Uranium
Application Framework
UM.View.RenderPass.RenderPass Class Reference
Inheritance diagram for UM.View.RenderPass.RenderPass:
UM.View.CompositePass.CompositePass UM.View.DefaultPass.DefaultPass UM.View.SelectionPass.SelectionPass

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
 

Detailed Description

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.

Member Function Documentation

◆ bind()

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.

◆ getName()

def UM.View.RenderPass.RenderPass.getName (   self,
  str 
)
Get the name of this RenderPass.

:return: The name of the render pass.

◆ getOutput()

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.

◆ getPriority()

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.

◆ getTextureId()

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.

◆ release()

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.

◆ render()

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.

The documentation for this class was generated from the following file: