This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Режимы вывода изображения
Физика
Браузер SDK 2
Лицензирование и типы лицензий
Дополнения (Add-Ons)
Демонстрационные проекты
API Samples
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

Unigine.RenderTarget Class

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

RenderTarget Class

Properties

bool IsCompleted#

The A value indicating if the render target is completed.

bool IsEnabled#

The A value indicating if the render target is enabled.

Members


RenderTarget ( ) #

Constructor. Creates a new render target.

void Destroy ( ) #

Destroys the render target.

void Enable ( ) #

Enables the render target.

void EnableCompute ( ) #

Enables the render target with the use of compute shader output.

void Disable ( ) #

Disables the render target.

void Flush ( ) #

Flushes the render target.

Texture GetColorTexture ( int slot ) #

Returns a color texture by the specified slot.

Arguments

  • int slot - Texture slot.

Return value

Color texture if it exists, otherwise NULL.

void BindColorTexture ( int slot, Texture texture ) #

Binds all layers and faces (if supported by the texture type) of a texture on the 0 mip level to the specified slot as render target.

Arguments

  • int slot - Texture slot.
  • Texture texture - Color texture to be bound.

void BindColorTexture2D ( int slot, Texture texture, int mip = 0 ) #

Binds the specified slot of a 2D texture on the specified mipmap level to the specified slot as render target.

Arguments

  • int slot - Texture slot.
  • Texture texture - 2D color texture to be bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void BindColorTexture2DArray ( int slot, Texture texture, int layer = -1, int mip = 0 ) #

Binds the specified slot and layer of a 2D texture array on the specified mipmap level to the specified slot as render target.

Arguments

  • int slot - Texture slot.
  • Texture texture - 2D color texture array to be bound.
  • int layer - Number of the 2D texture array layer. With the default value of -1, all layers of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void BindColorTextureCube ( int slot, Texture texture, int face = -1, int mip = 0 ) #

Binds the specified slot and face of a texture cube on the specified mipmap level to the specified slot as render target.

Arguments

  • int slot - Texture slot.
  • Texture texture - Color texture cube to be bound.
  • int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void BindColorTextureCubeArray ( int slot, Texture texture, int layer = -1, int face = -1, int mip = 0 ) #

Binds the specified layer and face of a texture cube array on the specified mipmap level to the specified slot as render target.

Arguments

  • int slot - Texture slot.
  • Texture texture - Color cube array texture to be bound.
  • int layer - Number of the texture cube array layer. With the default value of -1, all layers of the texture on a specified mip level are bound.
  • int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void BindColorTexture3D ( int slot, Texture texture, int depth = -1, int mip = 0 ) #

Binds the specified depth layer of a 3D texture on the specified mipmap level to the specified slot as render target.

Arguments

  • int slot - Texture slot.
  • Texture texture - 3D Color texture to be bound.
  • int depth - 3D texture depth layer. With the default value of -1, all depth layers of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void UnbindColorTexture ( int slot ) #

Unbinds a render target texture from the specified slot.

Arguments

  • int slot - Texture slot.

void UnbindColorTextures ( ) #

Unbinds all render target textures from a render target.

Texture GetDepthTexture ( ) #

Returns the depth texture.

Return value

Depth texture if it exists, otherwise NULL.

void BindDepthTexture ( Texture texture ) #

Binds all layers and faces (if supported by the texture type) of a texture on the 0 mip level to the specified slot as depth target.

Arguments

  • Texture texture - Depth texture to be bound.

void BindDepthTexture2D ( Texture texture, int mip = 0 ) #

Binds a 2D depth texture on the specified mipmap level as depth target.

Arguments

void BindDepthTexture2DArray ( Texture texture, int layer = -1, int mip = 0 ) #

Binds the specified layer of a depth texture on the specified mipmap level as depth target.

Arguments

  • Texture texture - 2D depth texture array to be bound.
  • int layer - Number of the 2D depth texture array layer. With the default value of -1, all layers of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void BindDepthTextureCube ( Texture texture, int face = -1, int mip = 0 ) #

Binds the specified face of a depth texture cube on the specified mipmap level as depth target.

Arguments

  • Texture texture - Depth texture cube to be bound.
  • int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void BindDepthTextureCubeArray ( Texture texture, int layer = -1, int face = -1, int mip = 0 ) #

Binds the specified layer and face of a depth texture cube array on the specified mipmap level as depth target.

