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render

Rendering functions, messages and constants. The "render" namespace is accessible only from render scripts.

The rendering API was originally built on top of OpenGL ES 2.0, and it uses a subset of the OpenGL computer graphics rendering API for rendering 2D and 3D computer graphics. Our current target is OpenGLES 3.0 with fallbacks to 2.0 on some platforms.

[icon:attention] It is possible to create materials and write shaders that require features not in OpenGL ES 2.0, but those will not work cross platform.

Functions

render.constant_buffer(): Opaque<"constant_buffer">

Constant buffers are used to set shader program variables and are optionally passed to the render.draw() function. The buffer's constant elements can be indexed like an ordinary Lua table, but you can't iterate over them with pairs() or ipairs().

// Set a "tint" constant in a constant buffer in the render script:
const constants = render.constant_buffer();
constants.tint = vmath.vector4(1, 1, 1, 1);

// Then use the constant buffer when drawing a predicate:
render.draw(self.my_pred, { constants });

// The constant buffer also supports array values by specifying constants in an array:
const constants2 = render.constant_buffer();
constants2.light_colors = [];
constants2.light_colors[0] = vmath.vector4(1, 0, 0, 1);
constants2.light_colors[1] = vmath.vector4(0, 1, 0, 1);
constants2.light_colors[2] = vmath.vector4(0, 0, 1, 1);

// You can also create the array by passing the vectors directly:
const constants3 = render.constant_buffer();
constants3.light_colors = [
  vmath.vector4(1, 0, 0, 1),
  vmath.vector4(0, 1, 0, 1),
  vmath.vector4(0, 0, 1, 1),
];

// Add more constants to the array
constants3.light_colors[3] = vmath.vector4(1, 1, 1, 1);

Returns

  • buffer: Opaque<"constant_buffer"> — new constant buffer

render.enable_state(state: Opaque<"constant">)

Enables a particular render state. The state will be enabled until disabled.

// Enable stencil test when drawing the gui predicate, then disable it:
render.enable_state(graphics.STATE_STENCIL_TEST);
render.draw(self.gui_pred);
render.disable_state(graphics.STATE_STENCIL_TEST);

Parameters

  • state: Opaque<"constant"> — state to enable

  • graphics.STATE_DEPTH_TEST

  • graphics.STATE_STENCIL_TEST

  • graphics.STATE_BLEND

  • graphics.STATE_ALPHA_TEST ( not available on iOS and Android)

  • graphics.STATE_CULL_FACE

  • graphics.STATE_POLYGON_OFFSET_FILL

render.disable_state(state: Opaque<"constant">)

Disables a render state.

// Disable face culling when drawing the tile predicate:
render.disable_state(graphics.STATE_CULL_FACE);
render.draw(self.tile_pred);

Parameters

  • state: Opaque<"constant"> — state to disable

  • graphics.STATE_DEPTH_TEST

  • graphics.STATE_STENCIL_TEST

  • graphics.STATE_BLEND

  • graphics.STATE_ALPHA_TEST ( not available on iOS and Android)

  • graphics.STATE_CULL_FACE

  • graphics.STATE_POLYGON_OFFSET_FILL

render.set_viewport(x: number, y: number, width: number, height: number)

Set the render viewport to the specified rectangle.

// Set the viewport to the window dimensions.
render.set_viewport(0, 0, render.get_window_width(), render.get_window_height());

Parameters

  • x: number — left corner
  • y: number — bottom corner
  • width: number — viewport width
  • height: number — viewport height

render.render_target(name: string, parameters: Record<string | number, unknown>): Opaque<"render_target">

Creates a new render target according to the supplied specification table. The table should contain keys specifying which buffers should be created with what parameters. Each buffer key should have a table value consisting of parameters. The following parameter keys are available:

Key Values

format graphics.TEXTURE_FORMAT_LUMINANCE graphics.TEXTURE_FORMAT_RGB graphics.TEXTURE_FORMAT_RGBA graphics.TEXTURE_FORMAT_DEPTH graphics.TEXTURE_FORMAT_STENCIL graphics.TEXTURE_FORMAT_RGBA32F graphics.TEXTURE_FORMAT_RGBA16F

width number

height number

min_filter (optional) graphics.TEXTURE_FILTER_LINEAR graphics.TEXTURE_FILTER_NEAREST

mag_filter (optional) graphics.TEXTURE_FILTER_LINEAR graphics.TEXTURE_FILTER_NEAREST

u_wrap (optional) graphics.TEXTURE_WRAP_CLAMP_TO_BORDER graphics.TEXTURE_WRAP_CLAMP_TO_EDGE graphics.TEXTURE_WRAP_MIRRORED_REPEAT graphics.TEXTURE_WRAP_REPEAT

v_wrap (optional) graphics.TEXTURE_WRAP_CLAMP_TO_BORDER graphics.TEXTURE_WRAP_CLAMP_TO_EDGE graphics.TEXTURE_WRAP_MIRRORED_REPEAT graphics.TEXTURE_WRAP_REPEAT

flags (optional) render.TEXTURE_BIT (only applicable to depth and stencil buffers)

