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/Dlls/Delta.Graphics.xml

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Possible License(s): Apache-2.0
  1. <?xml version="1.0" encoding="utf-8"?>
  2. <doc>
  3. <assembly>
  4. <name>Delta.Graphics</name>
  5. </assembly>
  6. <members>
  7. <member name="T:Delta.Graphics.BaseGeometry">
  8. <summary>
  9. Abstract Geometry mesh implementation class, each graphic framework has
  10. its own implementation (own drawing logic, optimizations, vertex buffers,
  11. etc.). Use the derived Geometry class to extend functionality.
  12. </summary>
  13. </member>
  14. <member name="F:Delta.Graphics.BaseGeometry.FinalBoneMatrices">
  15. <summary>
  16. Represents the final computed bone matrices (of the current animation
  17. state) for the shader. Can be overwritten from rendering code.
  18. </summary>
  19. </member>
  20. <member name="M:Delta.Graphics.BaseGeometry.#ctor(Delta.ContentSystem.Rendering.GeometryData)">
  21. <summary>
  22. Create geometry from already created GeometryData (from content or for
  23. creating dynamic meshes, like for Lines, UI rendering or Effects).
  24. </summary>
  25. <param name="setMeshData">Geometry mesh data</param>
  26. </member>
  27. <member name="M:Delta.Graphics.BaseGeometry.Dispose">
  28. <summary>
  29. Dispose Native stuff like VAO/VBO/IBO etc. Always must be implemented.
  30. </summary>
  31. </member>
  32. <member name="M:Delta.Graphics.BaseGeometry.ToString">
  33. <summary>
  34. To string helper method to print out the geometry data and bones.
  35. </summary>
  36. <returns>
  37. A <see cref="T:System.String" /> that represents this instance.
  38. </returns>
  39. </member>
  40. <member name="M:Delta.Graphics.BaseGeometry.Create(Delta.Graphics.BaseShader)">
  41. <summary>
  42. Create native mesh data (vertex buffers, vertex array objects, etc.)
  43. This is done when Drawing for the first time.
  44. </summary>
  45. <param name="shader">Shader used for rendering, also helpful when
  46. generating this geometry for the vertex format, etc.</param>
  47. </member>
  48. <member name="P:Delta.Graphics.BaseGeometry.Data">
  49. <summary>
  50. GeometryData object that holds all the information for this geometry,
  51. the vertices, indices and the material id.
  52. </summary>
  53. </member>
  54. <member name="T:Delta.Graphics.BaseRenderToTexture">
  55. <summary>
  56. Render To Texture class for rendering into textures. This is needed
  57. mostly for shadow mapping and post screen shader techniques.
  58. </summary>
  59. </member>
  60. <member name="T:Delta.Graphics.BaseTexture">
  61. <summary>
  62. Based on the Content class, this is a specific implementation for
  63. images with some extra data like PixelSize, BlendMode, UseFiltering, UV
  64. and NumberOfAnimatedImages (all from the ContentData meta data).
  65. </summary>
  66. </member>
  67. <member name="F:Delta.Graphics.BaseTexture.UV">
  68. <summary>
  69. The texture coordinates of this image. Normally (0, 0, 1, 1)
  70. But necessary when using atlas textures (what we are mostly doing).
  71. </summary>
  72. </member>
  73. <member name="F:Delta.Graphics.BaseTexture.InnerDrawArea">
  74. <summary>
  75. Helper for the inner rectangle for rendering, which will reduce any
  76. draw rectangle by this to make it fit in case there were empty pixels
  77. around this image.
  78. </summary>
  79. </member>
  80. <member name="F:Delta.Graphics.BaseTexture.useInnerDrawArea">
  81. <summary>
  82. Usually innerUV is unused, when it used all drawing needs to be
  83. reduced to innerUV (which costs some performance but saves a lot of
  84. memory for textures, especially in animations).
  85. </summary>
  86. </member>
  87. <member name="F:Delta.Graphics.BaseTexture.image">
  88. <summary>
  89. Link to image meta data, only used internally here to grab the image
  90. data and to allow reloading the texture when it changes. Unused for
  91. generated textures (via Create with RGB data or RenderToTextures).
