Ultralight C++ API 1.3.0
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#include <Ultralight/RenderTarget.h>
Rendering details for a View, to be used with your own GPUDriver.
When using your own GPUDriver, each View is rendered to an offscreen texture that you can display on a 3D quad in your application. This struct provides all the details you need to display the corresponding texture in your application.
Public Member Functions | |
RenderTarget () | |
Public Attributes | |
bool | is_empty |
Whether this target is empty (null texture) | |
uint32_t | width |
The viewport width (in device coordinates). | |
uint32_t | height |
The viewport height (in device coordinates). | |
uint32_t | texture_id |
The GPUDriver-specific texture ID (you should bind the texture using your implementation of GPUDriver::BindTexture before drawing a quad). | |
uint32_t | texture_width |
The texture width (in pixels). | |
uint32_t | texture_height |
The texture height (in pixels). | |
BitmapFormat | texture_format |
The pixel format of the texture. | |
Rect | uv_coords |
UV coordinates of the texture (this is needed because the texture may be padded). | |
uint32_t | render_buffer_id |
The GPUDriver-specific render buffer ID. | |
ultralight::RenderTarget::RenderTarget | ( | ) |
uint32_t ultralight::RenderTarget::height |
The viewport height (in device coordinates).
bool ultralight::RenderTarget::is_empty |
Whether this target is empty (null texture)
uint32_t ultralight::RenderTarget::render_buffer_id |
The GPUDriver-specific render buffer ID.
BitmapFormat ultralight::RenderTarget::texture_format |
The pixel format of the texture.
uint32_t ultralight::RenderTarget::texture_height |
The texture height (in pixels).
This may be padded.
uint32_t ultralight::RenderTarget::texture_id |
The GPUDriver-specific texture ID (you should bind the texture using your implementation of GPUDriver::BindTexture before drawing a quad).
uint32_t ultralight::RenderTarget::texture_width |
The texture width (in pixels).
This may be padded.
Rect ultralight::RenderTarget::uv_coords |
UV coordinates of the texture (this is needed because the texture may be padded).
uint32_t ultralight::RenderTarget::width |
The viewport width (in device coordinates).