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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.Rendering</name>
  5. </assembly>
  6. <members>
  7. <member name="T:Delta.Rendering.Light">
  8. <summary>
  9. Light helper class for shaders, not used much, just has a direction!
  10. TODO: Finalize and put to the public Delta.Rendering.Basics assembly!
  11. </summary>
  12. </member>
  13. <member name="F:Delta.Rendering.Light.Distance">
  14. <summary>
  15. Distance from target position for the calculation of virtual position
  16. of the light.
  17. </summary>
  18. </member>
  19. <member name="F:Delta.Rendering.Light.SoulcraftTechDemoLightDirection">
  20. <summary>
  21. Light direction for the Soulcraft Tech Demo, used at many places.
  22. Still needs to be normalized!
  23. </summary>
  24. </member>
  25. <member name="F:Delta.Rendering.Light.Direction">
  26. <summary>
  27. Light direction for a directional light source (like a sun).
  28. Interpreted as direction to sun from Location(0,0,0)
  29. </summary>
  30. </member>
  31. <member name="F:Delta.Rendering.Light.Position">
  32. <summary>
  33. Position
  34. </summary>
  35. </member>
  36. <member name="M:Delta.Rendering.Light.Draw">
  37. <summary>
  38. Draw the light direction as a single line.
  39. TODO: These three methods (Draw, Rotate, Get) are not really reflecting the changes above (still works however)
  40. </summary>
  41. </member>
  42. <member name="M:Delta.Rendering.Light.RotateDirection(Delta.Utilities.Datatypes.Point)">
  43. <summary>
  44. Update input helper method to update the light direction with the
  45. right mouse button. Called from the camera UpdateMouseInput methods.
  46. </summary>
  47. <param name="relativeMovement">The relative movement.</param>
  48. </member>
  49. <member name="M:Delta.Rendering.Light.GetLightPosition(Delta.Utilities.Datatypes.Vector,System.Single)">
  50. <summary>
  51. Get virtual sun position by giving an origin (should be current camera
  52. position) and a wished distance. Light Direction is expected to be
  53. normalized
  54. </summary>
  55. <param name="origin">The origin.</param>
  56. <param name="distance">The distance.</param>
  57. <returns></returns>
  58. </member>
  59. <member name="P:Delta.Rendering.Light.Target">
  60. <summary>
  61. Target
  62. </summary>
  63. </member>
  64. <member name="P:Delta.Rendering.Light.LightViewProjectionMatrix">
  65. <summary>
  66. Light view projection matrix
  67. </summary>
  68. </member>
  69. <member name="P:Delta.Rendering.Light.LightViewProjectionBiasMatrix">
  70. <summary>
  71. Light view projection bias matrix
  72. </summary>
  73. </member>
  74. <member name="T:Delta.Rendering.MaterialColored">
  75. <summary>
  76. Class that performs 3D material drawing with color stuff during shader
  77. process and its usually used for drawing stuff like billboard stuff, 2D
  78. quads and particle rendering in Effect system. Please note that both
  79. Material2DColored and this one shares the concept of BlendColor and for
  80. 2D rendering stuff you can refer the Material2DColored class.
  81. </summary>
  82. </member>
  83. <member name="T:Delta.Rendering.BaseMaterial">
  84. <summary>
  85. Base material, this is an abstract class that provides us with basic
  86. material features. In most cases you just want to use the derived
  87. Material class or one of the other classes in Delta.Rendering.Basics.
  88. </summary>
  89. </member>
  90. <member name="F:Delta.Rendering.BaseMaterial.DefaultDrawLayer">
  91. <summary>
  92. Represents the layer where a material is drawn if no drawLayer was set
  93. explicitely.
  94. </summary>
  95. </member>
  96. <member name="F:Delta.Rendering.BaseMaterial.DefaultAnimationSpeed">
  97. <summary>
  98. The default frame speed for playing an animation in FramesPerSecond.
  99. Default is 30 FPS, which is what is often used, 15 is also good for
  100. mobile devices to save lots of memory and still looks ok.
  101. Only used if the content tells us 0, otherwise it is often already
  102. in the default 30 FPS setting or something else for special content.
  103. </summary>
  104. </member>
  105. <member name="F:Delta.Rendering.BaseMaterial.NumberOfBlendModes">
  106. <summary>
  107. Helper constant for number of blend mode enums, used in the DrawLayer
  108. property to determinate the correct material layer to add stuff to.