  92. </summary>
  93. </member>
  94. <member name="M:Delta.Graphics.BaseTexture.#ctor(System.String)">
  95. <summary>
  96. Create an image, will just pass the image name on to the Texture
  97. class, which will load the image content. Use Get to create and load
  98. images (this makes sure we only create one instance per image).
  99. </summary>
  100. <param name="imageName">Image content name to load. If this is empty
  101. no content will be loaded (just fallback data will be set).</param>
  102. </member>
  103. <member name="M:Delta.Graphics.BaseTexture.#ctor(System.Boolean,System.String)">
  104. <summary>
  105. Helper constructor to just create an empty texture. Used for the
  106. BaseRenderToTexture constructor and for Texture.Create.
  107. </summary>
  108. </member>
  109. <member name="M:Delta.Graphics.BaseTexture.HasSameAtlasImage(Delta.Graphics.BaseTexture)">
  110. <summary>
  111. Has this texture the same atlas image data as another texture? This
  112. check is important for merging draw calls and changing shaders around.
  113. It just uses the image meta data to figure out if different images and
  114. thus native texture objects have been created.
  115. </summary>
  116. <param name="other">Other texture</param>
  117. <returns>
  118. <c>true</c> if both textures have the same atlas image,
  119. otherwise <c>false</c> (not loaded via content or in different images).
  120. </returns>
  121. </member>
  122. <member name="M:Delta.Graphics.BaseTexture.Load">
  123. <summary>
  124. Load texture native data with help of the LoadNativeData method. This
  125. method prepares all the fields, handles the cloning and also provides
  126. error handling if anything goes wrong (then a fallback texture is
  127. created). It only provides the common functionality for all derived
  128. classes that actually contain the image data, pointers and handles.
  129. </summary>
  130. <exception cref="T:System.NullReferenceException">This method should not be
  131. called for dynamically created texture. It only makes sense when the
  132. underlying image content is set!</exception>
  133. </member>
  134. <member name="M:Delta.Graphics.BaseTexture.Dispose">
  135. <summary>
  136. Textures contain native data that needs to be disposed again. This
  137. can be done by the top level (e.g. from a material or 3D model), but
  138. also from the content pipeline (e.g. all used images in a scene are
  139. disposed when the current scene is closed).
  140. </summary>
  141. </member>
  142. <member name="M:Delta.Graphics.BaseTexture.CreateDefaultTexture">
  143. <summary>
  144. Helper method to create the default texture with help of the abstract
  145. CreateTexture2D method that is implemented in each implementation.
  146. </summary>
  147. </member>
  148. <member name="M:Delta.Graphics.BaseTexture.CloneNativeData(Delta.Graphics.BaseTexture)">
  149. <summary>
  150. Clone method, which is called from Texture.Load if the native data
  151. is supposed to be the same atlas image. Then we will just set all the
  152. internal handles (OpenGL texture id, Xna Texture, etc.) to the already
  153. created ones.
  154. </summary>
  155. <param name="textureToCloneFrom">Specific texture object we can
  156. clone all data from, can be casted to the type of the implementation.
  157. </param>
  158. </member>
  159. <member name="M:Delta.Graphics.BaseTexture.LoadNativeData(System.String)">
  160. <summary>
  161. Load native image texture with OpenGL and return the integer instance.
  162. </summary>
  163. <param name="filename">Filename to load</param>
  164. <returns>True if the texture was successfully loaded and can be used
  165. and cloned (e.g. atlas textures) from now on.</returns>
  166. </member>
  167. <member name="M:Delta.Graphics.BaseTexture.FillTextureData(Delta.Utilities.Datatypes.Size,System.Byte[],System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
  168. <summary>
  169. Fill texture with given RGB data. This method is called both from
  170. LoadNativeData on some implementations, but it is also used to create
  171. textures programmatically (e.g. maps) and for fallback textures.
  172. Note: Size of the texture in pixels (pixelSize) must be set before and
  173. Width * Height must match rgbData.Length / 3. Also blend mode and if
  174. linear filtering should be enabled must be set for this texture.
  175. </summary>
  176. </member>
  177. <member name="M:Delta.Graphics.BaseTexture.DisposeNativeData">
  178. <summary>
  179. Dispose native texture data method, which is called from Dispose if
  180. the native data is supposed to be released if atlas image is not
  181. longer referenced by any textures or images. Also always called for
  182. dynamically created textures.
