OGRE  master
Object-Oriented Graphics Rendering Engine
Ogre::D3D9RenderTexture Class Reference

RenderTexture implementation for D3D9. More...

#include <OgreD3D9Texture.h>

+ Inheritance diagram for Ogre::D3D9RenderTexture:

Public Member Functions

 D3D9RenderTexture (const String &name, D3D9HardwarePixelBuffer *buffer, bool writeGamma, uint fsaa)
 
 ~D3D9RenderTexture ()
 
void _setDepthBuffer (DepthBuffer *depthBuffer)
 
virtual void getCustomAttribute (const String &name, void *pData)
 Retrieve a platform or API-specific piece of information. More...
 
bool requiresTextureFlipping () const
 
void swapBuffers ()
 Override needed to deal with FSAA. More...
 
virtual void update (bool swap)
 Tells the target to update it's contents. More...
 
- Public Member Functions inherited from Ogre::RenderTexture
 RenderTexture (HardwarePixelBuffer *buffer, uint32 zoffset)
 
virtual ~RenderTexture ()
 
void copyContentsToMemory (const Box &src, const PixelBox &dst, FrameBuffer buffer=FB_AUTO) override
 Copies the current contents of the render target to a pixelbox. More...
 
PixelFormat suggestPixelFormat () const override
 Suggests a pixel format to use for extracting the data in this target, when calling copyContentsToMemory. More...
 
- Public Member Functions inherited from Ogre::RenderTarget
 RenderTarget ()
 
virtual ~RenderTarget ()
 
virtual void _beginUpdate ()
 Method for manual management of rendering : fires 'preRenderTargetUpdate' and initialises statistics etc. More...
 
virtual void _detachDepthBuffer ()
 Detaches DepthBuffer without notifying it from the detach. More...
 
virtual void _endUpdate ()
 Method for manual management of rendering - finishes statistics calculation and fires 'postRenderTargetUpdate'. More...
 
virtual void _notifyCameraRemoved (const Camera *cam)
 Utility method to notify a render target that a camera has been removed, in case it was referring to it as a viewer. More...
 
virtual void _updateAutoUpdatedViewports (bool updateStatistics=true)
 Method for manual management of rendering - renders only viewports that are auto updated. More...
 
virtual void _updateViewport (int zorder, bool updateStatistics=true)
 Method for manual management of rendering - renders the given viewport (even if it is not autoupdated) More...
 
virtual void _updateViewport (Viewport *viewport, bool updateStatistics=true)
 Method for manual management of rendering - renders the given viewport (even if it is not autoupdated) More...
 
virtual void addListener (RenderTargetListener *listener)
 Add a listener to this RenderTarget which will be called back before & after rendering. More...
 
virtual ViewportaddViewport (Camera *cam, int ZOrder=0, float left=0.0f, float top=0.0f, float width=1.0f, float height=1.0f)
 Adds a viewport to the rendering target. More...
 
virtual bool attachDepthBuffer (DepthBuffer *depthBuffer)
 
void copyContentsToMemory (const PixelBox &dst, FrameBuffer buffer=FB_AUTO)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
virtual void detachDepthBuffer ()
 
uint getCustomAttribute (const String &name)
 simplified API for bindings More...
 
DepthBuffergetDepthBuffer () const
 
uint16 getDepthBufferPool () const
 
virtual uint getFSAA () const
 Indicates whether multisampling is performed on rendering and at what level. More...
 
virtual const StringgetFSAAHint () const
 RenderSystem specific FSAA option. See RenderSystem::_createRenderWindow for details. More...
 
virtual uint32 getHeight (void) const
 
void getMetrics (unsigned int &width, unsigned int &height)
 Retrieve information about the render target. More...
 
virtual const StringgetName (void) const
 Retrieve target's name. More...
 
virtual unsigned short getNumViewports (void) const
 Returns the number of viewports attached to this target. More...
 
virtual uchar getPriority () const
 Gets the priority of a render target. More...
 
const FrameStatsgetStatistics (void) const
 Retrieves details of current rendering performance. More...
 
virtual ViewportgetViewport (unsigned short index)
 Retrieves a pointer to the viewport with the given index. More...
 
virtual ViewportgetViewportByZOrder (int ZOrder)
 Retrieves a pointer to the viewport with the given Z-order. More...
 
virtual uint32 getWidth (void) const
 
virtual bool hasViewportWithZOrder (int ZOrder)
 Returns true if and only if a viewport exists at the given Z-order. More...
 
virtual void insertListener (RenderTargetListener *listener, const unsigned int pos=0)
 same as addListener, but force the position in the vector, so we can control the call order More...
 
virtual bool isActive () const
 Used to retrieve or set the active state of the render target. More...
 
virtual bool isAutoUpdated (void) const
 Gets whether this target is automatically updated if Ogre's rendering loop or Root::_updateAllRenderTargets is being used. More...
 
virtual bool isHardwareGammaEnabled () const
 Indicates whether on rendering, linear colour space is converted to sRGB gamma colour space. More...
 
