/Dlls/Delta.Rendering.Basics.xml
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1<?xml version="1.0"?> 2<doc> 3 <assembly> 4 <name>Delta.Rendering.Basics</name> 5 </assembly> 6 <members> 7 <member name="T:Delta.Rendering.Basics.Drawing.Line"> 8 <summary> 9 Draw 2D or 3D lines with help of this class. Rarely used. If you want 10 to render more complex shapes use one of the other classes here or 11 implement one yourself. This has the advantage of optimizing it better. 12 </summary> 13 </member> 14 <member name="M:Delta.Rendering.Basics.Drawing.Line.Draw(Delta.Utilities.Datatypes.Point,Delta.Utilities.Datatypes.Point,Delta.Utilities.Datatypes.Color)"> 15 <summary> 16 Draw line in 2D 17 </summary> 18 <param name="startPosition">Start position in quadratic space.</param> 19 <param name="endPosition">End position in quadratic space.</param> 20 <param name="lineColor">Line color</param> 21 </member> 22 <member name="M:Delta.Rendering.Basics.Drawing.Line.DrawCross(Delta.Utilities.Datatypes.Point,System.Single,Delta.Utilities.Datatypes.Color)"> 23 <summary> 24 Draws a cross in 2D 25 </summary> 26 <param name="position">Position</param> 27 <param name="radius">Radius</param> 28 <param name="color">Color</param> 29 </member> 30 <member name="M:Delta.Rendering.Basics.Drawing.Line.Draw(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)"> 31 <summary> 32 Draw line in 3D 33 </summary> 34 <param name="startPosition">Start position</param> 35 <param name="endPosition">End position</param> 36 <param name="color">Line color</param> 37 </member> 38 <member name="F:Delta.Rendering.Basics.Drawing.Line.WasLastLineCulled"> 39 <summary> 40 Helper boolean for the Culling Draw Test which counts the 41 number of drawn lines. 42 </summary> 43 </member> 44 <member name="T:Delta.Rendering.Basics.Drawing.Grid"> 45 <summary> 46 Helper class to draw a coordinate system grid and gizmo, mostly used 47 for debugging or some tools that display simple 3D data like the mesh 48 viewer in the ContentManager tool. 49 </summary> 50 </member> 51 <member name="M:Delta.Rendering.Basics.Drawing.Grid.Draw"> 52 <summary> 53 Draw a 3D grid, default values are 20m x 20m with the Color Grey. 54 </summary> 55 </member> 56 <member name="M:Delta.Rendering.Basics.Drawing.Grid.Draw(System.Single,System.Single,System.Int32,System.Int32,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Color,System.Boolean)"> 57 <summary> 58 Draws a grid with the given positions/sizes and colors. 59 </summary> 60 <param name="width">Grid width</param> 61 <param name="depth">Grid depth</param> 62 <param name="widthFaceCount">Number of faces in width</param> 63 <param name="depthFaceCount">Number of faces in depth</param> 64 <param name="gridColor">The color for the inner grid lines</param> 65 <param name="lineColor">The color for the marker lines</param> 66 <param name="drawCoordinateSystemGizmo">If tue, a coordinate 67 system gizmo will be drawn at (0f,0f,0.1f)</param> 68 </member> 69 <member name="M:Delta.Rendering.Basics.Drawing.Grid.Draw(System.Single,System.Single,System.Int32,System.Int32,Delta.Utilities.Datatypes.Color)"> 70 <summary> 71 Draws a 3-dimensional grid using "LineColor" as ambient color. 72 </summary> 73 <param name="width">Grid width.</param> 74 <param name="depth">Grid depth.</param> 75 <param name="widthFaceCount">Count of faces in width.</param> 76 <param name="depthFaceCount">Count of faces in depth.</param> 77 <param name="color">Grid color.</param> 78 </member> 79 <member name="M:Delta.Rendering.Basics.Drawing.Grid.DrawCoordinateSystemGizmo"> 80 <summary> 81 Draw gizmo with offset of 0.01f 82 </summary> 83 </member> 84 <member name="M:Delta.Rendering.Basics.Drawing.Grid.DrawCoordinateSystemGizmo(System.Single)"> 85 <summary> 86 DrawCoordinateSystemGizmo with given offset 87 </summary> 88 <param name="offset">The offset.</param> 89 </member> 90 <member name="T:Delta.Rendering.Basics.Drawing.Circle"> 91 <summary> 92 Circle class to draw circles either as line circles or as filled ones. 93 </summary> 94 </member> 95 <member name="F:Delta.Rendering.Basics.Drawing.Circle.cachedSinCosValues"> 96 <summary> 97 Cached sin and cos value calculations based on the input radius, 98 which is often the same (almost always the same value in fact). 99 </summary> 100 </member> 101 <member name="M:Delta.Rendering.Basics.Drawing.Circle.DrawOutline(Delta.Utilities.Datatypes.Point,System.Single,Delta.Utilities.Datatypes.Color)"> 102 <summary> 103 Draw circle outline with lines. This method is quite fast, but mostly 104 used for debug code to show circles, bounding circles and for other 105 simple 2d cases. You can render thousands of circles even on mobile 106 devices, just make sure they share the radius as much as possible for 107 best performance. You can also tweak Circle.MaxCirclePoints for 108 better performance (lower value) or more roundness (higher value). 109 </summary> 110 <param name="screenPosition">Screen position</param> 111 <param name="radius">Radius</param> 112 <param name="circleColor">Circle color</param> 113 </member> 114 <member name="M:Delta.Rendering.Basics.Drawing.Circle.DrawFilled(Delta.Utilities.Datatypes.Point,System.Single,Delta.Utilities.Datatypes.Color)"> 115 <summary> 116 Draw a filled solid circle with the given color. If you want to use 117 this for debugging or marking something better use a transparent 118 color or use DrawOutline instead to just show a circle line around. 