Rendering API documentation

Version: alpha

FUNCTIONS
render.clear() clears the active render target
render.constant_buffer() create a new constant buffer.
render.delete_render_target() deletes a render target
render.disable_material() disables the currently enabled material
render.disable_state() disables a render state
render.disable_texture() disables a texture on the render state
render.dispatch_compute() dispatches the currently enabled compute program
render.draw() draws all objects matching a predicate
render.draw_debug3d() draws all 3d debug graphics
render.enable_material() enables a material
render.enable_state() enables a render state
render.enable_texture() sets a texture to the render state
render.get_height() gets the window height, as specified for the project
render.get_render_target_height() retrieve a buffer height from a render target
render.get_render_target_width() retrieve the buffer width from a render target
render.get_width() gets the window width, as specified for the project
render.get_window_height() gets the actual window height
render.get_window_width() gets the actual window width
render.predicate() creates a new render predicate
render.render_target() creates a new render target
render.set_blend_func() sets the blending function
render.set_camera() sets the current render camera to be used for rendering
render.set_color_mask() sets the color mask
render.set_compute() set the current compute program
render.set_cull_face() sets the cull face
render.set_depth_func() sets the depth test function
render.set_depth_mask() sets the depth mask
render.set_polygon_offset() sets the polygon offset
render.set_projection() sets the projection matrix
render.set_render_target() sets a render target
render.set_render_target_size() sets the render target size
render.set_stencil_func() sets the stencil test function
render.set_stencil_mask() sets the stencil mask
render.set_stencil_op() sets the stencil operator
render.set_view() sets the view matrix
render.set_viewport() sets the render viewport
CONSTANTS
render.FRUSTUM_PLANES_ALL
render.FRUSTUM_PLANES_SIDES
render.RENDER_TARGET_DEFAULT
MESSAGES
clear_color set clear color
draw_debug_text draw a text on the screen
draw_line draw a line on the screen
resize resizes the window
window_resized reports a window size change

Functions

render.clear()

render.clear(buffers)

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.

PARAMETERS

buffers table 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

EXAMPLES

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})

render.constant_buffer()

render.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().

PARAMETERS

None

RETURNS

buffer constant_buffer new constant buffer

EXAMPLES

Set a "tint" constant in a constant buffer in the render script:
local 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 = constants})
The constant buffer also supports array values by specifying constants in a table:
local constants = render.constant_buffer()
constants.light_colors    = {}
constants.light_colors[1] = vmath.vector4(1, 0, 0, 1)
constants.light_colors[2] = vmath.vector4(0, 1, 0, 1)
constants.light_colors[3] = vmath.vector4(0, 0, 1, 1)
You can also create the table by passing the vectors directly when creating the table:
local constants = render.constant_buffer()
constants.light_colors    = {
     vmath.vector4(1, 0, 0, 1)
     vmath.vector4(0, 1, 0, 1)
     vmath.vector4(0, 0, 1, 1)
}

-- Add more constant to the array
constants.light_colors[4] = vmath.vector4(1, 1, 1, 1)

render.delete_render_target()

render.delete_render_target(render_target)

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

PARAMETERS

render_target render_target render target to delete

EXAMPLES

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

render.disable_material()

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.

PARAMETERS

None

EXAMPLES

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

render.disable_state()

render.disable_state(state)

Disables a render state.

PARAMETERS

state 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

EXAMPLES

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

render.disable_texture()

render.disable_texture(binding)

Disables a texture that has previourly been enabled.

PARAMETERS

binding number, string, hash texture binding, either by texture unit, string or hash that should be disabled

EXAMPLES

function 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)
end

render.dispatch_compute()

render.dispatch_compute(x,y,z,[options])

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.

PARAMETERS

x number global work group size X
y number global work group size Y
z number global work group size Z
[options] table optional table with properties:
constants
constant_buffer optional constants to use while rendering

EXAMPLES

function init(self)
    local color_params = { format = graphics.TEXTURE_FORMAT_RGBA,
                           width = render.get_window_width(),
                           height = render.get_window_height()}
    self.scene_rt = render.render_target({[graphics.BUFFER_TYPE_COLOR0_BIT] = color_params})
end

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

render.draw()

render.draw(predicate,[options])

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.