The render target can be created to support multiple color attachments. Each attachment can have different format settings and texture filters, but attachments must be added in sequence, meaning you cannot create a render target at slot 0 and 3. Instead it has to be created with all four buffer types ranging from [0..3] (as denoted by graphics.BUFFER_TYPE_COLORX_BIT where 'X' is the attachment you want to create). It is not guaranteed that the device running the script can support creating render targets with multiple color attachments. To check if the device can support multiple attachments, you can check if the render table contains any of the BUFFER_TYPE_COLOR1_BIT, BUFFER_TYPE_COLOR2_BIT or BUFFER_TYPE_COLOR3_BIT constants:

function init(self) if graphics.BUFFER_TYPE_COLOR1_BIT == nil then -- this devices does not support multiple color attachments end end

// How to create a new render target and draw to it:
export default defineScript({
  init() {
    // render target buffer parameters
    const color_params = {
      format: graphics.TEXTURE_FORMAT_RGBA,
      width: render.get_window_width(),
      height: render.get_window_height(),
      min_filter: graphics.TEXTURE_FILTER_LINEAR,
      mag_filter: graphics.TEXTURE_FILTER_LINEAR,
      u_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
      v_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
    };
    const depth_params = {
      format: graphics.TEXTURE_FORMAT_DEPTH,
      width: render.get_window_width(),
      height: render.get_window_height(),
      u_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
      v_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
    };
    return {
      my_render_target: render.render_target({
        [graphics.BUFFER_TYPE_COLOR0_BIT]: color_params,
        [graphics.BUFFER_TYPE_DEPTH_BIT]: depth_params,
      }),
    };
  },

  update(self, dt) {
    // enable target so all drawing is done to it
    render.set_render_target(self.my_render_target);

    // draw a predicate to the render target
    render.draw(self.my_pred);
  },
});

// How to create a render target with multiple outputs:
export default defineScript({
  init() {
    // render target buffer parameters
    const color_params_rgba = {
      format: graphics.TEXTURE_FORMAT_RGBA,
      width: render.get_window_width(),
      height: render.get_window_height(),
      min_filter: graphics.TEXTURE_FILTER_LINEAR,
      mag_filter: graphics.TEXTURE_FILTER_LINEAR,
      u_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
      v_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
    };
    const color_params_float = {
      format: graphics.TEXTURE_FORMAT_RG32F,
      width: render.get_window_width(),
      height: render.get_window_height(),
      min_filter: graphics.TEXTURE_FILTER_LINEAR,
      mag_filter: graphics.TEXTURE_FILTER_LINEAR,
      u_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
      v_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
    };

    // Create a render target with three color attachments
    // Note: No depth buffer is attached here
    return {
      my_render_target: render.render_target({
        [graphics.BUFFER_TYPE_COLOR0_BIT]: color_params_rgba,
        [graphics.BUFFER_TYPE_COLOR1_BIT]: color_params_rgba,
        [graphics.BUFFER_TYPE_COLOR2_BIT]: color_params_float,
      }),
    };
  },

  update(self, dt) {
    // enable target so all drawing is done to it
    render.enable_render_target(self.my_render_target);

    // draw a predicate to the render target
    render.draw(self.my_pred);
  },
});

Parameters

  • name: string — render target name
  • parameters: Record<string | number, unknown> — table of buffer parameters, see the description for available keys and values

Returns

  • render_target: Opaque<"render_target"> — new render target

render.delete_render_target(render_target: Opaque<"render_target">)

Deletes a render target created by a render script. You cannot delete a render target resource.

// How to delete a render target:
render.delete_render_target(self.my_render_target);

Parameters

  • render_target: Opaque<"render_target"> — render target to delete

render.set_render_target(render_target: Opaque<"render_target">, options?: Record<string | number, unknown>)

Sets a render target. Subsequent draw operations will be to the render target until it is replaced by a subsequent call to set_render_target. This function supports render targets created by a render script, or a render target resource.

// How to set a render target and draw to it and then switch back to the default render target
// The render target defines the depth/stencil buffers as transient, when set_render_target is called the next time the buffers may be invalidated and allow for optimisations depending on driver support
export default defineScript({
  update(self, dt) {
    // set render target so all drawing is done to it
    render.set_render_target(self.my_render_target, {
      transient: [graphics.BUFFER_TYPE_DEPTH_BIT, graphics.BUFFER_TYPE_STENCIL_BIT],
    });

    // draw a predicate to the render target
    render.draw(self.my_pred);

    // set default render target. This also invalidates the depth and stencil buffers of the current target (self.my_render_target)
    //  which can be an optimisation on some hardware
    render.set_render_target(render.RENDER_TARGET_DEFAULT);
  },
});

// Or set the render target by a render target resource identifier:
export default defineScript({
  update(self, dt) {
    render.set_render_target("my_rt_resource");

    // draw a predicate to the render target
    render.draw(self.my_pred);

    // reset the render target to the default backbuffer
    render.set_render_target(render.RENDER_TARGET_DEFAULT);
  },
});

Parameters

  • render_target: Opaque<"render_target"> — render target to set. render.RENDER_TARGET_DEFAULT to set the default render target
  • options?: Record<string | number, unknown> — optional table with behaviour parameters

transient table Transient frame buffer types are only valid while the render target is active, i.e becomes undefined when a new target is set by a subsequent call to set_render_target. Default is all non-transient. Be aware that some hardware uses a combined depth stencil buffer and when this is the case both are considered non-transient if exclusively selected! A buffer type defined that doesn't exist in the render target is silently ignored.