  109. </summary>
  110. </member>
  111. <member name="F:Delta.Rendering.BaseMaterial.UV">
  112. <summary>
  113. Get the current UV area of the diffuse map for rendering. Can be
  114. changed if you want different UVs for rendering. Please note that
  115. for animations the UV area is always updated when playing.
  116. </summary>
  117. </member>
  118. <member name="F:Delta.Rendering.BaseMaterial.AnimationSpeed">
  119. <summary>
  120. Gets/sets the speed animation speed (in FramesPerSecond).
  121. Note: This is usually set by the content, only overwrite this if you
  122. need this feature dynamically. It makes more sense in the content!
  123. Note: Not used if AnimationFrameLengthsInMs is used!
  124. </summary>
  125. </member>
  126. <member name="M:Delta.Rendering.BaseMaterial.#ctor(System.String,Delta.Graphics.Basics.Shader)">
  127. <summary>
  128. Create material with just a diffuse map and a shader. Will check if
  129. the diffuse map is an animation set and load all animated images
  130. automatically (use StartAnimation to control it).
  131. </summary>
  132. </member>
  133. <member name="M:Delta.Rendering.BaseMaterial.#ctor(Delta.Graphics.BaseTexture,Delta.Graphics.Basics.Shader)">
  134. <summary>
  135. Special constructor to allow creating a material just with a single
  136. diffuse map image (e.g. created from RenderToTexture).
  137. </summary>
  138. <param name="setDiffuseMap">Image for the diffuse map</param>
  139. <param name="setShader">And the shader used</param>
  140. </member>
  141. <member name="M:Delta.Rendering.BaseMaterial.#ctor(Delta.ContentSystem.Rendering.MaterialData)">
  142. <summary>
  143. Create material from MaterialData, only used internally, for example
  144. for loading Models from ModelData (they contain a list of MaterialData)
  145. TODO: Refactor a bit later, also enable warning again!
  146. </summary>
  147. </member>
  148. <member name="M:Delta.Rendering.BaseMaterial.StartAnimation">
  149. <summary>
  150. Starts the animation without looping.
  151. </summary>
  152. </member>
  153. <member name="M:Delta.Rendering.BaseMaterial.StartAnimation(System.Boolean)">
  154. <summary>
  155. Starts the animation.
  156. </summary>
  157. <param name="shouldLoop">Should loop</param>
  158. </member>
  159. <member name="M:Delta.Rendering.BaseMaterial.StartAnimation(System.Boolean,System.Single)">
  160. <summary>
  161. Starts the animation.
  162. </summary>
  163. <param name="shouldLoop">Should loop</param>
  164. <param name="startDelay">Sets the start delay in seconds.</param>
  165. </member>
  166. <member name="M:Delta.Rendering.BaseMaterial.StopAnimation">
  167. <summary>
  168. Stops the animation.
  169. </summary>
  170. </member>
  171. <member name="M:Delta.Rendering.BaseMaterial.SetAnimationFrame(System.Int32)">
  172. <summary>
  173. This manually sets the current animation frame to given frame index.
  174. Note: If you just need to display the last frame, consider just
  175. playing the animation without looping.
  176. <para />
  177. Note: This does not work for running animations. Call StopAnimation
  178. first! If you want to modify a running animation, feel free to update
  179. animTimeInMs to a value which matches the given frameIndex.
  180. </summary>
  181. <param name="frameIndex">Frame index that must be in the valid range
  182. between 0 and AnimationFrameCount-1</param>
  183. </member>
  184. <member name="M:Delta.Rendering.BaseMaterial.GetRelativeSize(System.Int32)">
  185. <summary>
  186. Get relative size of the material based on a expected screen pixel
  187. width (we do not care about the height because we want the output
  188. size to have the same aspect ratio as Size). This is useful because
  189. the Size property will always return a pixel true 1:1 quadratic space
  190. size, but if we rescale our game or use smaller device we might want
  191. to use smaller images (which usually happens in the UI editor or when
  192. you set sizes up yourself).