virtual bool isPrimary (void) const
 Indicates whether this target is the primary window. More...
 
virtual bool isStereoEnabled (void) const
 Indicates whether stereo is currently enabled for this target. More...
 
virtual void removeAllListeners (void)
 Removes all listeners from this instance. More...
 
virtual void removeAllViewports (void)
 Removes all viewports on this target. More...
 
virtual void removeListener (RenderTargetListener *listener)
 Removes a RenderTargetListener previously registered using addListener. More...
 
virtual void removeViewport (int ZOrder)
 Removes a viewport at a given Z-order. More...
 
void resetStatistics (void)
 Resets saved frame-rate statistices. More...
 
virtual void setActive (bool state)
 Used to set the active state of the render target. More...
 
virtual void setAutoUpdated (bool autoupdate)
 Sets whether this target should be automatically updated if Ogre's rendering loop or Root::_updateAllRenderTargets is being used. More...
 
void setDepthBufferPool (uint16 poolId)
 Sets the pool ID this RenderTarget should query from. More...
 
virtual void setFSAA (uint fsaa, const String &fsaaHint)
 Set the level of multisample AA to be used if hardware support it. More...
 
virtual void setPriority (uchar priority)
 Sets the priority of this render target in relation to the others. More...
 
void writeContentsToFile (const String &filename)
 Writes the current contents of the render target to the named file. More...
 
virtual String writeContentsToTimestampedFile (const String &filenamePrefix, const String &filenameSuffix)
 Writes the current contents of the render target to the (PREFIX)(time-stamp)(SUFFIX) file. More...
 

Additional Inherited Members

- Public Types inherited from Ogre::RenderTarget
enum  FrameBuffer { FB_FRONT, FB_BACK, FB_AUTO }
 

Detailed Description

RenderTexture implementation for D3D9.

Constructor & Destructor Documentation

◆ D3D9RenderTexture()

Ogre::D3D9RenderTexture::D3D9RenderTexture ( const String name,
D3D9HardwarePixelBuffer buffer,
bool  writeGamma,
uint  fsaa 
)

◆ ~D3D9RenderTexture()

Ogre::D3D9RenderTexture::~D3D9RenderTexture ( )
inline

References Ogre::swap().

Member Function Documentation

◆ update()

virtual void Ogre::D3D9RenderTexture::update ( bool  swapBuffers)
virtual

Tells the target to update it's contents.

If OGRE is not running in an automatic rendering loop (started using Root::startRendering), the user of the library is responsible for asking each render target to refresh. This is the method used to do this. It automatically re-renders the contents of the target using whatever cameras have been pointed at it (using Camera::setRenderTarget).

This allows OGRE to be used in multi-windowed utilities and for contents to be refreshed only when required, rather than constantly as with the automatic rendering loop.
Parameters
swapBuffersFor targets that support double-buffering, if set to true, the target will immediately swap it's buffers after update. Otherwise, the buffers are not swapped, and you have to call swapBuffers yourself sometime later. You might want to do this on some rendersystems which pause for queued rendering commands to complete before accepting swap buffers calls - so you could do other CPU tasks whilst the queued commands complete. Or, you might do this if you want custom control over your windows, such as for externally created windows.

Reimplemented from Ogre::RenderTarget.

◆ getCustomAttribute()

virtual void Ogre::D3D9RenderTexture::getCustomAttribute ( const String name,
void *  pData 
)
virtual

Retrieve a platform or API-specific piece of information.

This method of retrieving information should only be used if you know what you're doing.

Name Description
WINDOW The native window handle. (X11 Window XID/ HWND / NSWindow*)
HWND deprecated (same as WINDOW)
GL_FBOID the id of the OpenGL framebuffer object
GL_MULTISAMPLEFBOID the id of the OpenGL framebuffer object used for multisampling
GLFBO id of the screen OpenGL framebuffer object on iOS
GLCONTEXT deprecated, do not use
FBO deprecated, do not use
TARGET deprecated, do not use
XDISPLAY The X Display connection behind that context.
ATOM The X Atom used in client delete events.
VIEW Cocoa NSView*
NSOPENGLCONTEXT Cocoa NSOpenGLContext*
NSOPENGLPIXELFORMAT Cocoa NSOpenGLPixelFormat*
Parameters
nameThe name of the attribute.
pDataPointer to memory of the right kind of structure to receive the info.

Reimplemented from Ogre::RenderTarget.

◆ requiresTextureFlipping()

bool Ogre::D3D9RenderTexture::requiresTextureFlipping ( ) const
inlinevirtual

Implements Ogre::RenderTarget.

◆ swapBuffers()

void Ogre::D3D9RenderTexture::swapBuffers ( )
virtual

Override needed to deal with FSAA.

Reimplemented from Ogre::RenderTarget.

◆ _setDepthBuffer()

void Ogre::D3D9RenderTexture::_setDepthBuffer ( DepthBuffer depthBuffer)
inline

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