Used to render to the screen using your Graphics Card, or whatever you
kids are using in your crazy future computers. Whatever it is I'm sure
it isn't fungible and everyone has free money and no-one has to ever work.
Attributes |
Access to the current render context's attributes. These will be used
to set attributes in materials/shaders. This is cleared at the end of the render block. |
CameraPosition |
The camera position of the currently rendering view |
CameraRotation |
The camera rotation of the currently rendering view |
CameraTransform |
The camera transform of the currently rendering view |
FieldOfView |
The field of view of the currently rendering camera view, in degrees. |
IsActive |
If true then we're currently rendering and
you are safe to use the contents of this class |
LayerType |
The current layer type. This is useful to tell whether you're meant to be drawing opaque, transparent or shadow. You mainly
don't need to think about this, but when you do, it's here. |
RenderTarget |
Get or set the current render target. Setting this will bind the render target and change the viewport to match it. |
Viewport |
In pixel size, where are we rendering to? |
Blit |
Draw a screen space quad using the passed material. Your material should be using a
screenspace shader so it will actually render to the screen and not in worldspace at 0,0,0 |
Clear |
Clear the current drawing context to given color. |
CopyTexture |
Copies pixel data from one texture to another on the GPU.
This does not automatically resize or scale the texture, format and size should be equal. |
Draw |
|
DrawIcon |
Calls DrawText with "Material Icons" font. You can get a list of icons here https://fonts.google.com/icons?selected=Material+Icons |
DrawModel |
Draws a single model at the given Transform immediately. |
DrawModelInstanced |
|
DrawModelInstancedIndirect |
Draws multiple instances of a model using GPU instancing with the number of instances being provided by indirect draw arguments.
Use `SV_InstanceID` semantic in shaders to access the rendered instance. |
DrawQuad |
Draw a quad in screenspace |
DrawRoundedRectangle |
Draw a rounded rectangle, with optional border, in Material.UI.Box |
DrawText |
Draws a text quad in screenspace using the Material.UI.Text material. |
GenerateMipMaps |
Generate the mip maps for this texture. Obviously the texture needs to support mip maps. |
GrabDepthTexture |
Grabs the current depth texture and stores it in targetName on renderAttributes. |
GrabFrameTexture |
Grabs the current viewport's color texture and stores it in targetName on renderAttributes. |
MeasureText |
Measure how big some text will be, without having to render it |
Render |
|
RenderToTextureobsolete |
Render this camera to the specified texture target |
ResourceBarrierTransition |
Executes a barrier transition for the given GPU Texture Resource.
Transitions the texture resource to a new pipeline stage and access state. |
SetupLighting |
Setup the lighting attributes for this current object. Place them in the targetAttributes |