mirror of
https://github.com/godotengine/godot.git
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198 lines
8.5 KiB
XML
198 lines
8.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RenderSceneBuffersRD" inherits="RenderSceneBuffers" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Render scene buffer implementation for the RenderingDevice based renderers.
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</brief_description>
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<description>
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This object manages all 3D rendering buffers for the rendering device based renderers. An instance of this object is created for every viewport that has 3D rendering enabled.
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All buffers are organized in [b]contexts[/b]. The default context is called [b]render_buffers[/b] and can contain amongst others the color buffer, depth buffer, velocity buffers, VRS density map and MSAA variants of these buffers.
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Buffers are only guaranteed to exist during rendering of the viewport.
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[b]Note:[/b] This is an internal rendering server object, do not instantiate this from script.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="clear_context">
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<return type="void" />
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<param index="0" name="context" type="StringName" />
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<description>
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Frees all buffers related to this context.
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</description>
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</method>
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<method name="create_texture">
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<return type="RID" />
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<param index="0" name="context" type="StringName" />
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<param index="1" name="name" type="StringName" />
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<param index="2" name="data_format" type="int" enum="RenderingDevice.DataFormat" />
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<param index="3" name="usage_bits" type="int" />
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<param index="4" name="texture_samples" type="int" enum="RenderingDevice.TextureSamples" />
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<param index="5" name="size" type="Vector2i" />
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<param index="6" name="layers" type="int" />
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<param index="7" name="mipmaps" type="int" />
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<param index="8" name="unique" type="bool" />
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<description>
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Create a new texture with the given definition and cache this under the given name. Will return the existing texture if it already exists.
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</description>
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</method>
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<method name="create_texture_from_format">
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<return type="RID" />
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<param index="0" name="context" type="StringName" />
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<param index="1" name="name" type="StringName" />
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<param index="2" name="format" type="RDTextureFormat" />
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<param index="3" name="view" type="RDTextureView" />
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<param index="4" name="unique" type="bool" />
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<description>
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Create a new texture using the given format and view and cache this under the given name. Will return the existing texture if it already exists.
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</description>
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</method>
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<method name="create_texture_view">
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<return type="RID" />
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<param index="0" name="context" type="StringName" />
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<param index="1" name="name" type="StringName" />
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<param index="2" name="view_name" type="StringName" />
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<param index="3" name="view" type="RDTextureView" />
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<description>
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Create a new texture view for an existing texture and cache this under the given view_name. Will return the existing teture view if it already exists. Will error if the source texture doesn't exist.
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</description>
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</method>
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<method name="get_color_layer">
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<return type="RID" />
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<param index="0" name="layer" type="int" />
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<param index="1" name="msaa" type="bool" default="false" />
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<description>
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Returns the specified layer from the color texture we are rendering 3D content to.
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If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
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</description>
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</method>
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<method name="get_color_texture">
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<return type="RID" />
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<param index="0" name="msaa" type="bool" default="false" />
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<description>
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Returns the color texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.
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If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
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</description>
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</method>
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<method name="get_depth_layer">
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<return type="RID" />
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<param index="0" name="layer" type="int" />
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<param index="1" name="msaa" type="bool" default="false" />
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<description>
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Returns the specified layer from the depth texture we are rendering 3D content to.
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If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
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</description>
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</method>
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<method name="get_depth_texture">
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<return type="RID" />
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<param index="0" name="msaa" type="bool" default="false" />
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<description>
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Returns the depth texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.
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If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
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</description>
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</method>
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<method name="get_internal_size" qualifiers="const">
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<return type="Vector2i" />
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<description>
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Returns the internal size of the render buffer (size before upscaling) with which textures are created by default.
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</description>
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</method>
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<method name="get_msaa_3d" qualifiers="const">
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<return type="int" enum="RenderingServer.ViewportMSAA" />
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<description>
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Returns the applied 3D MSAA mode for this viewport.
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</description>
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</method>
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<method name="get_render_target" qualifiers="const">
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<return type="RID" />
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<description>
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Returns the render target associated with this buffers object.
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</description>
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</method>
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<method name="get_texture" qualifiers="const">
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<return type="RID" />
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<param index="0" name="context" type="StringName" />
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<param index="1" name="name" type="StringName" />
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<description>
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Returns a cached texture with this name.
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</description>
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</method>
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<method name="get_texture_format" qualifiers="const">
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<return type="RDTextureFormat" />
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<param index="0" name="context" type="StringName" />
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<param index="1" name="name" type="StringName" />
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<description>
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Returns the texture format information with which a cached texture was created.
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</description>
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</method>
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<method name="get_texture_slice">
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<return type="RID" />
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<param index="0" name="context" type="StringName" />
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<param index="1" name="name" type="StringName" />
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<param index="2" name="layer" type="int" />
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<param index="3" name="mipmap" type="int" />
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<param index="4" name="layers" type="int" />
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<param index="5" name="mipmaps" type="int" />
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<description>
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Returns a specific slice (layer or mipmap) for a cached texture.
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</description>
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</method>
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<method name="get_texture_slice_size">
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<return type="Vector2i" />
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<param index="0" name="context" type="StringName" />
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<param index="1" name="name" type="StringName" />
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<param index="2" name="mipmap" type="int" />
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<description>
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Returns the texture size of a given slice of a cached texture.
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</description>
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</method>
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<method name="get_texture_slice_view">
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<return type="RID" />
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<param index="0" name="context" type="StringName" />
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<param index="1" name="name" type="StringName" />
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<param index="2" name="layer" type="int" />
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<param index="3" name="mipmap" type="int" />
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<param index="4" name="layers" type="int" />
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<param index="5" name="mipmaps" type="int" />
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<param index="6" name="view" type="RDTextureView" />
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<description>
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Returns a specific view of a slice (layer or mipmap) for a cached texture.
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</description>
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</method>
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<method name="get_use_taa" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if TAA is enabled.
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</description>
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</method>
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<method name="get_velocity_layer">
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<return type="RID" />
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<param index="0" name="layer" type="int" />
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<param index="1" name="msaa" type="bool" default="false" />
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<description>
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Returns the specified layer from the velocity texture we are rendering 3D content to.
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</description>
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</method>
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<method name="get_velocity_texture">
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<return type="RID" />
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<param index="0" name="msaa" type="bool" default="false" />
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<description>
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Returns the velocity texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.
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If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
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</description>
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</method>
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<method name="get_view_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the view count for the associated viewport.
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</description>
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</method>
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<method name="has_texture" qualifiers="const">
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<return type="bool" />
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<param index="0" name="context" type="StringName" />
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<param index="1" name="name" type="StringName" />
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<description>
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Returns [code]true[/code] if a cached texture exists for this name.
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</description>
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</method>
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</methods>
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</class>
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