119 Same as DrawOutline this method is quite fast. For bigger circles it 120 is however mostly fill rate limited as quite a bit of pixels need to 121 be filled (which is especially slow on mobile devices). 122 </summary> 123 <param name="screenPosition">Screen position</param> 124 <param name="radius">Radius</param> 125 <param name="circleColor">Circle color</param> 126 </member> 127 <member name="F:Delta.Rendering.Basics.Drawing.Circle.MaxCirclePoints"> 128 <summary> 129 Number of points used to draw a circle with lines. 64 was chosen for 130 performance reasons. This way we can draw hundreds of circles for 131 debugging or even for game code without hurting the overall fps much. 132 See Delta.Rendering.BasicTests.DrawTests.DrawCirclePerformance. 133 </summary> 134 </member> 135 <member name="M:Delta.Rendering.Basics.Drawing.Circle.GrabCachedCirclePoints(System.Single)"> 136 <summary> 137 Grab cached circle points and calculates how many circle points are 138 needed to make it round enough while keeping the performance as good 139 as possible with as few as possible circle points (only use 140 MaxCirclePoints for really big circles bigger than the screen). 141 </summary> 142 <param name="radius">The radius.</param> 143 <returns>Array of points needed for drawing the circle.</returns> 144 </member> 145 <member name="T:Delta.Rendering.Basics.Drawing.BillboardManager"> 146 <summary> 147 Class that allows drawing billboards and managing them in a more 148 optimized and useful matter than just drawing out materials (which is 149 also possible). Usually used from Effects system to draw 3D billboards. 150 </summary> 151 </member> 152 <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.DefaultNormal"> 153 <summary> 154 The default normal vector of billboards e.g. Vector.Zero so the 155 billboard will be calculated in special ways. 156 </summary> 157 </member> 158 <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.DefaultGroundNormal"> 159 <summary> 160 The default ground normal used to calculate the billboard directly. 161 </summary> 162 </member> 163 <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.instance"> 164 <summary> 165 Private instance 166 </summary> 167 </member> 168 <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.transformMatrix"> 169 <summary> 170 These matrices cache the last calculated transformation for billboards, 171 used for billboards that only get calculated the first time and then 172 reusing these matrices. 173 </summary> 174 </member> 175 <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.calculatedTransformAll"> 176 <summary> 177 Flags for the calculation caches above to notice if something needs 178 to be calculated or not. 179 </summary> 180 </member> 181 <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.currentPosition3D"> 182 <summary> 183 The current 3d position of the billboard, set in the ProcessBillboard 184 method. This "cache" is only used so we don't have to copy over 185 the position every time (even with ref it costs) and to make the 186 method more readable by removing all the "ref position3D" stuff. 187 </summary> 188 </member> 189 <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.billboardMode"> 190 <summary> 191 The current mode of the billboard. Same usage as position3D above. 192 </summary> 193 </member> 194 <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.points3D"> 195 <summary> 196 Helper for calculating billboard positions 197 </summary> 198 </member> 199 <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.rotatedPoints"> 200 <summary> 201 Rotation points helper for the Add method with rotation. The 202 Rectangle.Rotate method will fill these 4 points and they will then 203 be filled into the vertex data stream. 204 </summary> 205 </member> 206 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.#ctor"> 207 <summary> 208 Creates a new instance of BillboardManager. 209 </summary> 210 </member> 211 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Draw(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single)"> 212 <summary> 213 Performs draw billboard stuff. 214 </summary> 215 <param name="material">The material to draw with.</param> 216 <param name="position3D">The position in 3D space.</param> 217 <param name="size">The size of the quad.</param> 218 <param name="rotation">The rotation.</param> 219 </member> 220 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Draw(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single,Delta.Utilities.Datatypes.Vector)"> 221 <summary> 222 Performs draw billboard stuff. 223 </summary> 224 <param name="material">The material to draw with.</param> 225 <param name="position3D">The position in 3D space.</param> 226 <param name="size">The size of the quad.</param> 227 <param name="rotation">The rotation.