  183. </summary>
  184. </member>
  185. <member name="M:Delta.Graphics.BaseTexture.ToString">
  186. <summary>
  187. To string, will display the texture class name and some extra data.
  188. </summary>
  189. <returns>
  190. A <see cref="T:System.String" /> that represents this Texture instance
  191. with the used image name, pixel size, blend mode and uv meta data.
  192. </returns>
  193. </member>
  194. <member name="P:Delta.Graphics.BaseTexture.Name">
  195. <summary>
  196. Texture name, set from the image content name. Never actually used
  197. except for debugging purposes.
  198. </summary>
  199. </member>
  200. <member name="P:Delta.Graphics.BaseTexture.PixelSize">
  201. <summary>
  202. The size of the image in pixels (NOT in quadratic space and also NOT
  203. necessarily the size of the real bitmap from disk, which might be
  204. an atlas texture that is much bigger than this image size). Either set
  205. by the image content or by the Texture.Create method for dynamically
  206. created textures.
  207. </summary>
  208. </member>
  209. <member name="P:Delta.Graphics.BaseTexture.BlendMode">
  210. <summary>
  211. Blend mode used for this image, set in constructor and can't be
  212. changed. This is important for the MaterialManager sorting logic!
  213. </summary>
  214. </member>
  215. <member name="P:Delta.Graphics.BaseTexture.HasAlpha">
  216. <summary>
  217. Has this image an alpha channel? This is not true for Opaque,
  218. Additive, Subtractive and Light effect images.
  219. </summary>
  220. </member>
  221. <member name="P:Delta.Graphics.BaseTexture.UseLinearFiltering">
  222. <summary>
  223. Helper property to determinate if we need to enable filtering for
  224. rendering this image (usually in a shader). True is the default and
  225. means we are going to use Trilinear filtering, false means no
  226. filtering, which is often called Nearest or Point filtering.
  227. Note: For fonts and the default image (4x4 pixels) this is
  228. automatically set to false for more accurate and sharp rendering.
  229. </summary>
  230. </member>
  231. <member name="P:Delta.Graphics.BaseTexture.AllowTiling">
  232. <summary>
  233. Allow tiling for this texture? By default this is off and using this
  234. prevents us from using atlas textures and many optimizations, so it
  235. should be avoided as much as possible.
  236. </summary>
  237. </member>
  238. <member name="P:Delta.Graphics.BaseTexture.IsCubeMap">
  239. <summary>
  240. True if this texture is a CubeMap, always set if the name contains Sky
  241. </summary>
  242. </member>
  243. <member name="M:Delta.Graphics.BaseRenderToTexture.#ctor(System.String,Delta.Utilities.Datatypes.Size,System.Boolean,System.Boolean,System.Boolean)">
  244. <summary>
  245. Creates an instance of render to texture. Please note that calling
  246. Render will initialize this instance (with the
  247. MakeSureRenderTargetIsInitialized helper method), this constructor
  248. does nothing here yet.
  249. TODO: we should only use name and pixel size here, rest can be set via properties above and force a recreation (CreateFbo is only called when first used)
  250. </summary>
  251. <param name="setName">Name for this RenderToTexture</param>
  252. <param name="setPixelSize">Pixel size of the target texture</param>
  253. <param name="setIsDepthTexture">If set to <c>true</c> the texture
  254. target is a depth texture</param>
  255. <param name="setIsShadowProjected">If set to <c>true</c> the texture
  256. target is projected shadow texture to be used in shadow mapping.
  257. </param>
  258. <param name="setUseStencilBuffer">
  259. Use the stencil flag for this RenderToTexture instance?
  260. </param>
  261. </member>
  262. <member name="M:Delta.Graphics.BaseRenderToTexture.Render(Delta.Engine.Dynamic.RunDelegate)">
  263. <summary>
  264. Draw something on the texture. Please note that all rendering
  265. managers (draw manager, material manager, etc.) will be flushed to
  266. this texture at the end of this Render class. So do it at the very
  267. beginning of a new frame to avoid draw issues from other draw calls.
  268. </summary>
  269. <param name="renderDelegate">The render delegate.</param>
  270. </member>
  271. <member name="M:Delta.Graphics.BaseRenderToTexture.Bind">
  272. <summary>
  273. Bind our RenderToTexture to device. This is called immediately before
  274. executing the renderDelegate in Render. Unbind is called after that.
