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/Dlls/Delta.Graphics.Basics.xml

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Possible License(s): Apache-2.0
  1. <?xml version="1.0"?>
  2. <doc>
  3. <assembly>
  4. <name>Delta.Graphics.Basics</name>
  5. </assembly>
  6. <members>
  7. <member name="T:Delta.Graphics.Basics.Shader">
  8. <summary>
  9. Shader base class, defines all the public methods we can call from the
  10. outside, mostly done from the material class or some render classes.
  11. Most importantly each platform implements all the platform dependant
  12. render code (which can be both fixed function or shader based if the
  13. hardware supports it).
  14. <para />
  15. You can use this class to extend shader functionality for all platforms.
  16. If you just change OpenTKShader, your game will not be able to use that
  17. changes on any other graphic platform.
  18. <para />
  19. Note: Please check the wiki for help and ask in the forum on how to
  20. extend the Shader class and add more uniforms and features.
  21. </summary>
  22. </member>
  23. <member name="M:Delta.Graphics.Basics.Shader.Create(System.String)">
  24. <summary>
  25. Create shader from the shader content name if that is known. Note that
  26. there is also a Create overload just from the shader feature flags.
  27. </summary>
  28. <param name="shaderName">Shader content name</param>
  29. <returns>Shader</returns>
  30. </member>
  31. <member name="F:Delta.Graphics.Basics.Shader.shaderCache">
  32. <summary>
  33. Global shader cache, makes sure that every shader is only loaded once.
  34. </summary>
  35. </member>
  36. <member name="F:Delta.Graphics.Basics.Shader.shaderFlagsCache">
  37. <summary>
  38. Global shader flags cache, makes sure that every dynamically requested
  39. shader via shader flags is only loaded once.
  40. </summary>
  41. </member>
  42. <member name="M:Delta.Graphics.Basics.Shader.#ctor(System.String)">
  43. <summary>
  44. Creates a base shader, this constructor will grab the ShaderData and
  45. then setup the native shader objects (the graphics device needs to be
  46. up). When the device is lost or the window gets resized the matrices
  47. are updated, we reload everything and grab the shader parameters again.
  48. The Load method also checks if we are loading the same shader again
  49. and caches the results, so we never create two instances of the same
  50. shader! If we do a warning is outputted to prevent bad performance
  51. of using multiple shaders with the exact same internal data.
  52. </summary>
  53. <param name="setShaderName">Set shader name for loading the ShaderData
  54. from the content system, which is used to create the shader</param>
  55. </member>
  56. <member name="M:Delta.Graphics.Basics.Shader.#ctor(Delta.Utilities.Graphics.ShaderFeatures.ShaderFeatureFlags)">
  57. <summary>
  58. Create shader from shader flags instead of the content name.
  59. </summary>
  60. <param name="setShaderFlags">Shader flags to search for a shader
  61. content entry with this flags</param>
  62. </member>
  63. <member name="M:Delta.Graphics.Basics.Shader.Create(Delta.Utilities.Graphics.ShaderFeatures.ShaderFeatureFlags)">
  64. <summary>
  65. Create shader dynamically from shader flags. Will just return the
  66. first shader we can find from the content system that uses those flags.
  67. For more control use the Create method with the shader content name!
  68. Note: Only allowed internally for fallback, normally in applications
  69. shaders are created by the MaterialData.ShaderName string value!
  70. </summary>
  71. <param name="shaderFlags">Shader flags combination</param>
  72. <returns>Shader we found that matches this flags</returns>
  73. </member>
  74. <member name="T:Delta.Graphics.Basics.Geometry">
  75. <summary>
  76. Geometry mesh implementation class, each graphic framework has its own
  77. implementation (own drawing logic, optimizations, vertex buffers, etc.).
  78. <para />
  79. You can use this class to extend geometry mesh functionality for all
  80. platforms. If you just change OpenTKGeometry, your game will not be able
  81. to use that changes on any other graphic platform.
  82. </summary>
  83. </member>
  84. <member name="M:Delta.Graphics.Basics.Geometry.Create(Delta.ContentSystem.Rendering.GeometryData)">
  85. <summary>
  86. Create geometry from geometry mesh data, used to generate meshes
  87. instead of loading them from content, but can be used for that too.