</param> 228 <param name="normal">Normal to align the billboard to</param> 229 </member> 230 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Draw(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single,Delta.Utilities.Datatypes.Color)"> 231 <summary> 232 Performs draw billboard stuff. 233 </summary> 234 <param name="material">The material to draw with.</param> 235 <param name="position3D">The position in 3D space.</param> 236 <param name="size">The size of the quad.</param> 237 <param name="rotation">The rotation.</param> 238 <param name="blendColorOverride">Overwritten blend color</param> 239 </member> 240 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.DrawPlane(Delta.Rendering.MaterialColored)"> 241 <summary> 242 Draw the material as a billboard ground plane. 243 </summary> 244 <param name="material">The material to draw with.</param> 245 </member> 246 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.DrawPlane(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single)"> 247 <summary> 248 Draw the material as a billboard ground plane. 249 </summary> 250 <param name="material">The material to draw with.</param> 251 <param name="position3D">The position in 3D space.</param> 252 <param name="size">The size of the quad.</param> 253 <param name="rotation">The rotation.</param> 254 </member> 255 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Run"> 256 <summary> 257 Run method from DynamicModule. 258 </summary> 259 </member> 260 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.SetupBillboardTransformOnce(Delta.Utilities.Datatypes.Matrix@,System.Boolean@)"> 261 <summary> 262 Only does the actual setup if alreadyDone is set to false. 263 Sets alreadyDone to true afterwards 264 </summary> 265 <param name="alreadyDone"> 266 Boolean value used and assigned after setting the transform once. 267 </param> 268 <param name="transform"> 269 The transform calculated if alreadyDone is false. 270 </param> 271 </member> 272 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.SetupBillboardTransform(Delta.Utilities.Datatypes.Matrix@)"> 273 <summary> 274 Setup billboard transform for all upcoming billboard render actions. 275 Note: It does not set translation, as this must be done individually. 276 </summary> 277 <param name="transform">Transform matrix for the billboards</param> 278 </member> 279 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.ApplyBillboardTransform(Delta.Utilities.Datatypes.Matrix@)"> 280 <summary> 281 Apply billboard transform to given Vector Array. 282 given position overrides transform.Translation 283 </summary> 284 <param name="transform">Transform matrix for the billboards</param> 285 </member> 286 <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.ProcessBillboard(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Size@,System.Single,Delta.Utilities.Datatypes.Vector@)"> 287 <summary> 288 Process a billboard and add it to the material manager. 289 </summary> 290 <param name="material">Material to render on the billboard.</param> 291 <param name="position3D">The #define position of the billboard.</param> 292 <param name="size">The size of the billboard.</param> 293 <param name="rotation">The rotation of the billboard.</param> 294 <param name="normal">The normal vector of the billboard 295 (if available)</param> 296 </member> 297 <member name="P:Delta.Rendering.Basics.Drawing.BillboardManager.Instance"> 298 <summary> 299 Instance for this Billboard manager (handled only here privately) 300 </summary> 301 </member> 302 <member name="T:Delta.Rendering.Basics.Drawing.Sphere"> 303 <summary> 304 Draw 3D spheres with help of this class. They can be drawn as only 305 outline or filled shape. This has the advantage of optimizing it better. 306 </summary> 307 </member> 308 <member name="M:Delta.Rendering.Basics.Drawing.Sphere.DrawOutline(Delta.Utilities.Datatypes.Vector,System.Single,Delta.Utilities.Datatypes.Color)"> 309 <summary> 310 Draws a 3D sphere with lines. This basically draws 3 circles (one in 311 each direction) to form a sphere. 312 </summary> 313 <param name="position">Position</param> 314 <param name="radius">Radius</param> 315 <param name="color">Sphere color</param> 316 </member> 317 <member name="M:Delta.Rendering.Basics.Drawing.Sphere.DrawFilled(Delta.Utilities.Datatypes.Vector,System.Single,Delta.Utilities.Datatypes.Color)"> 318 <summary> 319 Draw a filled sphere in 3d space. 320 </summary> 321 <param name="position">The center position of the sphere in 3d.</param> 322 <param name="radius">The radius of the sphere.</param> 323 <param name="color">The fill color of the sphere.</param> 324 </member> 325 <member name="F:Delta.Rendering.Basics.Drawing.Sphere.cachedPitchTransform"> 326 <summary> 327 The pitch transform for the outline of the sphere is always the 328 same, so we can speed things up a little by caching this value 329 the first time. 330 </summary> 331 </member> 332 <member name="F:Delta.Rendering.Basics.Drawing.Sphere.cachedRollTransform"> 333 <summary> 334 The roll transform for the outline of the sphere is always the 335 same, so we can speed things up a little by caching this value 336 the first time. 337 </summary> 338 </member> 339 <member name="M:Delta.Rendering.Basics.Drawing.Sphere.#cctor"> 340 <summary> 341 Static constructor for cached values. 