Documentation
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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 ¶
- type Advanced
- type Any
- type Expanded
- func (self Expanded) GetColorLayer(layer int, msaa bool) RID.Texture
- func (self Expanded) GetColorTexture(msaa bool) RID.Texture
- func (self Expanded) GetDepthLayer(layer int, msaa bool) RID.Texture
- func (self Expanded) GetDepthTexture(msaa bool) RID.Texture
- func (self Expanded) GetVelocityLayer(layer int, msaa bool) RID.Texture
- func (self Expanded) GetVelocityTexture(msaa bool) RID.Texture
- type Extension
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsRenderSceneBuffers() RenderSceneBuffers.Instance
- func (self Instance) AsRenderSceneBuffersRD() Instance
- func (self Instance) ClearContext(context string)
- func (self Instance) CreateTexture(context string, name string, data_format Rendering.DataFormat, usage_bits int, ...) RID.Texture
- func (self Instance) CreateTextureFromFormat(context string, name string, format RDTextureFormat.Instance, ...) RID.Texture
- func (self Instance) CreateTextureView(context string, name string, view_name string, view RDTextureView.Instance) RID.Texture
- func (self Instance) GetColorLayer(layer int) RID.Texture
- func (self Instance) GetColorTexture() RID.Texture
- func (self Instance) GetDepthLayer(layer int) RID.Texture
- func (self Instance) GetDepthTexture() RID.Texture
- func (self Instance) GetFsrSharpness() Float.X
- func (self Instance) GetInternalSize() Vector2i.XY
- func (self Instance) GetMsaa3d() RenderingServer.ViewportMSAA
- func (self Instance) GetRenderTarget() RID.Framebuffer
- func (self Instance) GetScaling3dMode() RenderingServer.ViewportScaling3DMode
- func (self Instance) GetScreenSpaceAa() RenderingServer.ViewportScreenSpaceAA
- func (self Instance) GetTargetSize() Vector2i.XY
- func (self Instance) GetTexture(context string, name string) RID.Texture
- func (self Instance) GetTextureFormat(context string, name string) RDTextureFormat.Instance
- func (self Instance) GetTextureSamples() Rendering.TextureSamples
- func (self Instance) GetTextureSlice(context string, name string, layer int, mipmap int, layers int, mipmaps int) RID.Texture
- func (self Instance) GetTextureSliceSize(context string, name string, mipmap int) Vector2i.XY
- func (self Instance) GetTextureSliceView(context string, name string, layer int, mipmap int, layers int, mipmaps int, ...) RID.Texture
- func (self Instance) GetUseDebanding() bool
- func (self Instance) GetUseTaa() bool
- func (self Instance) GetVelocityLayer(layer int) RID.Texture
- func (self Instance) GetVelocityTexture() RID.Texture
- func (self Instance) GetViewCount() int
- func (self Instance) HasTexture(context string, name string) bool
- func (self Instance) ID() ID
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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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 Expanded ¶
type Expanded [1]gdclass.RenderSceneBuffersRD
func (Expanded) GetColorLayer ¶
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 ¶
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 ¶
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 ¶
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 ¶
Returns the specified layer from the velocity texture we are rendering 3D content to.
func (Expanded) GetVelocityTexture ¶
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 ¶
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]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsRenderSceneBuffers ¶
func (self *Extension[T]) AsRenderSceneBuffers() RenderSceneBuffers.Instance
func (*Extension[T]) AsRenderSceneBuffersRD ¶
type 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.
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 (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsRenderSceneBuffers ¶
func (self Instance) AsRenderSceneBuffers() RenderSceneBuffers.Instance
func (Instance) AsRenderSceneBuffersRD ¶
func (Instance) ClearContext ¶
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 ¶
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 ¶
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 ¶
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 ¶
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 ¶
Returns the FSR sharpness value used while rendering the 3D content (if Instance.GetScaling3dMode is an FSR mode).
func (Instance) GetInternalSize ¶
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 ¶
Returns the target size of the render buffer (size after upscaling).
func (Instance) GetTexture ¶
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 ¶
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 ¶
Returns true if debanding is enabled.
func (Instance) GetVelocityLayer ¶
Returns the specified layer from the velocity texture we are rendering 3D content to.
func (Instance) GetVelocityTexture ¶
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 ¶
Returns the view count for the associated viewport.
func (Instance) HasTexture ¶
Returns true if a cached texture exists for this name.