Uranium
Application Framework
Loading...
Searching...
No Matches
UM.View.CompositePass.CompositePass Class Reference
Inheritance diagram for UM.View.CompositePass.CompositePass:
UM.View.RenderPass.RenderPass

Public Member Functions

 __init__ (self, width, height)
 
"ShaderProgram" getCompositeShader (self)
 
None setCompositeShader (self, "ShaderProgram" shader)
 
List[str] getLayerBindings (self)
 
None setLayerBindings (self, List[str] bindings)
 
None render (self)
 
- Public Member Functions inherited from UM.View.RenderPass.RenderPass
str getName (self)
 
Tuple[int, int] getSize (self)
 
int getPriority (self)
 
None setSize (self, int width, int height)
 
None bind (self)
 
None release (self)
 
int getTextureId (self)
 
QImage getOutput (self)
 

Protected Attributes

 _shader
 
 _gl
 
 _renderer
 
 _layer_bindings
 
- Protected Attributes inherited from UM.View.RenderPass.RenderPass
 _name
 
 _width
 
 _height
 
 _priority
 
 _gl
 
 _fbo
 

Additional Inherited Members

- Static Public Attributes inherited from UM.View.RenderPass.RenderPass
int MaximumPriority = 999
 
- Protected Member Functions inherited from UM.View.RenderPass.RenderPass
None _updateRenderStorage (self)
 

Detailed Description

A RenderPass subclass providing the final composition render.

This render pass uses the other render passes to render a final composited image.
By default, this consists of the output of the default pass, with an outline
rendered on top of it using a convolution filter.

You can use setCompositeShader() to override the shader used for the composition.
Additionally, setLayerBindings() can be used to set layer bindings, that is set,
which layer is bound to which texture unit.

:note The CompositePass should always be last in the Renderer's rendering order.
Therefore, when subclassing RenderPass make sure to use a priority lower than
RenderPass.MaximumPriority.

Constructor & Destructor Documentation

◆ __init__()

UM.View.CompositePass.CompositePass.__init__ ( self,
width,
height )

Reimplemented from UM.View.RenderPass.RenderPass.

Member Function Documentation

◆ getCompositeShader()

"ShaderProgram" UM.View.CompositePass.CompositePass.getCompositeShader ( self)
Get the shader currently used for compositing.

◆ getLayerBindings()

List[str] UM.View.CompositePass.CompositePass.getLayerBindings ( self)
Get the current layer bindings.

◆ render()

None UM.View.CompositePass.CompositePass.render ( self)
Perform the actual rendering of the render pass.

Reimplemented from UM.View.RenderPass.RenderPass.

◆ setCompositeShader()

None UM.View.CompositePass.CompositePass.setCompositeShader ( self,
"ShaderProgram" shader )
Set the shader to use for compositing.

◆ setLayerBindings()

None UM.View.CompositePass.CompositePass.setLayerBindings ( self,
List[str] bindings )
Set the layer bindings to use.

This should be a list of RenderPass names. The passes will be bound
to different texture units in the order specified. By default, the output
of the "default" RenderPass is bound to texture unit 0 and the output of
the "selection" RenderPass is bound to texture unit 1.

:param bindings: The list of layer bindings to use.

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