  • graphics.BUFFER_TYPE_COLOR0_BIT

  • graphics.BUFFER_TYPE_DEPTH_BIT

  • graphics.BUFFER_TYPE_STENCIL_BIT

render.set_render_target_size(render_target: Opaque<"render_target">, width: number, height: number)

Sets the render target size for a render target created from either a render script, or from a render target resource.

// Resize render targets to the current window size:
render.set_render_target_size(self.my_render_target, render.get_window_width(), render.get_window_height());
render.set_render_target_size("my_rt_resource", render.get_window_width(), render.get_window_height());

Parameters

  • render_target: Opaque<"render_target"> — render target to set size for
  • width: number — new render target width
  • height: number — new render target height

render.enable_texture(binding: number | string | Hash, handle_or_name: Opaque<"texture"> | string | Hash, buffer_type?: graphics.BUFFER_TYPE_COLOR0_BIT | graphics.BUFFER_TYPE_COLOR1_BIT | graphics.BUFFER_TYPE_COLOR2_BIT | graphics.BUFFER_TYPE_COLOR3_BIT | graphics.BUFFER_TYPE_DEPTH_BIT | graphics.BUFFER_TYPE_STENCIL_BIT)

Sets the specified texture handle for a render target attachment or a regular texture that should be used for rendering. The texture can be bound to either a texture unit or to a sampler name by a hash or a string. A texture can be bound to multiple units and sampler names at the same time, the actual binding will be applied to the shaders when a shader program is bound. When mixing binding using both units and sampler names, you might end up in situations where two different textures will be applied to the same bind location in the shader. In this case, the texture set to the named sampler will take precedence over the unit. Note that you can bind multiple sampler names to the same texture, in case you want to reuse the same texture for differnt use-cases. It is however recommended that you use the same name everywhere for the textures that should be shared across different materials.

export default defineScript({
  update(self, dt) {
    // enable target so all drawing is done to it
    render.set_render_target(self.my_render_target);

    // draw a predicate to the render target
    render.draw(self.my_pred);

    // disable target
    render.set_render_target(render.RENDER_TARGET_DEFAULT);

    render.enable_texture(0, self.my_render_target, graphics.BUFFER_TYPE_COLOR0_BIT);
    // draw a predicate with the render target available as texture 0 in the predicate
    // material shader.
    render.draw(self.my_pred);
  },
});

// Or enable a render target by resource id:
export default defineScript({
  update(self, dt) {
    render.set_render_target("my_rt_resource");
    render.draw(self.my_pred);
    render.set_render_target(render.RENDER_TARGET_DEFAULT);

    render.enable_texture(0, "my_rt_resource", graphics.BUFFER_TYPE_COLOR0_BIT);
    // draw a predicate with the render target available as texture 0 in the predicate
    // material shader.
    render.draw(self.my_pred);
  },
});

// Or bind a texture handle directly:
export default defineScript({
  update(self, dt) {
    // bind a texture to the texture unit 0
    render.enable_texture(0, self.my_texture_handle);
    // bind the same texture to a named sampler
    render.enable_texture("my_texture_sampler", self.my_texture_handle);
  },
});

Parameters

  • binding: number | string | Hash — texture binding, either by texture unit, string or hash for the sampler name that the texture should be bound to

  • handle_or_name: Opaque<"texture"> | string | Hash — render target or texture handle that should be bound, or a named resource in the "Render Resource" table in the currently assigned .render file

  • buffer_type?: graphics.BUFFER_TYPE_COLOR0_BIT | graphics.BUFFER_TYPE_COLOR1_BIT | graphics.BUFFER_TYPE_COLOR2_BIT | graphics.BUFFER_TYPE_COLOR3_BIT | graphics.BUFFER_TYPE_DEPTH_BIT | graphics.BUFFER_TYPE_STENCIL_BIT — optional buffer type from which to enable the texture. Note that this argument only applies to render targets. Defaults to graphics.BUFFER_TYPE_COLOR0_BIT. These values are supported:

  • graphics.BUFFER_TYPE_COLOR0_BIT

If The render target has been created as depth and/or stencil textures, these buffer types can be used:

  • graphics.BUFFER_TYPE_DEPTH_BIT

  • graphics.BUFFER_TYPE_STENCIL_BIT

If the render target has been created with multiple color attachments, these buffer types can be used to enable those textures as well. Currently 4 color attachments are supported:

  • graphics.BUFFER_TYPE_COLOR0_BIT

  • graphics.BUFFER_TYPE_COLOR1_BIT

  • graphics.BUFFER_TYPE_COLOR2_BIT

  • graphics.BUFFER_TYPE_COLOR3_BIT

render.disable_texture(binding: Opaque<"texture"> | string | Hash)

Disables a texture that has previourly been enabled.

export default defineScript({
  update(self, dt) {
    render.enable_texture(0, self.my_render_target, graphics.BUFFER_TYPE_COLOR0_BIT);
    // draw a predicate with the render target available as texture 0 in the predicate
    // material shader.
    render.draw(self.my_pred);
    // done, disable the texture
    render.disable_texture(0);
  },
});

Parameters

  • binding: Opaque<"texture"> | string | Hash — texture binding, either by texture unit, string or hash that should be disabled

render.get_render_target_width(render_target: Opaque<"render_target">, buffer_type: graphics.BUFFER_TYPE_COLOR0_BIT | graphics.BUFFER_TYPE_COLOR1_BIT | graphics.BUFFER_TYPE_COLOR2_BIT | graphics.BUFFER_TYPE_COLOR3_BIT | graphics.BUFFER_TYPE_DEPTH_BIT | graphics.BUFFER_TYPE_STENCIL_BIT): number

Returns the specified buffer width from a render target.