342 </summary> 343 </member> 344 <member name="T:Delta.Rendering.Basics.Materials.Material"> 345 <summary> 346 Material class, just derived from the BaseMaterial class, which contains 347 all the functionality for drawing and animations. Note: For 2D rendering 348 use Material2D, which does not share this class, but all the BaseMaterial 349 functionality. 350 </summary> 351 </member> 352 <member name="M:Delta.Rendering.Basics.Materials.Material.#ctor(System.String,Delta.Graphics.Basics.Shader)"> 353 <summary> 354 Create material with just a diffuse map and a shader. Will check if 355 the diffuse map is an animation set and load all animated images 356 automatically (use StartAnimation to control it). 357 </summary> 358 <param name="setDiffuseMapName">Diffuse map name.</param> 359 <param name="setShader">Shader to use during rendering.</param> 360 </member> 361 <member name="M:Delta.Rendering.Basics.Materials.Material.#ctor(Delta.Graphics.Basics.Texture,Delta.Graphics.Basics.Shader)"> 362 <summary> 363 Special constructor to allow creating a material just with a single 364 diffuse map image (e.g. created from RenderToTexture). 365 </summary> 366 <param name="setDiffuseMap">Diffuse texture to use.</param> 367 <param name="setShader">The shader to use.</param> 368 </member> 369 <member name="M:Delta.Rendering.Basics.Materials.Material.#ctor(Delta.ContentSystem.Rendering.MaterialData)"> 370 <summary> 371 Create material from MaterialData, only used internally, for example 372 for loading Models from ModelData (they contain a list of MaterialData) 373 </summary> 374 <param name="setData"> 375 The <see cref="T:Delta.ContentSystem.Rendering.MaterialData"/> to use during rendering. 376 </param> 377 </member> 378 <member name="T:Delta.Rendering.Basics.Materials.Material2D"> 379 <summary> 380 Material 2D without vertex coloring, but otherwise has the same features 381 as Material2DColored. Rendering this is a bit faster because we don't 382 need to send vertex colors to the GPU (saves bandwidth and performance). 383 </summary> 384 </member> 385 <member name="F:Delta.Rendering.Basics.Materials.Material2D.defaultMaterial2D"> 386 <summary> 387 Default material 2D 388 </summary> 389 </member> 390 <member name="M:Delta.Rendering.Basics.Materials.Material2D.#ctor(System.String)"> 391 <summary> 392 Create material from just a diffuse map image name. The 393 material will always just use the basic shader without vertex coloring. 394 </summary> 395 <param name="setDiffuseMapName">Set diffuse map name</param> 396 </member> 397 <member name="M:Delta.Rendering.Basics.Materials.Material2D.#ctor(Delta.Graphics.BaseTexture)"> 398 <summary> 399 Create material from image, currently only needed for displaying 400 RenderToTexture and a video frame. 401 </summary> 402 <param name="setTexture">The diffuse texture to assign.</param> 403 </member> 404 <member name="M:Delta.Rendering.Basics.Materials.Material2D.Draw(Delta.Utilities.Datatypes.Rectangle)"> 405 <summary> 406 Draw this 2D material at the specified rectangle location. 407 Note: This is just rendering in 2D, 3D rendering is not used, thus 408 3D camera movement will not affect this material draw. Use Meshes and 409 <see cref="T:Delta.Rendering.Basics.Drawing.BillboardManager"/> to accomplish 3D rendering of surfaces. 410 </summary> 411 <param name="drawArea"> 412 Draw area to render to, rendering will be skipped if this is 413 completely outside of the 0-1 quadratic screen space. 414 </param> 415 </member> 416 <member name="M:Delta.Rendering.Basics.Materials.Material2D.Draw(Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Utilities.Datatypes.Point,Delta.Rendering.Enums.FlipMode)"> 417 <summary> 418 Draw this 2D material at the specified rectangle location. 419 Note: This is just rendering in 2D, 3D rendering is not used, thus 420 3D camera movement will not affect this material draw. Use Meshes and 421 <see cref="T:Delta.Rendering.Basics.Drawing.BillboardManager"/> to accomplish 3D rendering of surfaces. 422 </summary> 423 <param name="drawArea"> 424 Draw area to render to, rendering will be skipped if this is 425 completely outside of the 0-1 quadratic screen space. 426 </param> 427 <param name="rotation"> 428 Rotation for this material drawing in degrees. By default unused=0. 429 </param> 430 <param name="rotationCenter"> 431 Center for the rotation. If you want it to be centered around the 432 drawArea use drawArea.Center or just use the other Draw overloads. 433 Note: This rotationCenter is always absolute, add drawArea.Center to 434 make it relative to the local drawArea. 435 </param> 436 <param name="flipMode"> 437 Flipping is useful to display materials in different ways. Just 438 rotating is often enough, but sometimes flipping is needed (e.g. for 439 RenderTargets or to make non-tileable textures pseudo-tilable). 440 FlipMode.Vertical and FlipMode.Horizontal can be combined (which is 441 FlipMode.VerticalAndHorizontal, the same as rotating 180 degrees). 442 </param> 443 </member> 444 <member name="M:Delta.Rendering.Basics.Materials.Material2D.Draw(Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Rendering.Enums.FlipMode)"> 445 <summary> 446 Draw this 2D material at the specified rectangle location. 