  275. </summary>
  276. </member>
  277. <member name="M:Delta.Graphics.BaseRenderToTexture.Unbind">
  278. <summary>
  279. Unbind our RenderToTexture from device. This is called immediately
  280. after executing the renderDelegate in Render.
  281. </summary>
  282. </member>
  283. <member name="M:Delta.Graphics.BaseRenderToTexture.MakeSureRenderTargetIsInitialized">
  284. <summary>
  285. Makes the sure render target is initialized.
  286. </summary>
  287. </member>
  288. <member name="M:Delta.Graphics.BaseRenderToTexture.CreateDefaultTexture">
  289. <summary>
  290. Create default texture (not supported by RenderToTexture).
  291. </summary>
  292. </member>
  293. <member name="M:Delta.Graphics.BaseRenderToTexture.CloneNativeData(Delta.Graphics.BaseTexture)">
  294. <summary>
  295. CloneNativeData (not supported by RenderToTexture).
  296. </summary>
  297. <param name="textureToCloneFrom"></param>
  298. </member>
  299. <member name="M:Delta.Graphics.BaseRenderToTexture.LoadNativeData(System.String)">
  300. <summary>
  301. LoadNativeData (not supported by RenderToTexture).
  302. </summary>
  303. </member>
  304. <member name="M:Delta.Graphics.BaseRenderToTexture.FillTextureData(Delta.Utilities.Datatypes.Size,System.Byte[],System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
  305. <summary>
  306. FillTexture data (not supported by RenderToTexture).
  307. </summary>
  308. </member>
  309. <member name="P:Delta.Graphics.BaseRenderToTexture.IsDepthTexture">
  310. <summary>
  311. Is this RenderTexture a depth texture (mostly used for shadow or
  312. depth texture compares)? Must be set in constructor.
  313. </summary>
  314. </member>
  315. <member name="P:Delta.Graphics.BaseRenderToTexture.IsShadowProjected">
  316. <summary>
  317. Is this RenderTexture projected as a shadow texture and going to be
  318. used in a shader with some shadow mapping technique? Must be set in
  319. constructor.
  320. </summary>
  321. </member>
  322. <member name="P:Delta.Graphics.BaseRenderToTexture.UseStencilBuffer">
  323. <summary>
  324. Does this RenderTexture use a stencil buffer? Must be set in
  325. constructor.
  326. </summary>
  327. </member>
  328. <member name="P:Delta.Graphics.BaseRenderToTexture.StencilColor">
  329. <summary>
  330. The mask color used for the stencilbuffer, will be used when clearing.
  331. </summary>
  332. </member>
  333. <member name="T:Delta.Graphics.BaseShader">
  334. <summary>
  335. Shader base class, defines all the public methods we can call from the
  336. outside, mostly done from the material class or some render classes.
  337. Most importantly each platform implements all the platform dependant
  338. render code (which can be both fixed function or shader based if the
  339. hardware supports it).
  340. </summary>
  341. </member>
  342. <member name="F:Delta.Graphics.BaseShader.diffuseMapHandle">
  343. <summary>
  344. Diffuse map handle for SetUniform
  345. </summary>
  346. </member>
  347. <member name="F:Delta.Graphics.BaseShader.detailMapHandle">
  348. <summary>
  349. Detail map handle for SetUniform
  350. </summary>
  351. </member>
  352. <member name="F:Delta.Graphics.BaseShader.normalMapHandle">
  353. <summary>
  354. Normal map handle for SetUniform
  355. </summary>
  356. </member>
  357. <member name="F:Delta.Graphics.BaseShader.lightMapHandle">
  358. <summary>
  359. Light map handle for SetUniform
  360. </summary>
  361. </member>
  362. <member name="F:Delta.Graphics.BaseShader.specularMapHandle">
  363. <summary>
  364. Specular map handle for SetUniform
  365. </summary>
  366. </member>
  367. <member name="F:Delta.Graphics.BaseShader.heightMapHandle">
  368. <summary>
  369. Height map handle for SetUniform
  370. </summary>
  371. </member>
  372. <member name="F:Delta.Graphics.BaseShader.reflectionCubeMapHandle">
  373. <summary>
  374. Light map handle for SetUniform
  375. </summary>
  376. </member>
  377. <member name="F:Delta.Graphics.BaseShader.shaderLutTextureHandle">
  378. <summary>
  379. Shader Lut BaseTexture SetUniform handle for optimizations
  380. </summary>
  381. </member>
  382. <member name="F:Delta.Graphics.BaseShader.shadowMapTextureHandle">
  383. <summary>
  384. Shadow map BaseTexture SetUniform handle for optimizations
  385. </summary>
  386. </member>
  387. <member name="F:Delta.Graphics.BaseShader.data">
  388. <summary>
  389. Shader data that is loaded from content in the constructor. This is
  390. only kept around to allow delayed loading (we don't need it all until
  391. the properties are accessed).