// get the width of the render target color buffer
const w = render.get_render_target_width(self.target_right, graphics.BUFFER_TYPE_COLOR0_BIT);
// get the width of a render target resource
const w2 = render.get_render_target_width("my_rt_resource", graphics.BUFFER_TYPE_COLOR0_BIT);

Parameters

  • render_target: Opaque<"render_target"> — render target from which to retrieve the buffer width

  • buffer_type: graphics.BUFFER_TYPE_COLOR0_BIT | graphics.BUFFER_TYPE_COLOR1_BIT | graphics.BUFFER_TYPE_COLOR2_BIT | graphics.BUFFER_TYPE_COLOR3_BIT | graphics.BUFFER_TYPE_DEPTH_BIT | graphics.BUFFER_TYPE_STENCIL_BIT — which type of buffer to retrieve the width from

  • graphics.BUFFER_TYPE_COLOR0_BIT

  • graphics.BUFFER_TYPE_COLOR[x]_BIT (x: [0..3], if supported!)

  • graphics.BUFFER_TYPE_DEPTH_BIT

  • graphics.BUFFER_TYPE_STENCIL_BIT

Returns

  • width: number — the width of the render target buffer texture

render.get_render_target_height(render_target: Opaque<"render_target">, buffer_type: graphics.BUFFER_TYPE_COLOR0_BIT | graphics.BUFFER_TYPE_COLOR1_BIT | graphics.BUFFER_TYPE_COLOR2_BIT | graphics.BUFFER_TYPE_COLOR3_BIT | graphics.BUFFER_TYPE_DEPTH_BIT | graphics.BUFFER_TYPE_STENCIL_BIT): number

Returns the specified buffer height from a render target.

// get the height of the render target color buffer
const h = render.get_render_target_height(self.target_right, graphics.BUFFER_TYPE_COLOR0_BIT);
// get the height of a render target resource
const w = render.get_render_target_height("my_rt_resource", graphics.BUFFER_TYPE_COLOR0_BIT);

Parameters

  • render_target: Opaque<"render_target"> — render target from which to retrieve the buffer height

  • buffer_type: graphics.BUFFER_TYPE_COLOR0_BIT | graphics.BUFFER_TYPE_COLOR1_BIT | graphics.BUFFER_TYPE_COLOR2_BIT | graphics.BUFFER_TYPE_COLOR3_BIT | graphics.BUFFER_TYPE_DEPTH_BIT | graphics.BUFFER_TYPE_STENCIL_BIT — which type of buffer to retrieve the height from

  • graphics.BUFFER_TYPE_COLOR0_BIT

  • graphics.BUFFER_TYPE_DEPTH_BIT

  • graphics.BUFFER_TYPE_STENCIL_BIT

Returns

  • height: number — the height of the render target buffer texture

render.clear(buffers: Record<string | number, unknown>)

Clear buffers in the currently enabled render target with specified value. If the render target has been created with multiple color attachments, all buffers will be cleared with the same value.

// Clear the color buffer and the depth buffer.
render.clear({
  [graphics.BUFFER_TYPE_COLOR0_BIT]: vmath.vector4(0, 0, 0, 0),
  [graphics.BUFFER_TYPE_DEPTH_BIT]: 1,
});

Parameters

  • buffers: Record<string | number, unknown> — table with keys specifying which buffers to clear and values set to clear values. Available keys are:

  • graphics.BUFFER_TYPE_COLOR0_BIT

  • graphics.BUFFER_TYPE_DEPTH_BIT

  • graphics.BUFFER_TYPE_STENCIL_BIT

render.draw(predicate: number, options?: Record<string | number, unknown>)

Draws all objects that match a specified predicate. An optional constant buffer can be provided to override the default constants. If no constants buffer is provided, a default system constants buffer is used containing constants as defined in materials and set through go.set (or particlefx.set_constant) on visual components.

export default defineScript({
  init() {
    // define a predicate matching anything with material tag "my_tag"
    return { my_pred: render.predicate([hash("my_tag")]) };
  },

  update(self, dt) {
    // draw everything in the my_pred predicate
    render.draw(self.my_pred);
  },
});

// Draw predicate with constants:
const constants = render.constant_buffer();
constants.tint = vmath.vector4(1, 1, 1, 1);
render.draw(self.my_pred, { constants });

// Draw with predicate and frustum culling (without near+far planes):
const frustum = self.proj.mul(self.view);
render.draw(self.my_pred, { frustum });

// Draw with predicate and frustum culling (with near+far planes):
const frustum2 = self.proj.mul(self.view);
render.draw(self.my_pred, { frustum: frustum2, frustum_planes: render.FRUSTUM_PLANES_ALL });

