntensity());

Аргументы

  • int num - The number of the environment preset. The value is clamped to the [0;2] range.

Возвращаемое значение

Environment preset.

const char * getCloudsQualityPresetName ( int num ) #

Returns the Clouds Quality preset name by given index.

Аргументы

  • int num - Clouds Quality preset index.

Возвращаемое значение

Clouds Quality preset name.

const char * getAAPresetName ( int num ) #

Returns the AA (Anti-Aliasing) preset name by given index.

Аргументы

  • int num - AA preset index.

Возвращаемое значение

AA preset name.

const char * getTAAPresetName ( int num ) #

Returns the TAA (Temporal Anti-Aliasing) preset name by given index.

Аргументы

  • int num - TAA preset index.

Возвращаемое значение

TAA preset name.

const char * getDenoisePresetName ( int num ) #

Returns the denoiser preset name by given index.

Аргументы

  • int num - Denoiser preset index.

Возвращаемое значение

Denoiser preset name.

const char * getSSRTGIPresetName ( int num ) #

Returns the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset name by given index.

Аргументы

  • int num - SSRTGI preset index.

Возвращаемое значение

SSRTGI preset name.

const char * getSSRPresetName ( int num ) #

Returns the SSR preset name by given index.

Аргументы

  • int num - SSR preset index.

Возвращаемое значение

SSR preset name.

const char * getSSSSSPresetName ( int num ) #

Returns the SSSSS preset name by given index.

Аргументы

  • int num - SSSSS preset index.

Возвращаемое значение

SSSSS preset name.

const char * getMotionBlurPresetName ( int num ) #

Returns the Motion Blur preset name by given index.

Аргументы

  • int num

Возвращаемое значение

Motion Blur preset name.

const char * getDOFPresetName ( int num ) #

Returns the DOF preset name by given index.

Аргументы

  • int num

Возвращаемое значение

DOF preset name.

const char * getLandscapeTerrainGeometryPresetName ( int num ) #

Returns the Landscape Terrain Geometry preset name by given index.

Аргументы

  • int num - Landscape Terrain Geometry preset index.

Возвращаемое значение

Landscape Terrain Geometry preset name.

const char * getLandscapeTerrainStreamingPresetName ( int num ) #

Returns the Landscape Terrain Streaming preset name by given index.

Аргументы

  • int num - Landscape Terrain Streaming preset index.

Возвращаемое значение

Landscape Terrain Streaming preset name.

const char * getWaterGeometryPresetName ( int num ) const#

Returns the Global Water Geometry preset name by given index.

Аргументы

  • int num - Global Water Geometry preset index.

Возвращаемое значение

Global Water Geometry preset name.

bool isViewportModeStereo ( Render::VIEWPORT_MODE mode ) #

Returns a value indicating if the specified mode is one of the stereo rendering modes.

Аргументы

Возвращаемое значение

true if the specified mode is one of the stereo rendering modes; otherwise false.

bool isViewportModePanorama ( Render::VIEWPORT_MODE mode ) #

Returns a value indicating if the specified mode is one of the panorama rendering modes.

Аргументы

Возвращаемое значение

true if the specified mode is one of the panorama rendering modes; otherwise false.

void clearDebugMaterials ( ) #

Clears all global debug materials.

void setDebugMaterial ( int num, const Ptr<Material> & material ) #

Replaces the debug material with the specified number with the new debug material specified. The number of material determines the order in which the expressions assigned to it are executed.

Аргументы

Ptr<Material> getDebugMaterial ( int num ) const#

Returns a debug material applied globally by its number.

Аргументы

Возвращаемое значение

Debug material applied globally with the specified number.

void insertDebugMaterial ( int num, const Ptr<Material> & material ) #

Inserts a new global debug material to the list of globally applied debug materials.

Аргументы

  • int num - Position at which a new debug material is to be inserted.
  • const Ptr<Material> & material - Debug material to be inserted into the list of globally applied debug materials.

int findDebugMaterial ( const Ptr<Material> & material ) const#

Returns the number of the specified debug material applied globally. This number determines the order in which the assigned expressions are executed.

Аргументы

  • const Ptr<Material> & material - Debug material for which a number is to be found.

Возвращаемое значение

Debug material number in the range from 0 to the total number of debug materials, or -1 if the specified material was not found.

void addDebugMaterial ( const Ptr<Material> & material ) #

Adds a new global debug material.

Аргументы

  • const Ptr<Material> & material - Debug material to be applied globally.

void removeDebugMaterial ( int num ) #

Removes the global debug material with the specified number.

Аргументы

void swapDebugMaterials ( int num_0, int num_1 ) #

Swaps two debug materials with specified numbers. The number of material determines the order in which the expressions assigned to it are executed.

Аргументы

void setDebugMaterialEnabled ( int num, bool enabled ) #

Enables or disables the debug material with the specified number. When a material is disabled (inactive), the scripts attached to it are not executed.

Аргументы

  • int num - Debug material number in the range from 0 to the total number of debug materials.
  • bool enabled - 1 to enable the debug material with the specified number, 0 to disable it.

bool getDebugMaterialEnabled ( int num ) const#

Returns a value indicating if the debug material with the specified number is enabled (active). When a material is disabled (inactive), the scripts attached to it are not executed.

Аргументы

Возвращаемое значение

1 if the debug material with the specified number is enabled; otherwise, 0.

Ptr<Texture> getCacheTexture ( const UGUID& guid ) #

Returns the texture cache by the texture GUID.

Аргументы

  • const UGUID& guid - Texture GUID.

Возвращаемое значение

Texture cache.

void * getD3D11Factory ( ) const#

Returns the pointer to the D3D11Factory.

Возвращаемое значение

D3D11 Factory pointer.

void * getD3D11Device ( ) const#

Returns the D3D11 device associated with D3D11 renderer.

Возвращаемое значение

D3D11 device associated with given renderer.

void * getD3D11Context ( ) const#

Returns a pointer to the existing ID3D11DeviceContext interface.

Возвращаемое значение

ID3D11Device interface pointer.

void reloadResource ( const char * path ) #

Instantaneously reloads the resource (texture, node, geometry — MeshStatic/MeshSkinned) by GUID.

Аргументы

  • const char * path - Path to the resource to be reloaded.

void reloadResource ( const Vector<String> & pathes ) #

Instantaneously reloads the resources (texture, node, geometry — MeshStatic/MeshSkinned) by GUID.

Аргументы

  • const Vector<String> & pathes - A set of paths to the resources to be reloaded.

Информация, представленная на данной странице, актуальна для версии UNIGINE 2.20 SDK.

Последнее обновление: 14.08.2024
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