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    Textures and render textures

    Advanced Programmer

    Stride uses the Texture class to interact with texture objects in code.

    For more information about rendering to a texture, see Render textures.

    Load a texture

    To load a texture from an asset in Stride, call this function:

    // loads the texture called duck.dds (or .png etc.)
    var myTexture = Content.Load<Texture>("duck");
    

    This automatically generates a texture object with all its fields correctly filled.

    Create a texture

    You can also create textures without any assets (eg to be used as render target). To do this, call the constructor of the Texture class. See the Texture class reference to get the full list of available options and parameters. Some texture formats might not be available on all platforms.

    Code: Create a texture

    var myTexture = Texture.New2D(GraphicsDevice, 512, 512, false, PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource);
    

    Render textures

    Create a render target

    The GraphicsPresenter class always provides a default render target and a depth buffer. They are accessible through the BackBuffer and DepthStencilBuffer properties. The presenter is exposed by the Presenter property of the GraphicsDevice. However, you might want to use your own buffer to perform off-screen rendering or post-processes. As a result, Stride offers a simple way to create textures that can act as render textures and a depth buffers.

    Code: Create a custom render target and depth buffer

    // render target
    var myRenderTarget = Texture.New2D(GraphicsDevice, 512, 512, false, PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget);
    
    // writable depth buffer
    var myDepthBuffer = Texture.New2D(GraphicsDevice, 512, 512, false, PixelFormat.D16_UNorm, TextureFlags.DepthStencil);
    
    Note

    Don't forget the flag RenderTarget to enable the render target behavior.

    Make sure the PixelFormat is correct, especially for the depth buffer. Be careful of the available formats on the target platform.

    Use a render target

    Once these buffers are created, you can can easily set them as current render textures.

    Code: Use a render target

    // settings the render textures
    CommandList.SetRenderTargetAndViewport(myDepthBuffer, myRenderTarget);
    
    // setting the default render target
    CommandList.SetRenderTargetAndViewport(GraphicsDevice.Presenter.DepthStencilBuffer, GraphicsDevice.Presenter.BackBuffer);
    
    Note

    Make sure both the render target and the depth buffer have the same size. Otherwise, the depth buffer isn't used.

    You can set multiple render textures at the same time. See the overloads of SetRenderTargets(Texture, Texture[]) and SetRenderTargetsAndViewport(Texture, Texture[]) method.

    Note

    Only the BackBuffer is displayed on screen, so you need to render it to display something.

    Clear a render target

    To clear render textures, call the Clear(Texture, Color4) and Clear(Texture, DepthStencilClearOptions, Single, Byte) methods.

    Code: Clear the targets

    CommandList.Clear(GraphicsDevice.Presenter.BackBuffer, Color.Black);
    CommandList.Clear(GraphicsDevice.Presenter.DepthStencilBuffer, DepthStencilClearOptions.DepthBuffer); // only clear the depth buffer
    
    Note

    Don't forget to clear the BackBuffer and the DepthStencilBuffer each frame. If you don't, you might get unexpected behavior depending on the device. If you want to keep the contents of a frame, use an intermediate render target.

    Viewport

    SetRenderTargetAndViewport(Texture, Texture) adjusts the current Viewport to the full size of the render target.

    If you only want to render to a subset of the texture, set the render target and viewport separately using SetRenderTarget(Texture, Texture) and SetViewport(Viewport).

    You can bind multiple viewports using SetViewports(Viewport[]) and SetViewports(Int32, Viewport[]) overloads for use with a geometry shader.

    Code: Set the viewports

    // example of a full HD buffer
    CommandList.SetRenderTarget(GraphicsDevice.Presenter.DepthStencilBuffer, GraphicsDevice.Presenter.BackBuffer); // no viewport set
    
    // example of setting the viewport to have a 10-pixel border around the image in a full HD buffer (1920x1080)
    var viewport = new Viewport(10, 10, 1900, 1060);
    CommandList.SetViewport(viewport);
    

    Scissor

    The SetScissorRectangle(Rectangle) and SetScissorRectangles(Rectangle[]) methods set the scissors. Unlike the viewport, you need to provide the coordinates of the location of the vertices defining the scissor instead of its size.

    Code: Set the scissor

    // example of setting the scissor to crop the image by 10 pixel around it in a full hd buffer (1920x1080)
    var rectangle = new Rectangle(10, 10, 1910, 1070);
    CommandList.SetScissorRectangles(rectangle);
    
    var rectangles = new[] { new Rectangle(10, 10, 1900, 1060), new Rectangle(0, 0, 256, 256) };
    CommandList.SetScissorRectangles(rectangles);
    

    See also

    • Render textures
    • Improve this Doc
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