  193. </summary>
  194. <param name="expectedScreenPixelWidth">Expected screen pixel width for
  195. this material to look normal, e.g. 1024 pixels.</param>
  196. <returns>Size this material should be displayed to be the same size
  197. in relation to the expectedScreenPixelWidth.</returns>
  198. </member>
  199. <member name="M:Delta.Rendering.BaseMaterial.Draw(Delta.Graphics.Basics.Geometry)">
  200. <summary>
  201. Draws the given geometry with this material on the screen in 2D.
  202. Used for line drawing and pre-calculated 2D geometry like fonts,
  203. effects or other 2D UI elements.
  204. </summary>
  205. <param name="geometry">The geometry.</param>
  206. </member>
  207. <member name="M:Delta.Rendering.BaseMaterial.Draw(Delta.Graphics.Basics.Geometry,Delta.Utilities.Datatypes.Matrix@)">
  208. <summary>
  209. Draws the given geometry with this material on the screen in 3D with
  210. the given renderMatrix.
  211. </summary>
  212. <param name="geometry">The geometry.</param>
  213. <param name="renderMatrix">The render matrix.</param>
  214. </member>
  215. <member name="M:Delta.Rendering.BaseMaterial.Dispose">
  216. <summary>
  217. Dispose will dispose all used textures for this material (if those
  218. textures are not still used elsewhere of course, the content
  219. system checks this automatically for us). This allows you to free up
  220. some memory in your game code, but it is never really required to call
  221. this method. Once you leave a scene all content including textures and
  222. shaders and everything that is linked to a material is freed anyway.
  223. Note: Calling dispose does not actually make a material unusable, you
  224. can still use it after calling dispose, but all textures and the shader
  225. might have to be reloaded (happens automatically internally if possible,
  226. but not for dynamically created textures outside of the content system).
  227. </summary>
  228. </member>
  229. <member name="M:Delta.Rendering.BaseMaterial.ToString">
  230. <summary>
  231. To string
  232. </summary>
  233. <returns>
  234. A <see cref="T:System.String" /> that represents this instance.
  235. </returns>
  236. </member>
  237. <member name="P:Delta.Rendering.BaseMaterial.DrawLayer">
  238. <summary>
  239. Defines in which layer the material is drawn.
  240. </summary>
  241. </member>
  242. <member name="P:Delta.Rendering.BaseMaterial.PixelSize">
  243. <summary>
  244. Pixel size of the diffuseMap. Used to help with aspect ratio true
  245. drawing (e.g. the background in UI Screens). Rarely used.
  246. </summary>
  247. </member>
  248. <member name="P:Delta.Rendering.BaseMaterial.IsShaderVertexCompressed">
  249. <summary>
  250. If this material is using a vertex compressed shader. Only used to
  251. create compressed vertex geometry, please do not confuse this with
  252. texture compression (has nothing to do with this and we don't care
  253. about texture formats and compressions here).
  254. </summary>
  255. </member>
  256. <member name="P:Delta.Rendering.BaseMaterial.Name">
  257. <summary>
  258. Content name of Material (string given in constructor)
  259. </summary>
  260. </member>
  261. <member name="P:Delta.Rendering.BaseMaterial.IsAnimated">
  262. <summary>
  263. Returns 'true' if the material has an image animation (several frames).
  264. </summary>
  265. </member>
  266. <member name="P:Delta.Rendering.BaseMaterial.AnimationFrameCount">
  267. <summary>
  268. The number of frames this animation contains. 1 is returned if there
  269. is no animation at all (to make sure we can use this value for
  270. divisions as well, check IsAnimated to see if there is any animation).
  271. </summary>
  272. </member>
  273. <member name="P:Delta.Rendering.BaseMaterial.TotalAnimationLengthMs">
  274. <summary>
  275. Total animation length ms. Will return 0 for non-animated images.
  276. If AnimationFrameLengthsInMs was used, this will return the total
  277. length of all frame ms times together and if it is not used this
  278. will be the number of animated images times the 1000/AnimationSpeed
  279. value (e.g. 15 animations with 30fps equals 0.5 seconds = 500ms).
  280. </summary>
  281. </member>
  282. <member name="P:Delta.Rendering.BaseMaterial.AnimationFrameIndicesAndMs">
  283. <summary>
  284. Note: This is usually set by the content, only overwrite this if you
  285. need this feature dynamically. It makes more sense in the content!
  286. Animation frame indices and their lengths in milliseconds for whatever
  287. crazy animation logic you want to build. You are not forced to play
  288. the animation in order and you can repeat frames as many times as
  289. you like and make the animation as long as you want (see
  290. TotalAnimationLengthMs). AnimationSpeed (see above) is also ignored,
  291. you need to set each of these frame length times yourself.
