RenderSceneBuffersRD

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Published: Sep 16, 2025 License: MIT Imports: 28 Imported by: 0

Documentation

Overview

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.

All buffers are organized in contexts. The default context is called render_buffers and can contain amongst others the color buffer, depth buffer, velocity buffers, VRS density map and MSAA variants of these buffers.

Buffers are only guaranteed to exist during rendering of the viewport.

Note: This is an internal rendering server object, do not instantiate this from script.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsRenderSceneBuffersRD() Instance
}

type Expanded

type Expanded [1]gdclass.RenderSceneBuffersRD

func (Expanded) GetColorLayer

func (self Expanded) GetColorLayer(layer int, msaa bool) RID.Texture

Returns the specified layer from the color texture we are rendering 3D content to.

If 'msaa' is true and MSAA is enabled, this returns the MSAA variant of the buffer.

func (Expanded) GetColorTexture

func (self Expanded) GetColorTexture(msaa bool) RID.Texture

Returns the color texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.

If 'msaa' is true and MSAA is enabled, this returns the MSAA variant of the buffer.

func (Expanded) GetDepthLayer

func (self Expanded) GetDepthLayer(layer int, msaa bool) RID.Texture

Returns the specified layer from the depth texture we are rendering 3D content to.

If 'msaa' is true and MSAA is enabled, this returns the MSAA variant of the buffer.

func (Expanded) GetDepthTexture

func (self Expanded) GetDepthTexture(msaa bool) RID.Texture

Returns the depth texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.

If 'msaa' is true and MSAA is enabled, this returns the MSAA variant of the buffer.

func (Expanded) GetVelocityLayer

func (self Expanded) GetVelocityLayer(layer int, msaa bool) RID.Texture

Returns the specified layer from the velocity texture we are rendering 3D content to.

func (Expanded) GetVelocityTexture

func (self Expanded) GetVelocityTexture(msaa bool) RID.Texture

Returns the velocity texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.

If 'msaa' is true and MSAA is enabled, this returns the MSAA variant of the buffer.

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsRenderSceneBuffers

func (self *Extension[T]) AsRenderSceneBuffers() RenderSceneBuffers.Instance

func (*Extension[T]) AsRenderSceneBuffersRD

func (self *Extension[T]) AsRenderSceneBuffersRD() Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.RenderSceneBuffersRD

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsRenderSceneBuffers

func (self Instance) AsRenderSceneBuffers() RenderSceneBuffers.Instance

func (Instance) AsRenderSceneBuffersRD

func (self Instance) AsRenderSceneBuffersRD() Instance

func (Instance) ClearContext

func (self Instance) ClearContext(context string)

Frees all buffers related to this context.

func (Instance) CreateTexture

func (self Instance) CreateTexture(context string, name string, data_format Rendering.DataFormat, usage_bits int, texture_samples Rendering.TextureSamples, size Vector2i.XY, layers int, mipmaps int, unique bool, discardable bool) RID.Texture

Create a new texture with the given definition and cache this under the given name. Will return the existing texture if it already exists.

func (Instance) CreateTextureFromFormat

func (self Instance) CreateTextureFromFormat(context string, name string, format RDTextureFormat.Instance, view RDTextureView.Instance, unique bool) RID.Texture

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.

func (Instance) CreateTextureView

func (self Instance) CreateTextureView(context string, name string, view_name string, view RDTextureView.Instance) RID.Texture

Create a new texture view for an existing texture and cache this under the given 'view_name'. Will return the existing texture view if it already exists. Will error if the source texture doesn't exist.

func (Instance) GetColorLayer

func (self Instance) GetColorLayer(layer int) RID.Texture

Returns the specified layer from the color texture we are rendering 3D content to.

If 'msaa' is true and MSAA is enabled, this returns the MSAA variant of the buffer.

func (Instance) GetColorTexture

func (self Instance) GetColorTexture() RID.Texture

Returns the color texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.