  392. </summary>
  393. </member>
  394. <member name="F:Delta.Graphics.BaseShader.worldViewProjectionHandle">
  395. <summary>
  396. World view projection handle
  397. </summary>
  398. </member>
  399. <member name="F:Delta.Graphics.BaseShader.skinnedMatricesHandle">
  400. <summary>
  401. Skinned Matrices handle. There is no property for this shader parameter
  402. because it is set directly in the Set3DRenderMatrixWithBones method!
  403. </summary>
  404. </member>
  405. <member name="F:Delta.Graphics.BaseShader.in2DMode">
  406. <summary>
  407. Helper to figure out if we called Set2DRenderMatrix or
  408. Set3DRenderMatrix last for special optimizations.
  409. </summary>
  410. </member>
  411. <member name="F:Delta.Graphics.BaseShader.worldViewProjection">
  412. <summary>
  413. World view projection (cached for Set3DRenderMatrix), this one is
  414. the cached matrix value just for this shader (needs to be set for
  415. each shader that uses Set3DRenderMatrix, so it cannot be static).
  416. </summary>
  417. </member>
  418. <member name="M:Delta.Graphics.BaseShader.#ctor(Delta.ContentSystem.Rendering.ShaderData)">
  419. <summary>
  420. Creates a base shader, this constructor will grab the ShaderData and
  421. then setup the native shader objects (the graphics device needs to be
  422. up). When the device is lost or the window gets resized the matrices
  423. are updated, we reload everything and grab the shader parameters again.
  424. The Load method also checks if we are loading the same shader again
  425. and caches the results, so we never create two instances of the same
  426. shader! If we do a warning is outputted to prevent bad performance
  427. of using multiple shaders with the exact same internal data.
  428. </summary>
  429. <param name="setShaderData">
  430. Set shader meta data for loading and creating the Shader from the
  431. content system data (.DeltaShader). See ShaderData for details.
  432. </param>
  433. </member>
  434. <member name="M:Delta.Graphics.BaseShader.Load">
  435. <summary>
  436. Load shader method, which is triggered by using the ShaderHandle!
  437. The Load method also checks if we are loading the same shader again
  438. and caches the results, so we never create two instances of the same
  439. shader! If we do a warning is outputted to prevent bad performance
  440. of using multiple shaders with the exact same internal data.
  441. </summary>
  442. </member>
  443. <member name="M:Delta.Graphics.BaseShader.LoadShaderCode(System.String)">
  444. <summary>
  445. Native load shader code method, will load the shader code into a
  446. shader handle, which can even be reused if the same content is
  447. requested again.
  448. </summary>
  449. </member>
  450. <member name="M:Delta.Graphics.BaseShader.UpdateShaderHandleAndUniforms(System.Object)">
  451. <summary>
  452. Get all uniform handles from the shader and resets all default values.
  453. This also sets the native shader handle, which is needed for the
  454. GetUniformHandle methods used here.
  455. </summary>
  456. </member>
  457. <member name="M:Delta.Graphics.BaseShader.GetUniformHandle(Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames)">
  458. <summary>
  459. Get uniform handle. This method must always return null or some
  460. valid handle (can be an object, an integer, does not matter, but if
  461. the uniform does not exist, this MUST return null, not 0 or -1).