447 Note: This is just rendering in 2D, 3D rendering is not used, thus 448 3D camera movement will not affect this material draw. Use Meshes and 449 <see cref="T:Delta.Rendering.Basics.Drawing.BillboardManager"/> to accomplish 3D rendering of surfaces. 450 </summary> 451 <param name="drawArea"> 452 Draw area to render to, rendering will be skipped if this is 453 completely outside of the 0-1 quadratic screen space. 454 </param> 455 <param name="rotation"> 456 Rotation for this material drawing in degrees. By default unused=0. 457 </param> 458 <param name="flipMode"> 459 Flipping is useful to display materials in different ways. Just 460 rotating is often enough, but sometimes flipping is needed (e.g. for 461 RenderTargets or to make non-tileable textures pseudo-tilable). 462 FlipMode.Vertical and FlipMode.Horizontal can be combined (which is 463 FlipMode.VerticalAndHorizontal, the same as rotating 180 degrees). 464 </param> 465 </member> 466 <member name="P:Delta.Rendering.Basics.Materials.Material2D.Default"> 467 <summary> 468 The default material which is always used if no material is explictly 469 set. Will be created the first time this is used, which is quite 470 likely for unit test code and if some material is missing or wrong, 471 but not so much true for the real games later. Also delayed loading 472 is much better for the application initialization time. 473 </summary> 474 </member> 475 <member name="T:Delta.Rendering.Basics.Drawing.Box"> 476 <summary> 477 Static box class to draw 3d boxes either with lines or as solid boxes. 478 </summary> 479 </member> 480 <!-- Badly formed XML comment ignored for member "M:Delta.Rendering.Basics.Drawing.Box.DrawOutline(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)" --> 481 <member name="M:Delta.Rendering.Basics.Drawing.Box.DrawOutline(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Vector)"> 482 <summary> 483 Draws a 3-dimensional box from start to end using "LineColor" as 484 ambient color. 485 </summary> 486 <param name="minimum">Minimum</param> 487 <param name="maximum">Maximum</param> 488 <param name="color">Line color</param> 489 <param name="rotation">Rotation as raw, pitch, roll</param> 490 </member> 491 <member name="M:Delta.Rendering.Basics.Drawing.Box.DrawFilled(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)"> 492 <summary> 493 Draw a filled box in 3d space. 494 </summary> 495 <param name="minimum">The minimum corner position.</param> 496 <param name="maximum">The maximum corner position.</param> 497 <param name="color">The fill color of the box.</param> 498 </member> 499 <member name="T:Delta.Rendering.Basics.Drawing.DrawManager"> 500 <summary> 501 The DrawManager is used by all of the classes in this namespace to do 502 all the line, box, sphere, circle, grid, etc. drawing of all kind of 503 shapes for 2D and 3D drawing. Everything related with primitive drawing 504 will be uniquely handled in here. This class is used as a singleton. 505 Warning: This class is not thread safe, only have one thread draw stuff! 506 </summary> 507 </member> 508 <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.InitialNumOfVertices"> 509 <summary> 510 Start with max. 120 lines initially (or 80 polygons). If we reach that 511 limit we will increase the Mesh VertexData by 120 more lines. 512 </summary> 513 </member> 514 <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.MakeScreenshot"> 515 <summary> 516 Make a screenshot of the current screen. 517 </summary> 518 </member> 519 <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.instance"> 520 <summary> 521 Private instance 522 </summary> 523 </member> 524 <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.screenshotCapturer"> 525 <summary> 526 Current screenshot capturer for the application 527 </summary> 528 </member> 529 <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line2DMaterial"> 530 <summary> 531 Line material for rendering all lines (2D and 3D), contains the 532 LineShader responsible for drawing everything. 533 </summary> 534 </member> 535 <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line3DMaterial"> 536 <summary> 537 Line material for rendering all lines (2D and 3D), contains the 538 LineShader responsible for drawing everything. 539 </summary> 540 </member> 541 <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line2DMesh"> 542 <summary> 543 Line mesh for 2D lines, contains 2D position and color vertex data. 544 Uncompressed this are just 12 bytes (8 for position, 4 for color), 545 compressed this goes down to 8 bytes (4 for position, 4 for color). 546 </summary> 547 </member> 548 <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line3DMesh"> 549 <summary> 550 Line mesh for 3D lines, contains 3D position and color vertex data. 551 Uncompressed this are just 16 bytes (12 for position, 4 for color), 552 compressed this goes down to 10 bytes (6 for position, 4 for color). 553 </summary> 554 </member> 555 <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.polygon2DMesh"> 556 <summary> 557 Polygon mesh for 2D shapes, contains 3 2D position and colors for 558 each polygon. Same vertex data format is used as for line2DMesh! 