Parameters

  • predicate: number — predicate to draw for
  • options?: Record<string | number, unknown> — optional table with properties:

frustum matrix4 A frustum matrix used to cull renderable items. (E.g. local frustum = proj * view). default=nil frustum_planes int Determines which sides of the frustum will be used. Default is render.FRUSTUM_PLANES_SIDES.

constants constant_buffer optional constants to use while rendering sort_order int How to sort draw order for world-ordered entries. Default uses the renderer's preferred world sorting (back-to-front).

render.draw_debug3d(options?: Record<string | number, unknown>)

Draws all 3d debug graphics such as lines drawn with "draw_line" messages and physics visualization.

export default defineScript({
  update(self, dt) {
    // draw debug visualization
    render.draw_debug3d();
  },
});

Parameters

  • options?: Record<string | number, unknown> — optional table with properties:

frustum matrix4 A frustum matrix used to cull renderable items. (E.g. local frustum = proj * view). May be nil. frustum_planes int Determines which sides of the frustum will be used. Default is render.FRUSTUM_PLANES_SIDES.

render.set_view(matrix: Matrix4)

Sets the view matrix to use when rendering.

// How to set the view and projection matrices according to
// the values supplied by a camera.
export default defineScript({
  init() {
    return {
      view: vmath.matrix4(),
      projection: vmath.matrix4(),
    };
  },

  update(self, dt) {
    // set the view to the stored view value
    render.set_view(self.view);
    // now we can draw with this view
  },

  on_message(self, message_id, message) {
    if (message_id === hash("set_view_projection")) {
      // camera view and projection arrives here.
      self.view = message.view;
      self.projection = message.projection;
    }
  },
});

Parameters

  • matrix: Matrix4 — view matrix to set

render.set_projection(matrix: Matrix4)

Sets the projection matrix to use when rendering.

// How to set the projection to orthographic with world origo at lower left,
// width and height as set in project settings and depth (z) between -1 and 1:
render.set_projection(vmath.matrix4_orthographic(0, render.get_width(), 0, render.get_height(), -1, 1));

Parameters

  • matrix: Matrix4 — projection matrix

render.set_blend_func(source_factor: number, destination_factor: number)

Specifies the arithmetic used when computing pixel values that are written to the frame buffer. In RGBA mode, pixels can be drawn using a function that blends the source RGBA pixel values with the destination pixel values already in the frame buffer. Blending is initially disabled. source_factor specifies which method is used to scale the source color components. destination_factor specifies which method is used to scale the destination color components. Source color components are referred to as (Rs,Gs,Bs,As). Destination color components are referred to as (Rd,Gd,Bd,Ad). The color specified by setting the blendcolor is referred to as (Rc,Gc,Bc,Ac). The source scale factor is referred to as (sR,sG,sB,sA). The destination scale factor is referred to as (dR,dG,dB,dA). The color values have integer values between 0 and (kR,kG,kB,kA), where kc = 2mc - 1 and mc is the number of bitplanes for that color. I.e for 8 bit color depth, color values are between 0 and 255. Available factor constants and corresponding scale factors:

Factor constant Scale factor (fR,fG,fB,fA)

graphics.BLEND_FACTOR_ZERO (0,0,0,0)

graphics.BLEND_FACTOR_ONE (1,1,1,1)

graphics.BLEND_FACTOR_SRC_COLOR (Rs/kR,Gs/kG,Bs/kB,As/kA)

graphics.BLEND_FACTOR_ONE_MINUS_SRC_COLOR (1,1,1,1) - (Rs/kR,Gs/kG,Bs/kB,As/kA)

graphics.BLEND_FACTOR_DST_COLOR (Rd/kR,Gd/kG,Bd/kB,Ad/kA)

graphics.BLEND_FACTOR_ONE_MINUS_DST_COLOR (1,1,1,1) - (Rd/kR,Gd/kG,Bd/kB,Ad/kA)

graphics.BLEND_FACTOR_SRC_ALPHA (As/kA,As/kA,As/kA,As/kA)

graphics.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA (1,1,1,1) - (As/kA,As/kA,As/kA,As/kA)

graphics.BLEND_FACTOR_DST_ALPHA (Ad/kA,Ad/kA,Ad/kA,Ad/kA)

graphics.BLEND_FACTOR_ONE_MINUS_DST_ALPHA (1,1,1,1) - (Ad/kA,Ad/kA,Ad/kA,Ad/kA)

graphics.BLEND_FACTOR_CONSTANT_COLOR (Rc,Gc,Bc,Ac)

graphics.BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR (1,1,1,1) - (Rc,Gc,Bc,Ac)

graphics.BLEND_FACTOR_CONSTANT_ALPHA (Ac,Ac,Ac,Ac)

graphics.BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA (1,1,1,1) - (Ac,Ac,Ac,Ac)

graphics.BLEND_FACTOR_SRC_ALPHA_SATURATE (i,i,i,1) where i = min(As, kA - Ad) /kA

The blended RGBA values of a pixel comes from the following equations:

  • Rd = min(kR, Rs * sR + Rd * dR)

  • Gd = min(kG, Gs * sG + Gd * dG)

  • Bd = min(kB, Bs * sB + Bd * dB)

  • Ad = min(kA, As * sA + Ad * dA)

Blend function (graphics.BLEND_FACTOR_SRC_ALPHA, graphics.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA) is useful for drawing with transparency when the drawn objects are sorted from farthest to nearest. It is also useful for drawing antialiased points and lines in arbitrary order.