  462. </summary>
  463. </member>
  464. <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,System.Single)">
  465. <summary>
  466. Set uniform float (for some special settings, e.g. fog, time, etc.)
  467. </summary>
  468. </member>
  469. <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Vector)">
  470. <summary>
  471. Set uniform Vector (for some advanced shaders)
  472. </summary>
  473. </member>
  474. <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Matrix@)">
  475. <summary>
  476. Set uniform Matrix (for world, viewInverse and worldViewProj).
  477. A boxed reference value is used here to increase performance.
  478. </summary>
  479. </member>
  480. <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Matrix[])">
  481. <summary>
  482. Set uniform Matrix array (for skinning)
  483. </summary>
  484. </member>
  485. <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Color)">
  486. <summary>
  487. Set uniform Color (for material colors)
  488. </summary>
  489. </member>
  490. <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Graphics.BaseTexture)">
  491. <summary>
  492. Set uniform Image (for texturing)
  493. </summary>
  494. </member>
  495. <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Point)">
  496. <summary>
  497. Set uniform Point (rarely used (PostScreenWindowSize for example))
  498. </summary>
  499. </member>
  500. <member name="M:Delta.Graphics.BaseShader.Set2DRenderMatrix">
  501. <summary>
  502. Set 2D render matrix, will set the worldHandle and
  503. worldViewProjectionHandle for shaders that support it. Otherwise the
  504. derived class needs to override this method and provide alternate
  505. ways to set the world, view and projection matrices.
  506. </summary>
  507. </member>
  508. <member name="M:Delta.Graphics.BaseShader.Update2DWorldViewProjectionMatrix(Delta.Utilities.Datatypes.Matrix@)">
  509. <summary>
  510. Update 2D Render Matrix helper method to update the
  511. worldViewProjection matrix in the shader for 2D rendering. Very
  512. rarely used (only if some offset is needed for 2D drawing, like for
  513. font geometry positioning or rotation).
  514. </summary>
  515. <param name="viewMatrix">The view matrix.</param>
  516. </member>
  517. <member name="M:Delta.Graphics.BaseShader.Set3DRenderMatrix(Delta.Utilities.Datatypes.Matrix@)">
  518. <summary>
  519. Set 3D render matrix, will set the worldHandle, viewInverseHandle and
  520. worldViewProjectionHandle for shaders that support it. Otherwise the
  521. derived class needs to override this method and provide alternate
  522. ways to set the world, view and projection matrices.
  523. </summary>
  524. </member>
  525. <member name="M:Delta.Graphics.BaseShader.Set3DRenderMatrix(Delta.Utilities.Datatypes.Matrix@,Delta.Utilities.Datatypes.Matrix[])">
  526. <summary>
  527. Set 3D render matrix with bones, same as Set3DRenderMatrix, but also
  528. updates the bones for animated meshes.
  529. </summary>
  530. <param name="worldMatrix">Object world matrix for 3D rendering</param>
  531. <param name="skinnedBoneMatrices">Optional skinned matrices</param>
  532. </member>
  533. <member name="M:Delta.Graphics.BaseShader.ApplyUniforms">
  534. <summary>
  535. Apply uniforms, which is needed for some platforms (Xna and SlimDX)
  536. to apply the shaders or even start the shader pass (for Xna).
  537. Not used at all on OpenGL platforms, all uniforms are set directly.
  538. </summary>
  539. </member>
  540. <member name="M:Delta.Graphics.BaseShader.Render(Delta.Engine.Dynamic.RunDelegate)">
  541. <summary>
  542. Draw something in 2D or 3D with this shader, should be called as few
  543. times as possible (rendering is much faster without many shader
  544. switches). This is currently ONLY used from the MaterialManager!
  545. </summary>
  546. <param name="renderDelegate">This is the delegate we pass from the
  547. MaterialManager, which will render all RenderGeometries with the
  548. pre-calculated geometries and their materials (we don't know anything
  549. about that here, it is all handled and sorted over there).</param>
  550. </member>
  551. <member name="M:Delta.Graphics.BaseShader.Dispose">
  552. <summary>
  553. Dispose this shader. This will make the shader unusable for rendering.
  554. If you need to recreate it, just create a new instance for this shader.
  555. </summary>
  556. </member>
  557. <member name="M:Delta.Graphics.BaseShader.ToString">
  558. <summary>
  559. To string
  560. </summary>
  561. <returns>
  562. A <see cref="T:System.String" /> that represents this instance.
  563. </returns>
  564. </member>
  565. <member name="P:Delta.Graphics.BaseShader.Name">
  566. <summary>
  567. Content name of this shader (from the Content System ShaderData).
  568. </summary>
  569. </member>
  570. <member name="P:Delta.Graphics.BaseShader.Flags">
  571. <summary>
  572. Shader flags from the content (ShaderData).
  573. </summary>
  574. </member>
  575. <member name="P:Delta.Graphics.BaseShader.VertexFormat">
  576. <summary>
  577. The vertex format that is required for a mesh that should be rendered
  578. with this shader.