PARAMETERS

predicate predicate predicate to draw for
[options] table 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.
  • render.FRUSTUM_PLANES_SIDES : The left, right, top and bottom sides of the frustum.
  • render.FRUSTUM_PLANES_ALL : All 6 sides of the frustum.
constants
constant_buffer optional constants to use while rendering

EXAMPLES

function init(self)
    -- define a predicate matching anything with material tag "my_tag"
    self.my_pred = render.predicate({hash("my_tag")})
end

function update(self, dt)
    -- draw everything in the my_pred predicate
    render.draw(self.my_pred)
end
Draw predicate with constants:
local constants = render.constant_buffer()
constants.tint = vmath.vector4(1, 1, 1, 1)
render.draw(self.my_pred, {constants = constants})
Draw with predicate and frustum culling (without near+far planes):
local frustum = self.proj * self.view
render.draw(self.my_pred, {frustum = frustum})
Draw with predicate and frustum culling (with near+far planes):
local frustum = self.proj * self.view
render.draw(self.my_pred, {frustum = frustum, frustum_planes = render.FRUSTUM_PLANES_ALL})

render.draw_debug3d()

render.draw_debug3d([options])

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

PARAMETERS

[options] table 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.FRUSTUM_PLANES_SIDES : The left, right, top and bottom sides of the frustum.
  • render.FRUSTUM_PLANES_ALL : All sides of the frustum.

EXAMPLES

function update(self, dt)
    -- draw debug visualization
    render.draw_debug3d()
end

render.enable_material()

render.enable_material(material_id)

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.

PARAMETERS

material_id string, hash material id to enable

EXAMPLES

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

render.enable_state()

render.enable_state(state)

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

PARAMETERS

state 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

EXAMPLES

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)

render.enable_texture()

render.enable_texture(binding,handle_or_name,[buffer_type])

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.

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 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] constant 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

EXAMPLES

function 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)
end
function update(self, dt)
    -- enable render target by resource id
    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)
end
function 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)
end

render.get_height()

render.get_height()

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.

PARAMETERS

None

RETURNS

height number specified window height

EXAMPLES

Get the height of the window
local h = render.get_height()

render.get_render_target_height()

render.get_render_target_height(render_target,buffer_type)

Returns the specified buffer height from a render target.

PARAMETERS

render_target render_target render target from which to retrieve the buffer height
buffer_type constant 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

EXAMPLES

-- get the height of the render target color buffer
local h = render.get_render_target_height(self.target_right, graphics.BUFFER_TYPE_COLOR0_BIT)
-- get the height of a render target resource
local w = render.get_render_target_height('my_rt_resource', graphics.BUFFER_TYPE_COLOR0_BIT)

render.get_render_target_width()

render.get_render_target_width(render_target,buffer_type)

Returns the specified buffer width from a render target.

PARAMETERS

render_target render_target render target from which to retrieve the buffer width
buffer_type constant 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

EXAMPLES

-- get the width of the render target color buffer
local w = render.get_render_target_width(self.target_right, graphics.BUFFER_TYPE_COLOR0_BIT)
-- get the width of a render target resource
local w = render.get_render_target_width('my_rt_resource', graphics.BUFFER_TYPE_COLOR0_BIT)

render.get_width()

render.get_width()

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.

PARAMETERS

None

RETURNS

width number specified window width (number)

EXAMPLES

Get the width of the window.
local w = render.get_width()

render.get_window_height()

render.get_window_height()

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

PARAMETERS

None

RETURNS

height number actual window height

EXAMPLES

Get the actual height of the window
local h = render.get_window_height()

render.get_window_width()

render.get_window_width()

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

PARAMETERS

None

RETURNS

width number actual window width

EXAMPLES

Get the actual width of the window
local w = render.get_window_width()

render.predicate()

render.predicate(tags)

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.

PARAMETERS

tags table table of tags that the predicate should match. The tags can be of either hash or string type

RETURNS

predicate predicate new predicate

EXAMPLES

Create a new render predicate containing all visual objects that have a material with material tags "opaque" AND "smoke".
local p = render.predicate({hash("opaque"), hash("smoke")})

render.render_target()

render.render_target(name,parameters)

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

PARAMETERS

name string render target name
parameters table table of buffer parameters, see the description for available keys and values

RETURNS

render_target render_target new render target

EXAMPLES

How to create a new render target and draw to it:
function init(self)
    -- render target buffer parameters
    local 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 }
    local 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 }
    self.my_render_target = render.render_target({[graphics.BUFFER_TYPE_COLOR0_BIT] = color_params, [graphics.BUFFER_TYPE_DEPTH_BIT] = depth_params })
end

function 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)
end
How to create a render target with multiple outputs:
function init(self)
    -- render target buffer parameters
    local 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 }
    local 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
    self.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, })
end

function 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)
end

render.set_blend_func()

render.set_blend_func(source_factor,destination_factor)

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.

PARAMETERS

source_factor constant source factor
destination_factor constant destination factor

EXAMPLES

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)

render.set_camera()

render.set_camera(camera,[options])

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.

PARAMETERS

camera url, handle, nil camera id to use, or nil to reset
[options] table optional table with properties:
use_frustum
boolean If true, the renderer will use the cameras view-projection matrix for frustum culling (default: false)

EXAMPLES

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

render.set_color_mask()

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

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.