// Set the blend func to the most common one:
render.set_blend_func(graphics.BLEND_FACTOR_SRC_ALPHA, graphics.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA);

Parameters

  • source_factor: number — source factor
  • destination_factor: number — destination factor

render.set_color_mask(red: boolean, green: boolean, blue: boolean, alpha: boolean)

Specifies whether the individual color components in the frame buffer is enabled for writing (true) or disabled (false). For example, if blue is false, nothing is written to the blue component of any pixel in any of the color buffers, regardless of the drawing operation attempted. Note that writing are either enabled or disabled for entire color components, not the individual bits of a component. The component masks are all initially true.

// alpha cannot be written to frame buffer
render.set_color_mask(true, true, true, false);

Parameters

  • red: boolean — red mask
  • green: boolean — green mask
  • blue: boolean — blue mask
  • alpha: boolean — alpha mask

render.set_depth_mask(depth: boolean)

Specifies whether the depth buffer is enabled for writing. The supplied mask governs if depth buffer writing is enabled (true) or disabled (false). The mask is initially true.

// How to turn off writing to the depth buffer:
render.set_depth_mask(false);

Parameters

  • depth: boolean — depth mask

render.set_stencil_mask(mask: number)

The stencil mask controls the writing of individual bits in the stencil buffer. The least significant n bits of the parameter mask, where n is the number of bits in the stencil buffer, specify the mask. Where a 1 bit appears in the mask, the corresponding bit in the stencil buffer can be written. Where a 0 bit appears in the mask, the corresponding bit in the stencil buffer is never written. The mask is initially all 1's.

// set the stencil mask to all 1:s
render.set_stencil_mask(0xff);

Parameters

  • mask: number — stencil mask

render.set_depth_func(func: number)

Specifies the function that should be used to compare each incoming pixel depth value with the value present in the depth buffer. The comparison is performed only if depth testing is enabled and specifies the conditions under which a pixel will be drawn. Function constants:

  • graphics.COMPARE_FUNC_NEVER (never passes)

  • graphics.COMPARE_FUNC_LESS (passes if the incoming depth value is less than the stored value)

  • graphics.COMPARE_FUNC_LEQUAL (passes if the incoming depth value is less than or equal to the stored value)

  • graphics.COMPARE_FUNC_GREATER (passes if the incoming depth value is greater than the stored value)

  • graphics.COMPARE_FUNC_GEQUAL (passes if the incoming depth value is greater than or equal to the stored value)

  • graphics.COMPARE_FUNC_EQUAL (passes if the incoming depth value is equal to the stored value)

  • graphics.COMPARE_FUNC_NOTEQUAL (passes if the incoming depth value is not equal to the stored value)

  • graphics.COMPARE_FUNC_ALWAYS (always passes)

The depth function is initially set to graphics.COMPARE_FUNC_LESS.

// Enable depth test and set the depth test function to "not equal".
render.enable_state(graphics.STATE_DEPTH_TEST);
render.set_depth_func(graphics.COMPARE_FUNC_NOTEQUAL);

Parameters

  • func: number — depth test function, see the description for available values

render.set_stencil_func(func: number, ref: number, mask: number)

Stenciling is similar to depth-buffering as it enables and disables drawing on a per-pixel basis. First, GL drawing primitives are drawn into the stencil planes. Second, geometry and images are rendered but using the stencil planes to mask out where to draw. The stencil test discards a pixel based on the outcome of a comparison between the reference value ref and the corresponding value in the stencil buffer. func specifies the comparison function. See the table below for values. The initial value is graphics.COMPARE_FUNC_ALWAYS. ref specifies the reference value for the stencil test. The value is clamped to the range [0, 2n-1], where n is the number of bitplanes in the stencil buffer. The initial value is 0. mask is ANDed with both the reference value and the stored stencil value when the test is done. The initial value is all 1's. Function constant:

  • graphics.COMPARE_FUNC_NEVER (never passes)

  • graphics.COMPARE_FUNC_LESS (passes if (ref & mask) < (stencil & mask))

  • graphics.COMPARE_FUNC_LEQUAL (passes if (ref & mask) <= (stencil & mask))

  • graphics.COMPARE_FUNC_GREATER (passes if (ref & mask) > (stencil & mask))

  • graphics.COMPARE_FUNC_GEQUAL (passes if (ref & mask) >= (stencil & mask))

  • graphics.COMPARE_FUNC_EQUAL (passes if (ref & mask) = (stencil & mask))

  • graphics.COMPARE_FUNC_NOTEQUAL (passes if (ref & mask) != (stencil & mask))

  • graphics.COMPARE_FUNC_ALWAYS (always passes)

// let only 0's pass the stencil test
render.set_stencil_func(graphics.COMPARE_FUNC_EQUAL, 0, 1);

Parameters

  • func: number — stencil test function, see the description for available values
  • ref: number — reference value for the stencil test
  • mask: number — mask that is ANDed with both the reference value and the stored stencil value when the test is done

render.set_stencil_op(sfail: number, dpfail: number, dppass: number)

The stencil test discards a pixel based on the outcome of a comparison between the reference value ref and the corresponding value in the stencil buffer. To control the test, call render.set_stencil_func. This function takes three arguments that control what happens to the stored stencil value while stenciling is enabled. If the stencil test fails, no change is made to the pixel's color or depth buffers, and sfail specifies what happens to the stencil buffer contents. Operator constants:

