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  1<?xml version="1.0" encoding="utf-8"?>
  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>