559 </summary> 560 </member> 561 <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.polygon3DMesh"> 562 <summary> 563 Polygon mesh for 3D shapes, contains 3 3D position and colors for 564 each polygon. Same vertex data format is used as for line3DMesh! 565 </summary> 566 </member> 567 <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.#ctor"> 568 <summary> 569 Create draw manager as a child of MaterialManager because we handle 570 all rendering there (even line rendering, which is just meshes with 571 materials too). 572 </summary> 573 </member> 574 <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Run"> 575 <summary> 576 Show, just render all lines that have been collected this frame. 577 </summary> 578 </member> 579 <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Draw2DLine(Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Color@)"> 580 <summary> 581 Draws a 2D line with a start and end point and a line color. 582 </summary> 583 <param name="linePoint1">Start of line</param> 584 <param name="linePoint2">End of line</param> 585 <param name="lineColor">The color of the line</param> 586 </member> 587 <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.DrawPolygon(Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Color@)"> 588 <summary> 589 Draws a polygon. 590 </summary> 591 <param name="polygonPoint1">Polygon point 1</param> 592 <param name="polygonPoint2">Polygon point 2</param> 593 <param name="polygonPoint3">Polygon point 3</param> 594 <param name="polygonColor">The color of the polygon.</param> 595 </member> 596 <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Draw3DLine(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)"> 597 <summary> 598 Draws a 3D line with a start and end vector and a line color. 599 </summary> 600 <param name="lineVector1">Start of line</param> 601 <param name="lineVector2">End of line</param> 602 <param name="lineColor">The color of the line.</param> 603 </member> 604 <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Draw3DLine(Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Color@)"> 605 <summary> 606 Draws a 3D line with a start and end vector and a line color. 607 </summary> 608 <param name="lineVector1">Start of line</param> 609 <param name="lineVector2">End of line</param> 610 <param name="lineColor">The color of the line.</param> 611 </member> 612 <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.DrawBox(Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Color@)"> 613 <summary> 614 Draws a 3D box with a start vector, a size vector and a color. 615 </summary> 616 <param name="minimum">Minimum position of the box.</param> 617 <param name="size">Size of the box.</param> 618 <param name="fillColor">The color of the filled box.</param> 619 </member> 620 <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.DrawSphere(Delta.Utilities.Datatypes.Vector@,System.Single,Delta.Utilities.Datatypes.Color@)"> 621 <summary> 622 Draws a 3D sphere with a center vector, a radius and a color. 623 </summary> 624 <param name="minimum">Minimum position of the box.</param> 625 <param name="size">Size of the box.</param> 626 <param name="fillColor">The color of the filled box.</param> 627 </member> 628 <member name="P:Delta.Rendering.Basics.Drawing.DrawManager.Instance"> 629 <summary> 630 Instance for this Draw manager (handled only here privately) 631 </summary> 632 </member> 633 <member name="P:Delta.Rendering.Basics.Drawing.DrawManager.ScreenshotCapturer"> 634 <summary> 635 Screenshot capturer 636 </summary> 637 </member> 638 <member name="T:Delta.Rendering.Basics.Fonts.Font"> 639 <summary> 640 That class contains all the logic to render a font <see cref="T:Delta.ContentSystem.Rendering.FontData"/> 641 and will try to request the specified font data (in the constructor). As 642 an extra feature the font will automatically choose one of the available 643 font sizes depending on the current resolution to support a more sharp 644 down- or up-scaling of the originally wished font size. Most fonts you 645 can load from the content system will already provide 4 resolution based 646 fonts fine tuned to work in all possible resolutions (see constructor). 647 <para/> 648 Note: Performance is heavily optimized for render speed. The main idea is 649 to use cached glyphs to avoid recalculating them for each text. This also 650 means all of the properties of this class are read-only. To change 651 anything (including character distances, line spacing, the render color, 652 etc.) you need to create a new Font instance. This way the Geometry 653 can be cached and only calculated once for a text, which then can be 654 rendered many times (even with different positioning, rotation, etc.). 655 In release mode a font rendering can be done up to 1.5 million times/sec 656 (when swapbuffer, clear, geometry rendering is turned off for measuring.) 657 </summary> 658 </member> 659 <member name="F:Delta.Rendering.Basics.Fonts.Font.VersionNumber"> 660 <summary> 661 The current version of the implementation of this font class. 662 </summary> 663 </member> 664 <member name="F:Delta.Rendering.Basics.Fonts.Font.DefaultFontName"> 665 <summary> 666 The default fallback font name is "DefaultFont". Used in Font.Default! 