Ultralight C++ API 1.3.0
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ultralight::RenderTarget Struct Reference

#include <Ultralight/RenderTarget.h>

Details

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.
 

Constructor & Destructor Documentation

◆ RenderTarget()

ultralight::RenderTarget::RenderTarget ( )

Member Data Documentation

◆ height

uint32_t ultralight::RenderTarget::height

The viewport height (in device coordinates).

◆ is_empty

bool ultralight::RenderTarget::is_empty

Whether this target is empty (null texture)

◆ render_buffer_id

uint32_t ultralight::RenderTarget::render_buffer_id

The GPUDriver-specific render buffer ID.

◆ texture_format

BitmapFormat ultralight::RenderTarget::texture_format

The pixel format of the texture.

◆ texture_height

uint32_t ultralight::RenderTarget::texture_height

The texture height (in pixels).

This may be padded.

◆ texture_id

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).

◆ texture_width

uint32_t ultralight::RenderTarget::texture_width

The texture width (in pixels).

This may be padded.

◆ uv_coords

Rect ultralight::RenderTarget::uv_coords

UV coordinates of the texture (this is needed because the texture may be padded).

◆ width

uint32_t ultralight::RenderTarget::width

The viewport width (in device coordinates).


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