Unigine::RenderTarget Class
Header: | #include <UnigineTextures.h> |
A container to which an image is rendered (a framebuffer abstraction).
RenderTarget Class
Members
Ptr<RenderTarget> create ( ) #
Creates a new render target.Return value
Render target.void destroy ( ) #
Destroys the render target.void enable ( ) #
Enables the render target.void enableCompute ( ) #
Enables the render target with the use of compute shader output.void disable ( ) #
Disables the render target.void flush ( ) #
Flushes the render target.Ptr<Texture> getColorTexture ( int slot ) #
Returns a color texture by the specified slot.Arguments
- int slot - Texture slot.
Return value
Color texture if it exists, otherwise nullptr.void bindColorTexture ( int slot, const Ptr<Texture> & texture, int array_slice = -1, int texture_slice = -1, int mip_level = 0 ) #
Binds a render target texture to a device by the specified slot.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Color texture to be bound.
- int array_slice - Array slice.
- int texture_slice - Texture slice.
- int mip_level - Texture mip level.
void unbindColorTexture ( int slot ) #
Unbinds a render target texture from a device by the specified slot.Arguments
- int slot - Texture slot.
void unbindColorTextures ( ) #
Unbinds all render target textures from a device.Ptr<Texture> getDepthTexture ( ) #
Returns the depth texture.Return value
Depth texture if it exists, otherwise nullptr.void bindDepthTexture ( const Ptr<Texture> & texture, int array_slice = -1, int texture_slice = -1, int mip_level = 0 ) #
Binds a depth texture to a device by the specified slot.Arguments
- const Ptr<Texture> & texture - Depth texture to be bound.
- int array_slice - Array slice.
- int texture_slice - Texture slice.
- int mip_level - Texture mip level.
void unbindDepthTexture ( ) #
Unbinds a depth texture from a device.Ptr<Texture> getUnorderedAccessTexture ( int slot ) #
Returns an unordered access texture by the specified slot.Arguments
- int slot - Texture slot.
Return value
Unordered access texture if it exists, otherwise nullptr.void bindUnorderedAccessTexture ( int slot, const Ptr<Texture> & texture, int writeonly = 0 ) #
Binds an unordered access texture to a device by the specified slot.Arguments
- int slot - Texture slot.
- const Ptr<Texture> & texture - Unordered access texture to be bound.
- int writeonly - Access flag. 1 to use the texture for writing only, otherwise 0.
void unbindUnorderedAccessTexture ( int slot ) #
Unbinds an unordered access texture from a device by the specified slot.Arguments
- int slot - Texture slot.
void unbindUnorderedAccessTextures ( ) #
Unbinds all unordered access textures from a device.Ptr<StructuredBuffer> getStructuredBuffer ( int slot ) #
Returns a structured buffer by the specified slot.Arguments
- int slot - Texture slot.
Return value
Structured buffer if it exists, otherwise nullptr.void bindStructuredBuffer ( int slot, const Ptr<StructuredBuffer> & buffer ) #
Binds a structured buffer to a device by the specified slot.Arguments
- int slot - Texture slot.
- const Ptr<StructuredBuffer> & buffer - Structured buffer to be bound.
void unbindStructuredBuffer ( int slot ) #
Unbinds a structured buffer from a device by the specified slot.Arguments
- int slot - Texture slot.
void unbindStructuredBuffers ( ) #
Unbinds all structured buffers from a device.int isEnabled ( ) #
Returns a value indicating if the render target is enabled.Return value
1 if the render target is enabled, otherwise 0.int isCompleted ( ) #
Returns a value indicating if the render target is completed.Return value
1 if the render target is completed, otherwise 0.void unbindAll ( ) #
Unbinds all color, depth, and unordered access textures as well as structured buffers from a device.Last update:
2021-12-13
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