/Dlls/Delta.Rendering.xml
# · XML · 385 lines · 385 code · 0 blank · 0 comment · 0 complexity · 32ab45f8c2ebd15cf7ecb846c57ff2a2 MD5 · raw file
- <?xml version="1.0" encoding="utf-8"?>
- <doc>
- <assembly>
- <name>Delta.Rendering</name>
- </assembly>
- <members>
- <member name="T:Delta.Rendering.Light">
- <summary>
- Light helper class for shaders, not used much, just has a direction!
- TODO: Finalize and put to the public Delta.Rendering.Basics assembly!
- </summary>
- </member>
- <member name="F:Delta.Rendering.Light.Distance">
- <summary>
- Distance from target position for the calculation of virtual position
- of the light.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Light.SoulcraftTechDemoLightDirection">
- <summary>
- Light direction for the Soulcraft Tech Demo, used at many places.
- Still needs to be normalized!
- </summary>
- </member>
- <member name="F:Delta.Rendering.Light.Direction">
- <summary>
- Light direction for a directional light source (like a sun).
- Interpreted as direction to sun from Location(0,0,0)
- </summary>
- </member>
- <member name="F:Delta.Rendering.Light.Position">
- <summary>
- Position
- </summary>
- </member>
- <member name="M:Delta.Rendering.Light.Draw">
- <summary>
- Draw the light direction as a single line.
- TODO: These three methods (Draw, Rotate, Get) are not really reflecting the changes above (still works however)
- </summary>
- </member>
- <member name="M:Delta.Rendering.Light.RotateDirection(Delta.Utilities.Datatypes.Point)">
- <summary>
- Update input helper method to update the light direction with the
- right mouse button. Called from the camera UpdateMouseInput methods.
- </summary>
- <param name="relativeMovement">The relative movement.</param>
- </member>
- <member name="M:Delta.Rendering.Light.GetLightPosition(Delta.Utilities.Datatypes.Vector,System.Single)">
- <summary>
- Get virtual sun position by giving an origin (should be current camera
- position) and a wished distance. Light Direction is expected to be
- normalized
- </summary>
- <param name="origin">The origin.</param>
- <param name="distance">The distance.</param>
- <returns></returns>
- </member>
- <member name="P:Delta.Rendering.Light.Target">
- <summary>
- Target
- </summary>
- </member>
- <member name="P:Delta.Rendering.Light.LightViewProjectionMatrix">
- <summary>
- Light view projection matrix
- </summary>
- </member>
- <member name="P:Delta.Rendering.Light.LightViewProjectionBiasMatrix">
- <summary>
- Light view projection bias matrix
- </summary>
- </member>
- <member name="T:Delta.Rendering.MaterialColored">
- <summary>
- Class that performs 3D material drawing with color stuff during shader
- process and its usually used for drawing stuff like billboard stuff, 2D
- quads and particle rendering in Effect system. Please note that both
- Material2DColored and this one shares the concept of BlendColor and for
- 2D rendering stuff you can refer the Material2DColored class.
- </summary>
- </member>
- <member name="T:Delta.Rendering.BaseMaterial">
- <summary>
- Base material, this is an abstract class that provides us with basic
- material features. In most cases you just want to use the derived
- Material class or one of the other classes in Delta.Rendering.Basics.
- </summary>
- </member>
- <member name="F:Delta.Rendering.BaseMaterial.DefaultDrawLayer">
- <summary>
- Represents the layer where a material is drawn if no drawLayer was set
- explicitely.
- </summary>
- </member>
- <member name="F:Delta.Rendering.BaseMaterial.DefaultAnimationSpeed">
- <summary>
- The default frame speed for playing an animation in FramesPerSecond.
- Default is 30 FPS, which is what is often used, 15 is also good for
- mobile devices to save lots of memory and still looks ok.
- Only used if the content tells us 0, otherwise it is often already
- in the default 30 FPS setting or something else for special content.
- </summary>
- </member>
- <member name="F:Delta.Rendering.BaseMaterial.NumberOfBlendModes">
- <summary>
- Helper constant for number of blend mode enums, used in the DrawLayer
- property to determinate the correct material layer to add stuff to.
- </summary>
- </member>
- <member name="F:Delta.Rendering.BaseMaterial.UV">
- <summary>
- Get the current UV area of the diffuse map for rendering. Can be
- changed if you want different UVs for rendering. Please note that
- for animations the UV area is always updated when playing.
- </summary>
- </member>
- <member name="F:Delta.Rendering.BaseMaterial.AnimationSpeed">
- <summary>
- Gets/sets the speed animation speed (in FramesPerSecond).
- Note: This is usually set by the content, only overwrite this if you
- need this feature dynamically. It makes more sense in the content!
- Note: Not used if AnimationFrameLengthsInMs is used!