  579. </summary>
  580. </member>
  581. <member name="P:Delta.Graphics.BaseShader.DiffuseMap">
  582. <summary>
  583. DiffuseMap (keyword in shader 'DiffuseMap')
  584. TODO: re-enable same atlas warning, currently disabled because optimizations are disabled and this warning comes often
  585. </summary>
  586. </member>
  587. <member name="P:Delta.Graphics.BaseShader.DetailMap">
  588. <summary>
  589. DetailMap (keyword in shader 'DetailMap')
  590. </summary>
  591. </member>
  592. <member name="P:Delta.Graphics.BaseShader.NormalMap">
  593. <summary>
  594. NormalMap (keyword in shader 'NormalMap')
  595. </summary>
  596. </member>
  597. <member name="P:Delta.Graphics.BaseShader.LightMap">
  598. <summary>
  599. LightMap (keyword in shader 'LightMap')
  600. </summary>
  601. </member>
  602. <member name="P:Delta.Graphics.BaseShader.SpecularMap">
  603. <summary>
  604. SpecularMap (keyword in shader 'SpecularMap')
  605. </summary>
  606. </member>
  607. <member name="P:Delta.Graphics.BaseShader.HeightMap">
  608. <summary>
  609. HeightMap (keyword in shader 'HeightMap')
  610. </summary>
  611. </member>
  612. <member name="P:Delta.Graphics.BaseShader.ReflectionCubeMap">
  613. <summary>
  614. ReflectionCubeMap (keyword in shader 'ReflectionCubeMap')
  615. </summary>
  616. </member>
  617. <member name="P:Delta.Graphics.BaseShader.ShaderLutTexture">
  618. <summary>
  619. SpecularMap (keyword in shader 'SpecularMap')
  620. </summary>
  621. </member>
  622. <member name="P:Delta.Graphics.BaseShader.ShadowMapTexture">
  623. <summary>
  624. ShadowMap (keyword in shader 'ShadowMap')
  625. </summary>
  626. </member>
  627. <member name="P:Delta.Graphics.BaseShader.AmbientColor">
  628. <summary>
  629. AmbientColor (keyword in shader 'AmbientColor'). This only has an
  630. effect if this shader parameter is used.
  631. </summary>
  632. </member>
  633. <member name="P:Delta.Graphics.BaseShader.DiffuseColor">
  634. <summary>
  635. DiffuseColor (keyword in shader 'DiffuseColor'). This only has an
  636. effect if this shader parameter is used. If just vertex colors are
  637. used, you must color them instead.
