Uranium
Application Framework
|
Public Member Functions | |
def | __init__ |
def | getName (self) |
def | getSize (self) |
def | getPriority (self) |
def | setSize |
def | bind (self) |
def | release (self) |
def | render (self) |
def | getTextureId (self) |
def | getOutput (self) |
Static Public Attributes | |
int | MaximumPriority = 999 |
Base class for a rendering pass. The RenderPass class encapsulates a render pass, that is a single step in the rendering process. :note While the render pass could technically support render to texture without using Framebuffer Objects, the PyQt bindings object lacks support for any function like glReadPixels. Therefore, the Qt OpenGL initialization code checks for FBO support and aborts the program if no support is found.
def UM.View.RenderPass.RenderPass.bind | ( | self, | |
None | |||
) |
Bind the render pass so it can be rendered to. This will make sure everything is set up so the contents of this render pass will be updated correctly. It should be called as part of your render() implementation. :note It is very important to call release() after a call to bind(), once done with rendering.
def UM.View.RenderPass.RenderPass.getName | ( | self, | |
str | |||
) |
Get the name of this RenderPass. :return: The name of the render pass.
def UM.View.RenderPass.RenderPass.getOutput | ( | self, | |
QImage | |||
) |
Get the pixel data produced by this render pass. This returns an object that contains the pixel data for this render pass. :note The current object type returned is currently dependant on the specific implementation of the UM.View.GL.FrameBufferObject class.
def UM.View.RenderPass.RenderPass.getPriority | ( | self, | |
int | |||
) |
Get the priority of this RenderPass. The priority is used for ordering the render passes. Lower priority render passes are rendered earlier and are available for later render passes to use as texture sources. :return: The priority of this render pass.
def UM.View.RenderPass.RenderPass.getTextureId | ( | self, | |
int | |||
) |
Get the texture ID of this render pass so it can be reused by other passes. :return: The OpenGL texture ID used by this pass.
def UM.View.RenderPass.RenderPass.release | ( | self, | |
None | |||
) |
Release the render pass. This makes sure the contents of this render pass are properly updated at the end of rendering.
def UM.View.RenderPass.RenderPass.render | ( | self, | |
None | |||
) |
Render the contents of this render pass. This method should be reimplemented by subclasses to perform the actual rendering of the render pass.