If 'msaa' is true and MSAA is enabled, this returns the MSAA variant of the buffer.

func (Instance) GetDepthLayer

func (self Instance) GetDepthLayer(layer int) RID.Texture

Returns the specified layer from the depth texture we are rendering 3D content to.

If 'msaa' is true and MSAA is enabled, this returns the MSAA variant of the buffer.

func (Instance) GetDepthTexture

func (self Instance) GetDepthTexture() RID.Texture

Returns the depth texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.

If 'msaa' is true and MSAA is enabled, this returns the MSAA variant of the buffer.

func (Instance) GetFsrSharpness

func (self Instance) GetFsrSharpness() Float.X

Returns the FSR sharpness value used while rendering the 3D content (if Instance.GetScaling3dMode is an FSR mode).

func (Instance) GetInternalSize

func (self Instance) GetInternalSize() Vector2i.XY

Returns the internal size of the render buffer (size before upscaling) with which textures are created by default.

func (Instance) GetMsaa3d

func (self Instance) GetMsaa3d() RenderingServer.ViewportMSAA

Returns the applied 3D MSAA mode for this viewport.

func (Instance) GetRenderTarget

func (self Instance) GetRenderTarget() RID.Framebuffer

Returns the render target associated with this buffers object.

func (Instance) GetScaling3dMode

func (self Instance) GetScaling3dMode() RenderingServer.ViewportScaling3DMode

Returns the scaling mode used for upscaling.

func (Instance) GetScreenSpaceAa

func (self Instance) GetScreenSpaceAa() RenderingServer.ViewportScreenSpaceAA

Returns the screen-space antialiasing method applied.

func (Instance) GetTargetSize

func (self Instance) GetTargetSize() Vector2i.XY

Returns the target size of the render buffer (size after upscaling).

func (Instance) GetTexture

func (self Instance) GetTexture(context string, name string) RID.Texture

Returns a cached texture with this name.

func (Instance) GetTextureFormat

func (self Instance) GetTextureFormat(context string, name string) RDTextureFormat.Instance

Returns the texture format information with which a cached texture was created.

func (Instance) GetTextureSamples

func (self Instance) GetTextureSamples() Rendering.TextureSamples

Returns the number of MSAA samples used.

func (Instance) GetTextureSlice

func (self Instance) GetTextureSlice(context string, name string, layer int, mipmap int, layers int, mipmaps int) RID.Texture

Returns a specific slice (layer or mipmap) for a cached texture.

func (Instance) GetTextureSliceSize

func (self Instance) GetTextureSliceSize(context string, name string, mipmap int) Vector2i.XY

Returns the texture size of a given slice of a cached texture.

func (Instance) GetTextureSliceView

func (self Instance) GetTextureSliceView(context string, name string, layer int, mipmap int, layers int, mipmaps int, view RDTextureView.Instance) RID.Texture

Returns a specific view of a slice (layer or mipmap) for a cached texture.

func (Instance) GetUseDebanding

func (self Instance) GetUseDebanding() bool

Returns true if debanding is enabled.

func (Instance) GetUseTaa

func (self Instance) GetUseTaa() bool

Returns true if TAA is enabled.

func (Instance) GetVelocityLayer

func (self Instance) GetVelocityLayer(layer int) RID.Texture

Returns the specified layer from the velocity texture we are rendering 3D content to.

func (Instance) GetVelocityTexture

func (self Instance) GetVelocityTexture() RID.Texture

Returns the velocity texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.

If 'msaa' is true and MSAA is enabled, this returns the MSAA variant of the buffer.

func (Instance) GetViewCount

func (self Instance) GetViewCount() int

Returns the view count for the associated viewport.

func (Instance) HasTexture

func (self Instance) HasTexture(context string, name string) bool

Returns true if a cached texture exists for this name.

func (Instance) ID

func (self Instance) ID() ID

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

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