Uranium
Application Framework
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A RenderPass subclass providing the final composition render. More...
Public Member Functions | |
def | __init__ (self, width, height) |
def | getCompositeShader (self) |
Get the shader currently used for compositing. More... | |
def | setCompositeShader |
Set the shader to use for compositing. More... | |
def | getLayerBindings (self) |
Get the current layer bindings. More... | |
def | setLayerBindings |
Set the layer bindings to use. More... | |
def | render (self) |
Perform the actual rendering of the render pass. More... | |
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def | __init__ (self, name, width, height, priority=0) |
def | getName (self) |
Get the name of this RenderPass. More... | |
def | getSize (self) |
def | getPriority (self) |
Get the priority of this RenderPass. More... | |
def | setSize (self, width, height) |
Set the size of this render pass. More... | |
def | bind (self) |
Bind the render pass so it can be rendered to. More... | |
def | release (self) |
Release the render pass. More... | |
def | render (self) |
Render the contents of this render pass. More... | |
def | getTextureId (self) |
Get the texture ID of this render pass so it can be reused by other passes. More... | |
def | getOutput (self) |
Get the pixel data produced by this render pass. More... | |
Additional Inherited Members | |
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int | MaximumPriority = 999 |
The maximum priority of a render pass. More... | |
A RenderPass subclass providing the final composition render.
This render pass uses the other render passes to render a final composited image. By default, this consists of the output of the default pass, with an outline rendered on top of it using a convolution filter.
You can use setCompositeShader() to override the shader used for the composition. Additionally, setLayerBindings() can be used to set layer bindings, that is set, which layer is bound to which texture unit.
def UM.View.CompositePass.CompositePass.getCompositeShader | ( | self, | |
ShaderProgram | |||
) |
Get the shader currently used for compositing.
def UM.View.CompositePass.CompositePass.getLayerBindings | ( | self, | |
List, | |||
str | |||
) |
Get the current layer bindings.
def UM.View.CompositePass.CompositePass.render | ( | self, | |
None | |||
) |
Perform the actual rendering of the render pass.
def UM.View.CompositePass.CompositePass.setCompositeShader | ( | self, | |
shader | |||
) |
Set the shader to use for compositing.
def UM.View.CompositePass.CompositePass.setLayerBindings | ( | self, | |
bindings | |||
) |
Set the layer bindings to use.
This should be a list of RenderPass names. The passes will be bound to different texture units in the order specified. By default, the output of the "default" RenderPass is bound to texture unit 0 and the output of the "selection" RenderPass is bound to texture unit 1.
bindings | The list of layer bindings to use. |