667 </summary> 668 </member> 669 <member name="M:Delta.Rendering.Basics.Fonts.Font.DrawTopLeftInformation(System.String)"> 670 <summary> 671 Draws information text on the top left corner of the screen via the 672 default font. Should only be used to display profiling and debug 673 information. 674 </summary> 675 <param name="text">Text to display</param> 676 </member> 677 <member name="F:Delta.Rendering.Basics.Fonts.Font.defaultFont"> 678 <summary> 679 Default font to render text centered. 680 </summary> 681 </member> 682 <member name="F:Delta.Rendering.Basics.Fonts.Font.informationFont"> 683 <summary> 684 Information font for the DrawTopLeftInformation method. 685 </summary> 686 </member> 687 <member name="F:Delta.Rendering.Basics.Fonts.Font.renderColor"> 688 <summary> 689 Text render color 690 </summary> 691 </member> 692 <member name="F:Delta.Rendering.Basics.Fonts.Font.lineSpacingMultiplier"> 693 <summary> 694 Line spacing multiplier 695 </summary> 696 </member> 697 <member name="F:Delta.Rendering.Basics.Fonts.Font.characterSpacingMultiplier"> 698 <summary> 699 Character spacing 700 </summary> 701 </member> 702 <member name="F:Delta.Rendering.Basics.Fonts.Font.drawLayer"> 703 <summary> 704 Render layer for this font 705 </summary> 706 </member> 707 <member name="F:Delta.Rendering.Basics.Fonts.Font.fontDatas"> 708 <summary> 709 The available FontData's for the resolutions 480x320, 800x480, 710 1024x768 and 1920x1080, started with the smallest resolution. The 711 correct one will be selected by the 'DetermineBestFont()'. 712 <para/> 713 Note: If only one entry is set, that "auto-selecting" feature is 714 disabled. If more that one is set, every entry is valid (is made sure 715 in the constructor). 716 </summary> 717 </member> 718 <member name="F:Delta.Rendering.Basics.Fonts.Font.activeFontData"> 719 <summary> 720 The reference to the current selected 'FontData' (from the 'fontDatas' 721 list and based on the current screen resolution) which is used for 722 drawing the text on the screen. 723 </summary> 724 </member> 725 <member name="F:Delta.Rendering.Basics.Fonts.Font.fontMaps"> 726 <summary> 727 Font maps, will be updated as the activeFontData changes (each font can 728 have multiple font maps). Often just has one material that we use for 729 rendering. Each Glyph links to this list and has the UV coordinates for 730 rendering that glyph. 731 </summary> 732 </member> 733 <member name="F:Delta.Rendering.Basics.Fonts.Font.glyphCache"> 734 <summary> 735 The internal cache of drawing information for each text that needs to 736 be handled in a "Draw(...)" or in the <see cref="M:Delta.Rendering.Basics.Fonts.Font.Measure(System.String)"/> 737 method by the current font instance. 738 <para/> 739 <b>Note:</b> The cache is initialized in the constructor. It is also 740 cleared every time we change something important (resolution changed). 741 </summary> 742 </member> 743 <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(System.String)"> 744 <summary> 745 Create a new font for drawing a text from a font content name. 746 Note: You can also search for fonts with the FontData.Get method, 747 but you should use this method normally because it lets you setup 748 and change font settings without having to change the code. 749 </summary> 750 <param name="setFontContentName">Set font content name</param> 751 </member> 752 <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.ContentSystem.Rendering.FontData,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment,System.Boolean,System.Single,System.Single,Delta.Rendering.Enums.RenderLayer)"> 753 <summary> 754 Create a new font for drawing a text from FontData, which can be loaded 755 from content via FontData.Get or created customly. Please note that 756 each FontData can have children entries for additional font sizes (four 757 children for the 4 default resolutions, see DetermineBestFont, which 758 switches fonts at 480x320, 800x480, 1024x768 and 1920x1080). 759 </summary> 760 <param name="setFontData"> 761 Set font data, which can contain 3 children for the other resolutions 762 (always in the same order). If there are no children all 4 fontDatas 763 will be set to the same font size. 764 </param> 765 <param name="setHorizontalAlignment"> 766 Set horizontal alignment mode for font rendering, defaults to centered. 767 </param> 768 <param name="setVerticalAlignment"> 769 Set vertical alignment mode for font rendering, defaults to centered. 770 </param> 771 <param name="setWordWrapping">Word wrapping mode (usually off).</param> 772 <param name="setLineSpacingMultiplier"> 773 Set line spacing multiplier (default to 1.0). Multiplied with the 774 FontData.LineHeight. 775 </param> 776 <param name="setCharacterSpacingMultiplier"> 777 Set character spacing multiplier (defaults to 1.0). Multiplied with 778 FontData character render distances. 779 </param> 780 <param name="setDrawLayer">Set draw layer to use for rendering.