Arguments

  • Texture texture - Depth texture cube array to be bound.
  • int layer - Number of the texture cube array layer. With the default value of -1, all layers of the texture on a specified mip level are bound.
  • int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void UnbindDepthTexture ( ) #

Unbinds a depth texture from a depth target.

Texture GetUnorderedAccessTexture ( int slot ) #

Returns an unordered access texture by the specified slot.

Arguments

  • int slot - Texture slot.

Return value

Unordered access texture if it exists, otherwise NULL.

void BindUnorderedAccessTexture ( int slot, Texture texture, bool writeonly = false, bool atomic = false ) #

Binds all layers and faces (if supported by the texture type) of a texture on the 0 mip level to the specified slot for unordered access.

Arguments

  • int slot - Texture slot.
  • Texture texture - Unordered access texture to be bound.
  • bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
  • bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.

void BindUnorderedAccessTexture2D ( int slot, Texture texture, bool writeonly = false, bool atomic = false, int mip = 0 ) #

Binds a 2D texture on the specified mipmap level to the specified slot for unordered access.

Arguments

  • int slot - Texture slot.
  • Texture texture - Unordered access 2D texture to be bound.
  • bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
  • bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void BindUnorderedAccessTexture2DArray ( int slot, Texture texture, bool writeonly = false, bool atomic = false, int layer = -1, int mip = 0 ) #

Binds the specified layer of a 2D texture array on the specified mipmap level to the specified slot for unordered access.

Arguments

  • int slot - Texture slot.
  • Texture texture - Unordered access 2D texture array to be bound.
  • bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
  • bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
  • int layer - Number of the 2D texture array layer. With the default value of -1, all layers of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void BindUnorderedAccessTextureCube ( int slot, Texture texture, bool writeonly = false, bool atomic = false, int face = -1, int mip = 0 ) #

Binds the specified face of a texture cube on the specified mipmap level to the specified slot for unordered access.

Arguments

  • int slot - Texture slot.
  • Texture texture - Unordered access texture cube to be bound.
  • bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
  • bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
  • int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void BindUnorderedAccessTextureCubeArray ( int slot, Texture texture, bool writeonly = false, bool atomic = false, int layer = -1, int face = -1, int mip = 0 ) #

Binds the specified layer and face of a texture cube on the specified mipmap level to the specified slot for unordered access.

Arguments

  • int slot - Texture slot.
  • Texture texture - Unordered access texture cube array to be bound.
  • bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
  • bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
  • int layer - Number of the texture cube array layer.
  • int face - The face of the cube. With the default value of -1, all faces of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void BindUnorderedAccessTexture3D ( int slot, Texture texture, bool writeonly = false, bool atomic = false, int depth = -1, int mip = 0 ) #

Binds the specified layer of a 3D texture on the specified mipmap level to the specified slot for unordered access.

Arguments

  • int slot - Texture slot.
  • Texture texture - Unordered access 3D texture to be bound.
  • bool writeonly - Access flag. true to use the texture for writing only, otherwise false.
  • bool atomic - Set true to bind the texture with the GL_32UI format; otherwise — false. This flag is to be set for OpenGL only.
  • int depth - 3D texture depth layer. With the default value of -1, all depth layers of the texture on a specified mip level are bound.
  • int mip - Mipmap level number in the range from 0 to the total number of mipmaps.

void UnbindUnorderedAccessTexture ( int slot ) #

Unbinds an unordered access texture from the specified slot.

Arguments

  • int slot - Texture slot.

void UnbindUnorderedAccessTextures ( ) #

Unbinds all unordered access textures for unordered access resources.

StructuredBuffer GetStructuredBuffer ( int slot ) #

Returns a structured buffer by the specified slot.

Arguments

  • int slot - Texture slot.

Return value

Structured buffer if it exists, otherwise NULL.

void BindStructuredBuffer ( int slot, StructuredBuffer buffer ) #

Binds a structured buffer to a device by the specified slot.

Arguments

void UnbindStructuredBuffer ( int slot ) #

Unbinds a structured buffer for unordered access resources.

Arguments

  • int slot - Texture slot.

void UnbindStructuredBuffers ( ) #

Unbinds all structured buffers for unordered access resources.

void UnbindAll ( ) #

Unbinds all color, depth, and unordered access textures as well as structured buffers.
Last update: 13.12.2024
Build: ()