PARAMETERS

red boolean red mask
green boolean green mask
blue boolean blue mask
alpha boolean alpha mask

EXAMPLES

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

render.set_compute()

render.set_compute(compute)

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.

PARAMETERS

compute string, hash, nil compute id to use, or nil to disable

EXAMPLES

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()

render.set_cull_face()

render.set_cull_face(face_type)

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.

PARAMETERS

face_type constant face type
  • graphics.FACE_TYPE_FRONT
  • graphics.FACE_TYPE_BACK
  • graphics.FACE_TYPE_FRONT_AND_BACK

EXAMPLES

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)

render.set_depth_func()

render.set_depth_func(func)

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.

PARAMETERS

func constant depth test function, see the description for available values

EXAMPLES

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)

render.set_depth_mask()

render.set_depth_mask(depth)

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.

PARAMETERS

depth boolean depth mask

EXAMPLES

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

render.set_polygon_offset()

render.set_polygon_offset(factor,units)

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.

PARAMETERS

factor number polygon offset factor
units number polygon offset units

EXAMPLES

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

render.set_projection()

render.set_projection(matrix)

Sets the projection matrix to use when rendering.

PARAMETERS

matrix matrix4 projection matrix

EXAMPLES

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))

render.set_render_target()

render.set_render_target(render_target,[options])

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.

PARAMETERS

render_target render_target render target to set. render.RENDER_TARGET_DEFAULT to set the default render target
[options] table 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

EXAMPLES

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
function 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)

end
function update(self, dt)
    -- set render target by a render target resource identifier
    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)

end

render.set_render_target_size()

render.set_render_target_size(render_target,width,height)

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

PARAMETERS

render_target render_target render target to set size for
width number new render target width
height number new render target height

EXAMPLES

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())

render.set_stencil_func()

render.set_stencil_func(func,ref,mask)

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)

PARAMETERS

func constant 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

EXAMPLES

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

render.set_stencil_mask()

render.set_stencil_mask(mask)

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.

PARAMETERS

mask number stencil mask

EXAMPLES

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

render.set_stencil_op()

render.set_stencil_op(sfail,dpfail,dppass)

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.

PARAMETERS

sfail constant action to take when the stencil test fails
dpfail constant the stencil action when the stencil test passes
dppass constant 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

EXAMPLES

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)

render.set_view()

render.set_view(matrix)

Sets the view matrix to use when rendering.

PARAMETERS

matrix matrix4 view matrix to set

EXAMPLES

How to set the view and projection matrices according to the values supplied by a camera.
function init(self)
  self.view = vmath.matrix4()
  self.projection = vmath.matrix4()
end

function update(self, dt)
  -- set the view to the stored view value
  render.set_view(self.view)
  -- now we can draw with this view
end

function on_message(self, message_id, message)
  if message_id == hash("set_view_projection") then
     -- camera view and projection arrives here.
     self.view = message.view
     self.projection = message.projection
  end
end

render.set_viewport()

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

Set the render viewport to the specified rectangle.

PARAMETERS

x number left corner
y number bottom corner
width number viewport width
height number viewport height

EXAMPLES

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

Constants

render.FRUSTUM_PLANES_ALL


render.FRUSTUM_PLANES_SIDES


render.RENDER_TARGET_DEFAULT


Messages

clear_color

Set render clear color. This is the color that appears on the screen where nothing is rendered, i.e. background.

color vector4 color to use as clear color

EXAMPLES

msg.post("@render:", "clear_color", { color = vmath.vector4(1, 0, 0, 0) } )

draw_debug_text

Draw a text on the screen. This should be used for debugging purposes only.

position vector3 position of the text
text string the text to draw
color vector4 color of the text

EXAMPLES

msg.post("@render:", "draw_debug_text", { text = "Hello world!", position = vmath.vector3(200, 200, 0), color = vmath.vector4(1, 0, 0, 1) } )

draw_line

Draw a line on the screen. This should mostly be used for debugging purposes.

start_point vector3 start point of the line
end_point vector3 end point of the line
color vector4 color of the line

EXAMPLES

-- draw a white line from (200, 200) to (200, 300)
msg.post("@render:", "draw_line", { start_point = vmath.vector3(200, 200, 0), end_point = vmath.vector3(200, 300, 0), color = vmath.vector4(1, 1, 1, 1) } )

resize

Set the size of the game window. Only works on desktop platforms.

height number the new window height
width number the new window width

EXAMPLES

msg.post("@render:", "resize", { width = 1024, height = 768 } )

window_resized

Reports a change in window size. This is initiated on window resize on desktop or by orientation changes on mobile devices.

height number the new window height
width number the new window width

EXAMPLES

function on_message(self, message_id, message)
    -- check for the message
    if message_id == hash("window_resized") then
        -- the window was resized.
    end
end