- </summary>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.#ctor(System.String,Delta.Graphics.Basics.Shader)">
- <summary>
- Create material with just a diffuse map and a shader. Will check if
- the diffuse map is an animation set and load all animated images
- automatically (use StartAnimation to control it).
- </summary>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.#ctor(Delta.Graphics.BaseTexture,Delta.Graphics.Basics.Shader)">
- <summary>
- Special constructor to allow creating a material just with a single
- diffuse map image (e.g. created from RenderToTexture).
- </summary>
- <param name="setDiffuseMap">Image for the diffuse map</param>
- <param name="setShader">And the shader used</param>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.#ctor(Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create material from MaterialData, only used internally, for example
- for loading Models from ModelData (they contain a list of MaterialData)
- TODO: Refactor a bit later, also enable warning again!
- </summary>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.StartAnimation">
- <summary>
- Starts the animation without looping.
- </summary>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.StartAnimation(System.Boolean)">
- <summary>
- Starts the animation.
- </summary>
- <param name="shouldLoop">Should loop</param>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.StartAnimation(System.Boolean,System.Single)">
- <summary>
- Starts the animation.
- </summary>
- <param name="shouldLoop">Should loop</param>
- <param name="startDelay">Sets the start delay in seconds.</param>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.StopAnimation">
- <summary>
- Stops the animation.
- </summary>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.SetAnimationFrame(System.Int32)">
- <summary>
- This manually sets the current animation frame to given frame index.
- Note: If you just need to display the last frame, consider just
- playing the animation without looping.
- <para />
- Note: This does not work for running animations. Call StopAnimation
- first! If you want to modify a running animation, feel free to update
- animTimeInMs to a value which matches the given frameIndex.
- </summary>
- <param name="frameIndex">Frame index that must be in the valid range
- between 0 and AnimationFrameCount-1</param>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.GetRelativeSize(System.Int32)">
- <summary>
- Get relative size of the material based on a expected screen pixel
- width (we do not care about the height because we want the output
- size to have the same aspect ratio as Size). This is useful because
- the Size property will always return a pixel true 1:1 quadratic space
- size, but if we rescale our game or use smaller device we might want
- to use smaller images (which usually happens in the UI editor or when
- you set sizes up yourself).
- </summary>
- <param name="expectedScreenPixelWidth">Expected screen pixel width for
- this material to look normal, e.g. 1024 pixels.</param>
- <returns>Size this material should be displayed to be the same size
- in relation to the expectedScreenPixelWidth.</returns>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.Draw(Delta.Graphics.Basics.Geometry)">
- <summary>
- Draws the given geometry with this material on the screen in 2D.
- Used for line drawing and pre-calculated 2D geometry like fonts,
- effects or other 2D UI elements.
- </summary>
- <param name="geometry">The geometry.</param>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.Draw(Delta.Graphics.Basics.Geometry,Delta.Utilities.Datatypes.Matrix@)">
- <summary>
- Draws the given geometry with this material on the screen in 3D with
- the given renderMatrix.
- </summary>
- <param name="geometry">The geometry.</param>
- <param name="renderMatrix">The render matrix.</param>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.Dispose">
- <summary>
- Dispose will dispose all used textures for this material (if those
- textures are not still used elsewhere of course, the content
- system checks this automatically for us). This allows you to free up
- some memory in your game code, but it is never really required to call
- this method. Once you leave a scene all content including textures and
- shaders and everything that is linked to a material is freed anyway.
- Note: Calling dispose does not actually make a material unusable, you
- can still use it after calling dispose, but all textures and the shader
- might have to be reloaded (happens automatically internally if possible,
- but not for dynamically created textures outside of the content system).
- </summary>
- </member>
- <member name="M:Delta.Rendering.BaseMaterial.ToString">
- <summary>
- To string
- </summary>
- <returns>
- A <see cref="T:System.String" /> that represents this instance.
- </returns>
- </member>
- <member name="P:Delta.Rendering.BaseMaterial.DrawLayer">
- <summary>
- Defines in which layer the material is drawn.
- </summary>
- </member>
- <member name="P:Delta.Rendering.BaseMaterial.PixelSize">
- <summary>
- Pixel size of the diffuseMap. Used to help with aspect ratio true
- drawing (e.g. the background in UI Screens). Rarely used.
- </summary>
- </member>
- <member name="P:Delta.Rendering.BaseMaterial.IsShaderVertexCompressed">
- <summary>
- If this material is using a vertex compressed shader. Only used to
- create compressed vertex geometry, please do not confuse this with
- texture compression (has nothing to do with this and we don't care
- about texture formats and compressions here).
- </summary>
- </member>
- <member name="P:Delta.Rendering.BaseMaterial.Name">
- <summary>
- Content name of Material (string given in constructor)
- </summary>
- </member>
- <member name="P:Delta.Rendering.BaseMaterial.IsAnimated">
- <summary>
- Returns 'true' if the material has an image animation (several frames).
