Ultralight C++ API 1.4.0
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#include <Ultralight/RenderTarget.h>
Offscreen render target, used when rendering Views via the GPU renderer.
When a View is rendered via the GPU renderer (see View::is_accelerated), it will be rendered to an offscreen render target (View::render_target) that you can display in your application.
This is intended to be used with a custom GPUDriver implementation in a game or similar application.
To display the View's render target, you should:
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 custom GPUDriver implementation 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. | |
RenderTarget | ( | ) |
uint32_t height |
The viewport height (in device coordinates).
bool is_empty |
Whether this target is empty (null texture)
uint32_t render_buffer_id |
The GPUDriver-specific render buffer ID.
BitmapFormat texture_format |
The pixel format of the texture.
uint32_t texture_height |
The texture height (in pixels).
This may be padded.
uint32_t texture_id |
The GPUDriver-specific texture ID (you should bind the texture using your custom GPUDriver implementation before drawing a quad).
uint32_t texture_width |
The texture width (in pixels).
This may be padded.
Rect uv_coords |
UV coordinates of the texture (this is needed because the texture may be padded).
uint32_t width |
The viewport width (in device coordinates).