</param> 781 </member> 782 <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.ContentSystem.Rendering.FontData,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment,System.Boolean,System.Single,System.Single,Delta.Rendering.Enums.RenderLayer)"> 783 <summary> 784 Create a new font for drawing a text from FontData, which can be loaded 785 from content via FontData.Get or created customly. Please note that 786 each FontData can have children entries for additional font sizes (four 787 children for the 4 default resolutions, see DetermineBestFont, which 788 switches fonts at 480x320, 800x480, 1024x768 and 1920x1080). 789 </summary> 790 <param name="setFontData"> 791 Set font data, which can contain 3 children for the other resolutions 792 (always in the same order). If there are no children all 4 fontDatas 793 will be set to the same font size. 794 </param> 795 <param name="newFontColor">New font text render color to use.</param> 796 <param name="setHorizontalAlignment"> 797 Set horizontal alignment mode for font rendering, defaults to centered. 798 </param> 799 <param name="setVerticalAlignment"> 800 Set vertical alignment mode for font rendering, defaults to centered. 801 </param> 802 <param name="setWordWrapping">Word wrapping mode (usually off).</param> 803 <param name="setLineSpacingMultiplier"> 804 Set line spacing multiplier (default to 1.0). Multiplied with the 805 FontData.LineHeight. 806 </param> 807 <param name="setCharacterSpacingMultiplier"> 808 Set character spacing multiplier (defaults to 1.0). Multiplied with 809 FontData character render distances. 810 </param> 811 <param name="setDrawLayer">Set draw layer to use for rendering.</param> 812 </member> 813 <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.Rendering.Basics.Fonts.Font,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment,System.Boolean,System.Single,System.Single,Delta.Rendering.Enums.RenderLayer)"> 814 <summary> 815 Creates a new font based on an existing font, required for cloning 816 fonts and allows us to change the font render parameters like Color, 817 DrawLayer and Alignment. 818 </summary> 819 <param name="fontToCopy">Font to copy all data from.</param> 820 <param name="newFontColor">New font text render color to use.</param> 821 <param name="setHorizontalAlignment"> 822 Set horizontal alignment mode for font rendering, defaults to centered. 823 </param> 824 <param name="setVerticalAlignment"> 825 Set vertical alignment mode for font rendering, defaults to centered. 826 </param> 827 <param name="setWordWrapping">Word wrapping mode (usually off).</param> 828 <param name="setLineSpacingMultiplier"> 829 Set line spacing multiplier (default to 1.0). Multiplied with the 830 FontData.LineHeight. 831 </param> 832 <param name="setCharacterSpacingMultiplier"> 833 Set character spacing multiplier (defaults to 1.0). Multiplied with 834 FontData character render distances. 835 </param> 836 <param name="setDrawLayer">Set draw layer to use for rendering.</param> 837 </member> 838 <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.Rendering.Basics.Fonts.Font,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment)"> 839 <summary> 840 Creates a new font based on an existing font, required for cloning 841 fonts and allows us to change the font Alignment parameters. 842 </summary> 843 <param name="fontToCopy">Font to copy all data from.</param> 844 <param name="setHorizontalAlignment"> 845 Set horizontal alignment mode for font rendering, defaults to centered. 846 </param> 847 <param name="setVerticalAlignment"> 848 Set vertical alignment mode for font rendering, defaults to centered. 849 </param> 850 </member> 851 <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor"> 852 <summary> 853 Creates an empty font, required for the <see cref="T:Delta.Engine.Dynamic.Factory"/> if the 854 font will be loaded there by the <see cref="T:Delta.Utilities.ISaveLoadBinary"/> 855 interface (see StreamHelper.LoadWithLength). Note: All values need to 856 be filled in via the Load method. 857 </summary> 858 </member> 859 <member name="M:Delta.Rendering.Basics.Fonts.Font.Dispose"> 860 <summary> 861 Dispose 862 </summary> 863 </member> 864 <member name="M:Delta.Rendering.Basics.Fonts.Font.Load(System.IO.BinaryReader)"> 865 <summary> 866 Loads all data of the object again which were previously saved. 867 </summary> 868 <param name="dataReader">The data reader.</param> 869 </member> 870 <member name="M:Delta.Rendering.Basics.Fonts.Font.Save(System.IO.BinaryWriter)"> 871 <summary> 872 Saves all necessary data of the object to a byte array. 873 </summary> 874 <param name="dataWriter">The data writer.</param> 875 </member> 876 <member name="M:Delta.Rendering.Basics.Fonts.Font.Draw(System.String,Delta.Utilities.Datatypes.Rectangle)"> 877 <summary> 878 Draws a text without any rotation and (scrolling) offset at the 879 specified area. 880 </summary> 881 <param name="text">The text that should be drawn.</param> 882 <param name="drawArea"> 883 The area (in Quadratic Space) where the text should be drawn. 884 </param> 885 </member> 886 <member name="M:Delta.Rendering.Basics.Fonts.Font.Draw(System.String,Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Utilities.Datatypes.Point)"> 887 <summary> 888 Draws a text with the specified rotation (and scrolling offset) at the 889 given area whereby the area defines the available space for the 890 …
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