  638. </summary>
  639. </member>
  640. <member name="P:Delta.Graphics.BaseShader.LightDirection">
  641. <summary>
  642. LightDirection (keyword in shader 'LightDirection').
  643. </summary>
  644. </member>
  645. <member name="P:Delta.Graphics.BaseShader.LightPosition">
  646. <summary>
  647. LightPosition (keyword in shader 'LightPosition').
  648. </summary>
  649. </member>
  650. <member name="P:Delta.Graphics.BaseShader.LightRadius">
  651. <summary>
  652. LightRadius (keyword in shader 'LightRadius').
  653. </summary>
  654. </member>
  655. <member name="P:Delta.Graphics.BaseShader.LightColor">
  656. <summary>
  657. LightColor (keyword in shader 'LightColor').
  658. </summary>
  659. </member>
  660. <member name="P:Delta.Graphics.BaseShader.LightTwoPosition">
  661. <summary>
  662. LightTwoPosition (keyword in shader 'LightTwoPosition').
  663. </summary>
  664. </member>
  665. <member name="P:Delta.Graphics.BaseShader.LightTwoRadius">
  666. <summary>
  667. LightTwoRadius (keyword in shader 'LightTwoRadius').
  668. </summary>
  669. </member>
  670. <member name="P:Delta.Graphics.BaseShader.LightTwoColor">
  671. <summary>
  672. LightTwoColor (keyword in shader 'LightTwoColor').
  673. </summary>
  674. </member>
  675. <member name="P:Delta.Graphics.BaseShader.PostScreenWindowSize">
  676. <summary>
  677. PostScreenWindowSize (keyword in shader 'PostScreenWindowSize').
  678. </summary>
  679. </member>
  680. <member name="P:Delta.Graphics.BaseShader.PostScreenMap">
  681. <summary>
  682. PostScreenMap (keyword in shader 'PostScreenMap').
  683. </summary>
  684. </member>
  685. <member name="P:Delta.Graphics.BaseShader.PostScreenBorderFadeoutMap">
  686. <summary>
  687. PostScreenBorderFadeoutMap
  688. (keyword in shader 'PostScreenBorderFadeoutMap').
  689. </summary>
  690. </member>
  691. <member name="P:Delta.Graphics.BaseShader.PostScreenNoiseMap">
  692. <summary>
  693. PostScreenNoiseMap (keyword in shader 'PostScreenNoiseMap').
  694. </summary>
  695. </member>
  696. <member name="P:Delta.Graphics.BaseShader.ShadowMapTransform">
  697. <summary>
  698. ShadowMapTransform (keyword in shader 'ShadowMapTransform').
  699. </summary>
  700. </member>
  701. <member name="P:Delta.Graphics.BaseShader.ShadowMapLightWorldViewProj">
  702. <summary>
  703. ShadowMapLightWorldViewProj
  704. (keyword in shader 'ShadowMapLightWorldViewProj').
  705. </summary>
  706. </member>
  707. <member name="P:Delta.Graphics.BaseShader.Is2D">
  708. <summary>
  709. Is 2D
  710. </summary>
  711. </member>
  712. <member name="P:Delta.Graphics.BaseShader.IsCompressed">
  713. <summary>
  714. Is Vertex Data compressed for this shader?
  715. </summary>
  716. </member>
  717. <member name="P:Delta.Graphics.BaseShader.HasNoTexturing">
  718. <summary>
  719. Has this shader no texturing?
  720. </summary>
  721. </member>
  722. <member name="P:Delta.Graphics.BaseShader.HasDynamicLighting">
  723. <summary>
  724. Has dynamic lighting? If AmbientDiffuse is used we assume that
  725. lighting is used somehow (directional, point lights, colors, etc.)
  726. </summary>
  727. </member>
  728. <member name="P:Delta.Graphics.BaseShader.IsAlphaTest">
  729. <summary>
  730. Is alpha test used for this shader? Only materials that have alpha
  731. transparency and alpha testing enabled should be used for this shader
  732. (others will work too, but this shader is bad for performance).
  733. </summary>
  734. </member>
  735. <member name="P:Delta.Graphics.BaseShader.LightViewProjectionBiasMatrix">
  736. <summary>
  737. LightViewProjectionBias
  738. (keyword in shader 'LightViewProjectionBias').
  739. </summary>
  740. </member>
  741. <member name="T:Delta.Graphics.ScreenshotCapturer">
  742. <summary>
  743. Base screenshot capturer, concrete implementation can be found in each
  744. graphics framework.
  745. </summary>
  746. </member>
  747. <member name="F:Delta.Graphics.ScreenshotCapturer.CapturingAllowed">
  748. <summary>
  749. If capturing is allowed
  750. </summary>
  751. </member>
  752. <member name="M:Delta.Graphics.ScreenshotCapturer.#ctor">
  753. <summary>
  754. Create base screenshot capturer
  755. </summary>
  756. </member>
  757. <member name="M:Delta.Graphics.ScreenshotCapturer.MakeScreenshot">
  758. <summary>
  759. Make screenshot.
  760. This needs to be implemented in the platform modules.
  761. </summary>
  762. <returns>Returns the path to the created screenshot.</returns>
  763. </member>
  764. <member name="M:Delta.Graphics.ScreenshotCapturer.GetNextFilename">
  765. <summary>
  766. Get next filename
  767. </summary>
  768. </member>
  769. <member name="P:Delta.Graphics.ScreenshotCapturer.ScreenshotPath">
  770. <summary>
  771. Screenshot path
  772. </summary>
  773. </member>
  774. </members>
  775. </doc>