  292. </summary>
  293. </member>
  294. <member name="P:Delta.Rendering.BaseMaterial.IsPlaying">
  295. <summary>
  296. Is playing
  297. </summary>
  298. </member>
  299. <member name="P:Delta.Rendering.BaseMaterial.Size">
  300. <summary>
  301. Size in quadratic space for the material, diffuseMap is used to
  302. determinate this (from its pixel size, which can easily be converted
  303. to quadratic size). Note: When using this size for rendering the
  304. material will be displayed at a 1:1 pixel ratio, which obviously means
  305. a 512x512 image will fit more than the whole screen on 480x320, but
  306. will only cover half of the screen in 1024x768. You can use the
  307. GetRelativeSize method to always get a relative size based on a given
  308. screen size you want the image to be normally on (e.g. 1024x768).
  309. </summary>
  310. </member>
  311. <member name="F:Delta.Rendering.MaterialColored.DefaultBlendColor">
  312. <summary>
  313. Represents the default blend color value which is used for
  314. initialization of the 2D material. The default color is white!
  315. </summary>
  316. </member>
  317. <member name="F:Delta.Rendering.MaterialColored.BlendColor">
  318. <summary>
  319. The blend color which is used when drawing (is "White" by default).
  320. Note: The blend color affects only if the shader supports blending.
  321. </summary>
  322. </member>
  323. <member name="F:Delta.Rendering.MaterialColored.billboardMode">
  324. <summary>
  325. Billboard mode used for rendering. Each billboard mode has slightly
  326. different add code, which is mostly used to determinate the
  327. orientation of the billboard.
  328. </summary>
  329. </member>
  330. <member name="M:Delta.Rendering.MaterialColored.#ctor(System.String)">
  331. <summary>
  332. Create material from just a diffuse map image name and a the default
  333. blend color. The material will always just use the basic shader with
  334. vertex coloring. That is mostly used for UI rendering.
  335. </summary>
  336. <param name="setDiffuseMapName">Set diffuse map name</param>
  337. </member>
  338. <member name="M:Delta.Rendering.MaterialColored.#ctor(System.String,Delta.Graphics.Basics.Shader)">
  339. <summary>
  340. Create material with just a diffuse map and a shader. Will check if
  341. the diffuse map is an animation set and load all animated images
  342. automatically (use StartAnimation to control it).
  343. </summary>
  344. </member>
  345. <member name="M:Delta.Rendering.MaterialColored.#ctor(Delta.ContentSystem.Rendering.MaterialData)">
  346. <summary>
  347. Create colored 3D material from MaterialData, which contains the
  348. Diffuse color, which we will set to the BlendColor here automatically.
  349. </summary>
  350. <param name="data">Material data to use for creation</param>
  351. </member>
  352. <member name="P:Delta.Rendering.MaterialColored.Default">
  353. <summary>
  354. The default material which is always used if no material is explictly
  355. set. Will be created the first time this is used, which is quite
  356. likely for unit test code and if some material is missing or wrong,
  357. but not so much true for the real games later. Also delayed loading
  358. is much better for the application initialization time.
  359. </summary>
  360. </member>
  361. <member name="T:Delta.Rendering.Enums.BillboardMode">
  362. <summary>
  363. Specifies how Billboards are calculated.
  364. </summary>
  365. </member>
  366. <member name="T:Delta.Rendering.Enums.RenderLayer">
  367. <summary>
  368. Flag to determine which layer a 2D object (e.g. Material, Effect) should
  369. be drawn onto. Note: This system will be changed in the near future to
  370. be more flexible. Currently it causes a lot of overhead when rendering,
  371. but it allows sorting without depth buffers, which can be very useful for
  372. 2D games.
  373. </summary>
  374. </member>
  375. <member name="T:Delta.Rendering.Enums.FlipMode">
  376. <summary>
  377. Flipping is useful to display materials in different ways. Just rotating
  378. is often enough, but sometimes flipping is needed (e.g. for
  379. RenderTargets or to make non-tileable textures pseudo-tilable).
  380. FlipMode.Vertical and FlipMode.Horizontal can be combined (which is
  381. FlipMode.VerticalAndHorizontal, the same as rotating 180 degrees).
  382. </summary>
  383. </member>
  384. </members>
  385. </doc>