  • graphics.STENCIL_OP_KEEP (keeps the current value)

  • graphics.STENCIL_OP_ZERO (sets the stencil buffer value to 0)

  • graphics.STENCIL_OP_REPLACE (sets the stencil buffer value to ref, as specified by render.set_stencil_func)

  • graphics.STENCIL_OP_INCR (increments the stencil buffer value and clamp to the maximum representable unsigned value)

  • graphics.STENCIL_OP_INCR_WRAP (increments the stencil buffer value and wrap to zero when incrementing the maximum representable unsigned value)

  • graphics.STENCIL_OP_DECR (decrements the current stencil buffer value and clamp to 0)

  • graphics.STENCIL_OP_DECR_WRAP (decrements the current stencil buffer value and wrap to the maximum representable unsigned value when decrementing zero)

  • graphics.STENCIL_OP_INVERT (bitwise inverts the current stencil buffer value)

dppass and dpfail specify the stencil buffer actions depending on whether subsequent depth buffer tests succeed (dppass) or fail (dpfail). The initial value for all operators is graphics.STENCIL_OP_KEEP.

// Set the stencil function to never pass and operator to always draw 1's
// on test fail.
render.set_stencil_func(graphics.COMPARE_FUNC_NEVER, 1, 0xFF);
// always draw 1's on test fail
render.set_stencil_op(graphics.STENCIL_OP_REPLACE, graphics.STENCIL_OP_KEEP, graphics.STENCIL_OP_KEEP);

Parameters

  • sfail: number — action to take when the stencil test fails
  • dpfail: number — the stencil action when the stencil test passes
  • dppass: number — the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and either there is no depth buffer or depth testing is not enabled

render.set_cull_face(face_type: number)

Specifies whether front- or back-facing polygons can be culled when polygon culling is enabled. Polygon culling is initially disabled. If mode is graphics.FACE_TYPE_FRONT_AND_BACK, no polygons are drawn, but other primitives such as points and lines are drawn. The initial value for face_type is graphics.FACE_TYPE_BACK.

// How to enable polygon culling and set front face culling:
render.enable_state(graphics.STATE_CULL_FACE);
render.set_cull_face(graphics.FACE_TYPE_FRONT);

Parameters

  • face_type: number — face type

  • graphics.FACE_TYPE_FRONT

  • graphics.FACE_TYPE_BACK

  • graphics.FACE_TYPE_FRONT_AND_BACK

render.set_polygon_offset(factor: number, units: number)

Sets the scale and units used to calculate depth values. If graphics.STATE_POLYGON_OFFSET_FILL is enabled, each fragment's depth value is offset from its interpolated value (depending on the depth value of the appropriate vertices). Polygon offset can be used when drawing decals, rendering hidden-line images etc. factor specifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0. units is multiplied by an implementation-specific value to create a constant depth offset. The initial value is 0. The value of the offset is computed as factor × DZ + r × units DZ is a measurement of the depth slope of the polygon which is the change in z (depth) values divided by the change in either x or y coordinates, as you traverse a polygon. The depth values are in window coordinates, clamped to the range [0, 1]. r is the smallest value that is guaranteed to produce a resolvable difference. It's value is an implementation-specific constant. The offset is added before the depth test is performed and before the value is written into the depth buffer.

render.enable_state(graphics.STATE_POLYGON_OFFSET_FILL);
render.set_polygon_offset(1.0, 1.0);

Parameters

  • factor: number — polygon offset factor
  • units: number — polygon offset units

render.get_width(): number

Returns the logical window width that is set in the "game.project" settings. Note that the actual window pixel size can change, either by device constraints or user input.

// Get the width of the window.
const w = render.get_width();

Returns

  • width: number — specified window width (number)

render.get_height(): number

Returns the logical window height that is set in the "game.project" settings. Note that the actual window pixel size can change, either by device constraints or user input.

// Get the height of the window
const h = render.get_height();

Returns

  • height: number — specified window height

render.get_window_width(): number

Returns the actual physical window width. Note that this value might differ from the logical width that is set in the "game.project" settings.

// Get the actual width of the window
const w = render.get_window_width();

Returns

  • width: number — actual window width

render.get_window_height(): number

Returns the actual physical window height. Note that this value might differ from the logical height that is set in the "game.project" settings.

// Get the actual height of the window
const h = render.get_window_height();

Returns

  • height: number — actual window height

render.predicate(tags: Record<string | number, unknown>): number

This function returns a new render predicate for objects with materials matching the provided material tags. The provided tags are combined into a bit mask for the predicate. If multiple tags are provided, the predicate matches materials with all tags ANDed together. The current limit to the number of tags that can be defined is 64.

// Create a new render predicate containing all visual objects that
// have a material with material tags "opaque" AND "smoke".
const p = render.predicate([hash("opaque"), hash("smoke")]);

Parameters

  • tags: Record<string | number, unknown> — table of tags that the predicate should match. The tags can be of either hash or string type

Returns

  • predicate: number — new predicate

render.enable_material(material_id: string | Hash)

If another material was already enabled, it will be automatically disabled and the specified material is used instead. The name of the material must be specified in the ".render" resource set in the "game.project" setting.

