Пример #1
0
/// <summary>
/// Returns a Canvas object that can be used to draw to the specified render target.
/// Be sure to call EndDrawCanvasToRenderTarget to complete the rendering!
/// </summary>
        public static void BeginDrawCanvasToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, out UCanvas Canvas, out FVector2D Size, out FDrawToRenderTargetContext Context)
        {
            IntPtr Canvas_temp;

            BeginDrawCanvasToRenderTarget(IntPtr.Zero, WorldContextObject, TextureRenderTarget, out Canvas_temp, out Size, out Context);
            Canvas = new UCanvas()
            {
                _this = Canvas_temp
            };
        }
Пример #2
0
/// <summary>Creates a new render target and initializes it to the specified dimensions</summary>
        public static UTextureRenderTarget2D CreateRenderTarget2D(UObject WorldContextObject, int Width = 256, int Height = 256)
        {
            IntPtr ___ret = CreateRenderTarget2D(IntPtr.Zero, WorldContextObject, Width, Height);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UTextureRenderTarget2D ___ret2 = new UTextureRenderTarget2D()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #3
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        /// <summary>@return The render target to which the user widget is rendered</summary>
        public UTextureRenderTarget2D GetRenderTarget()
        {
            CheckIsValid();
            IntPtr ___ret = GetRenderTarget(_this.Get());

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UTextureRenderTarget2D ___ret2 = new UTextureRenderTarget2D()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #4
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/// <summary>Clears the specified render target with the given ClearColor.</summary>
        public static void ClearRenderTarget2D(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, FLinearColor ClearColor)
        {
            ClearRenderTarget2D(IntPtr.Zero, WorldContextObject, TextureRenderTarget, ref ClearColor);
        }
Пример #5
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/// <summary>
/// Renders a quad with the material applied to the specified render target.
/// This sets the render target even if it is already set, which is an expensive operation.
/// Use BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget instead if rendering multiple primitives to the same render target.
/// </summary>
        public static void DrawMaterialToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, UMaterialInterface Material)
        {
            DrawMaterialToRenderTarget(IntPtr.Zero, WorldContextObject, TextureRenderTarget, Material);
        }
Пример #6
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/// <summary>Exports a render target as a HDR image onto the disk.</summary>
        public static void ExportRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, string FilePath, string FileName)
        {
            ExportRenderTarget(IntPtr.Zero, WorldContextObject, TextureRenderTarget, FilePath, FileName);
        }
 /// <summary>
 /// Copies the contents of a render target to a UTexture2D
 /// Only works in the editor
 /// </summary>
 public static void ConvertRenderTargetToTexture2DEditorOnly(UObject WorldContextObject, UTextureRenderTarget2D RenderTarget, UTexture2D Texture)
 {
     ConvertRenderTargetToTexture2DEditorOnly(IntPtr.Zero, WorldContextObject, RenderTarget, Texture);
 }
Пример #8
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 /// <summary>Clears the specified render target with the given ClearColor.</summary>
 public extern static void ClearRenderTarget2D(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, FLinearColor ClearColor = default(FLinearColor));
Пример #9
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 /// <summary>
 /// Renders a quad with the material applied to the specified render target.
 /// This sets the render target even if it is already set, which is an expensive operation.
 /// Use BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget instead if rendering multiple primitives to the same render target.
 /// </summary>
 public extern static void DrawMaterialToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, UMaterialInterface Material);
Пример #10
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 /// <summary>Exports a render target as a HDR image onto the disk.</summary>
 public extern static void ExportRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, FString FilePath, FString FileName);
Пример #11
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 /// <summary>
 /// Returns a Canvas object that can be used to draw to the specified render target.
 /// Canvas has functions like DrawMaterial with size parameters that can be used to draw to a specific area of a render target.
 /// Be sure to call EndDrawCanvasToRenderTarget to complete the rendering!
 /// </summary>
 public extern static void BeginDrawCanvasToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, out UCanvas Canvas, out FVector2D Size, out FDrawToRenderTargetContext Context);