- </summary>
- </member>
- <member name="P:Delta.Rendering.BaseMaterial.AnimationFrameCount">
- <summary>
- The number of frames this animation contains. 1 is returned if there
- is no animation at all (to make sure we can use this value for
- divisions as well, check IsAnimated to see if there is any animation).
- </summary>
- </member>
- <member name="P:Delta.Rendering.BaseMaterial.TotalAnimationLengthMs">
- <summary>
- Total animation length ms. Will return 0 for non-animated images.
- If AnimationFrameLengthsInMs was used, this will return the total
- length of all frame ms times together and if it is not used this
- will be the number of animated images times the 1000/AnimationSpeed
- value (e.g. 15 animations with 30fps equals 0.5 seconds = 500ms).
- </summary>
- </member>
- <member name="P:Delta.Rendering.BaseMaterial.AnimationFrameIndicesAndMs">
- <summary>
- Note: This is usually set by the content, only overwrite this if you
- need this feature dynamically. It makes more sense in the content!
- Animation frame indices and their lengths in milliseconds for whatever
- crazy animation logic you want to build. You are not forced to play
- the animation in order and you can repeat frames as many times as
- you like and make the animation as long as you want (see
- TotalAnimationLengthMs). AnimationSpeed (see above) is also ignored,
- you need to set each of these frame length times yourself.
- </summary>
- </member>
- <member name="P:Delta.Rendering.BaseMaterial.IsPlaying">
- <summary>
- Is playing
- </summary>
- </member>
- <member name="P:Delta.Rendering.BaseMaterial.Size">
- <summary>
- Size in quadratic space for the material, diffuseMap is used to
- determinate this (from its pixel size, which can easily be converted
- to quadratic size). Note: When using this size for rendering the
- material will be displayed at a 1:1 pixel ratio, which obviously means
- a 512x512 image will fit more than the whole screen on 480x320, but
- will only cover half of the screen in 1024x768. You can use the
- GetRelativeSize method to always get a relative size based on a given
- screen size you want the image to be normally on (e.g. 1024x768).
- </summary>
- </member>
- <member name="F:Delta.Rendering.MaterialColored.DefaultBlendColor">
- <summary>
- Represents the default blend color value which is used for
- initialization of the 2D material. The default color is white!
- </summary>
- </member>
- <member name="F:Delta.Rendering.MaterialColored.BlendColor">
- <summary>
- The blend color which is used when drawing (is "White" by default).
- Note: The blend color affects only if the shader supports blending.
- </summary>
- </member>
- <member name="F:Delta.Rendering.MaterialColored.billboardMode">
- <summary>
- Billboard mode used for rendering. Each billboard mode has slightly
- different add code, which is mostly used to determinate the
- orientation of the billboard.
- </summary>
- </member>
- <member name="M:Delta.Rendering.MaterialColored.#ctor(System.String)">
- <summary>
- Create material from just a diffuse map image name and a the default
- blend color. The material will always just use the basic shader with
- vertex coloring. That is mostly used for UI rendering.
- </summary>
- <param name="setDiffuseMapName">Set diffuse map name</param>
- </member>
- <member name="M:Delta.Rendering.MaterialColored.#ctor(System.String,Delta.Graphics.Basics.Shader)">
- <summary>
- Create material with just a diffuse map and a shader. Will check if
- the diffuse map is an animation set and load all animated images
- automatically (use StartAnimation to control it).
- </summary>
- </member>
- <member name="M:Delta.Rendering.MaterialColored.#ctor(Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create colored 3D material from MaterialData, which contains the
- Diffuse color, which we will set to the BlendColor here automatically.
- </summary>
- <param name="data">Material data to use for creation</param>
- </member>
- <member name="P:Delta.Rendering.MaterialColored.Default">
- <summary>
- The default material which is always used if no material is explictly
- set. Will be created the first time this is used, which is quite
- likely for unit test code and if some material is missing or wrong,
- but not so much true for the real games later. Also delayed loading
- is much better for the application initialization time.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Enums.BillboardMode">
- <summary>
- Specifies how Billboards are calculated.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Enums.RenderLayer">
- <summary>
- Flag to determine which layer a 2D object (e.g. Material, Effect) should
- be drawn onto. Note: This system will be changed in the near future to
- be more flexible. Currently it causes a lot of overhead when rendering,
- but it allows sorting without depth buffers, which can be very useful for
- 2D games.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Enums.FlipMode">
- <summary>
- Flipping is useful to display materials in different ways. Just rotating
- is often enough, but sometimes flipping is needed (e.g. for
- RenderTargets or to make non-tileable textures pseudo-tilable).
- FlipMode.Vertical and FlipMode.Horizontal can be combined (which is
- FlipMode.VerticalAndHorizontal, the same as rotating 180 degrees).
- </summary>
- </member>
- </members>
- </doc>