// Enable material named "glow", then draw my_pred with it.
render.enable_material("glow");
render.draw(self.my_pred);
render.disable_material();

Parameters

  • material_id: string | Hash — material id to enable

render.disable_material()

If a material is currently enabled, disable it. The name of the material must be specified in the ".render" resource set in the "game.project" setting.

// Enable material named "glow", then draw my_pred with it.
render.enable_material("glow");
render.draw(self.my_pred);
render.disable_material();

render.set_camera(camera: Url | number | nil, options?: Record<string | number, unknown>)

Sets the current render camera to be used for rendering. If a render camera has been set by the render script, the renderer will be using its projection and view matrix during rendering. If a projection and/or view matrix has been set by the render script, they will not be used until the current render camera has been reset by calling render.set_camera(). If the 'use_frustum' flag in the options table has been set to true, the renderer will automatically use the camera frustum for frustum culling regardless of what frustum is being passed into the render.draw() function. Note that the frustum plane option in render.draw can still be used together with the camera.

// Set the current camera to be used for rendering
render.set_camera("main:/my_go#camera");
render.draw(self.my_pred);
render.set_camera(undefined);

// Use the camera frustum for frustum culling together with a specific frustum plane option for the draw command
// The camera frustum will take precedence over the frustum plane option in render.draw
render.set_camera("main:/my_go#camera", { use_frustum: true });
// However, we can still customize the frustum planes regardless of the camera option!
render.draw(self.my_pred, { frustum_planes: render.FRUSTUM_PLANES_ALL });
render.set_camera();

Parameters

  • camera: Url | number | nil — camera id to use, or nil to reset
  • options?: Record<string | number, unknown> — optional table with properties:

use_frustum boolean If true, the renderer will use the cameras view-projection matrix for frustum culling (default: false)

render.set_compute(compute: string | Hash | nil)

The name of the compute program must be specified in the ".render" resource set in the "game.project" setting. If nil (or no arguments) are passed to this function, the current compute program will instead be disabled.

// Enable compute program named "fractals", then dispatch it.
render.set_compute("fractals");
render.enable_texture(0, self.backing_texture);
render.dispatch_compute(128, 128, 1);
render.set_compute();

Parameters

  • compute: string | Hash | nil — compute id to use, or nil to disable

render.dispatch_compute(x: number, y: number, z: number, options?: Record<string | number, unknown>)

Dispatches the currently enabled compute program. The dispatch call takes three arguments x,y,z which constitutes the 'global working group' of the compute dispatch. Together with the 'local working group' specified in the compute shader as a layout qualifier, these two sets of parameters forms the number of invocations the compute shader will execute. An optional constant buffer can be provided to override the default constants. If no constants buffer is provided, a default system constants buffer is used containing constants as defined in the compute program.

export default defineScript({
  init() {
    const color_params = {
      format: graphics.TEXTURE_FORMAT_RGBA,
      width: render.get_window_width(),
      height: render.get_window_height(),
    };
    return {
      scene_rt: render.render_target({ [graphics.BUFFER_TYPE_COLOR0_BIT]: color_params }),
    };
  },

  update(self, dt) {
    render.set_compute("bloom");
    render.enable_texture(0, self.backing_texture);
    render.enable_texture(1, self.scene_rt);
    render.dispatch_compute(128, 128, 1);
    render.set_compute();
  },
});

// Dispatch a compute program with a constant buffer:
const constants = render.constant_buffer();
constants.tint = vmath.vector4(1, 1, 1, 1);
render.dispatch_compute(32, 32, 32, { constants });

Parameters

  • x: number — global work group size X
  • y: number — global work group size Y
  • z: number — global work group size Z
  • options?: Record<string | number, unknown> — optional table with properties:

constants constant_buffer optional constants to use while rendering

render.set_listener(callback: function(self, event_type) | nil)

Set or remove listener. Currenly only only two type of events can arrived: render.CONTEXT_EVENT_CONTEXT_LOST - when rendering context lost. Rending paused and all graphics resources become invalid. render.CONTEXT_EVENT_CONTEXT_RESTORED - when rendering context was restored. Rendering still paused and graphics resources still invalid but can be reloaded.

// Set listener and handle render context events.
// custom.render_script
export default defineScript({
  init() {
    render.set_listener((self, event_type) => {
      if (event_type === render.CONTEXT_EVENT_CONTEXT_LOST) {
        // Some stuff when rendering context is lost
      } else if (event_type === render.CONTEXT_EVENT_CONTEXT_RESTORED) {
        // Start reload resources, reload game, etc.
      }
    });
  },
});

Parameters

  • callback: function(self, event_type) | nil — A callback that receives all render related events. Pass nil if want to remove listener.

self object The render script event_type string Rendering event. Possible values: render.CONTEXT_EVENT_CONTEXT_LOST, render.CONTEXT_EVENT_CONTEXT_RESTORED

Constants

render.RENDER_TARGET_DEFAULT

render.FRUSTUM_PLANES_SIDES

render.FRUSTUM_PLANES_ALL

render.SORT_BACK_TO_FRONT

Depth sort far-to-near (default; good for transparent passes).

render.SORT_FRONT_TO_BACK

Depth sort near-to-far (good for opaque passes to reduce overdraw).

render.SORT_NONE

No per-call sorting; draw entries in insertion order.