  88. </summary>
  89. <param name="createFromGeometryData">The create from geometry data.</param>
  90. <returns>Geometry that was created from GeometryData</returns>
  91. </member>
  92. <member name="M:Delta.Graphics.Basics.Geometry.#ctor(Delta.ContentSystem.Rendering.GeometryData)">
  93. <summary>
  94. Create geometry from already created GeometryData (from content or for
  95. creating dynamic meshes, like for Lines, UI rendering or Effects).
  96. </summary>
  97. <param name="setMeshData">Geometry mesh data</param>
  98. </member>
  99. <member name="T:Delta.Graphics.Basics.Texture">
  100. <summary>
  101. Based on the Content class, this is a specific implementation for
  102. images with some extra data like PixelSize, BlendMode, UseFiltering, UV
  103. and NumberOfAnimatedImages (all from the ContentData meta data).
  104. <para />
  105. You can use this class to extend texture functionality for all platforms.
  106. If you just change OpenTKTexture, your game will not be able to use that
  107. changes on any other graphic platform.
  108. </summary>
  109. </member>
  110. <member name="F:Delta.Graphics.Basics.Texture.DefaultTextureDimension">
  111. <summary>
  112. The dimension size (in both directions) of the default texture.
  113. </summary>
  114. </member>
  115. <member name="F:Delta.Graphics.Basics.Texture.DefaultTextureShouldUseLinearFiltering">
  116. <summary>
  117. The default texture should not use linear filtering (it is just 4x4).
  118. </summary>
  119. </member>
  120. <member name="M:Delta.Graphics.Basics.Texture.Create(System.Byte[],Delta.Utilities.Datatypes.Size,Delta.Utilities.Graphics.BlendMode,System.Boolean,System.Boolean)">
  121. <summary>
  122. Create texture with given RGB or RGBA data, this can be used to create
  123. textures programmatically (e.g. mini-maps). You can also use
  124. RenderToTexture to render onto textures, which can also be used in
  125. Materials and Shaders. RenderToTexture is much more efficient if you
  126. want to change the texture data and should always be used for post
  127. screen shaders. This method is only useful for static data.
  128. <para />
  129. Note: This method creates the texture dynamically, each graphics
  130. implementation must provide this constructor, else this will fail.
  131. </summary>
  132. <param name="setByteData">RGB (24 bit per pixel, no alpha) or RGBA
  133. (32 bit per pixel, with alpha) data, you can use the ConvertColorToRgb
  134. or ConvertColorToRgba to get byte data from colors.</param>
  135. <param name="setSize">Size of the texture in pixels,
  136. Width * Height must match rgbData.Length / 3</param>
  137. <param name="setMode">Blend mode to use for this created texture
  138. </param>
  139. <param name="setUseLinearFiltering">True if we want the normal linear
  140. filtering enabled or false for sharp blocky looking textures.</param>
  141. <param name="setIsRgba">Set true whether setByteData is RGBA or RGB.
  142. </param>
  143. </member>
  144. <member name="M:Delta.Graphics.Basics.Texture.Create(System.Byte[],Delta.Utilities.Datatypes.Size,Delta.Utilities.Graphics.BlendMode,System.Boolean)">
  145. <summary>
  146. Create texture with given RGB data, this can be used to create
  147. textures programmatically (e.g. mini-maps). You can also use
  148. RenderToTexture to render onto textures, which can also be used in
  149. Materials and Shaders. RenderToTexture is much more efficient if you
  150. want to change the texture data and should always be used for post
  151. screen shaders. This method is only useful for static data.
  152. <para />
  153. Note: This method creates the texture dynamically, each graphics
  154. implementation must provide this constructor, else this will fail.
  155. </summary>
  156. <param name="setRgbData">RGB data (24 bit per pixel, no alpha), you
  157. can use the ConvertColorToRgb to get byte data from colors.</param>
  158. <param name="setSize">Size of the texture in pixels,
  159. Width * Height must match rgbData.Length / 3</param>
  160. <param name="setMode">Blend mode to use for this created texture
  161. </param>
  162. <param name="setUseLinearFiltering">True if we want the normal linear
  163. filtering enabled or false for sharp blocky looking textures.</param>
  164. </member>
  165. <member name="M:Delta.Graphics.Basics.Texture.ConvertColorToRgb(Delta.Utilities.Datatypes.Color[])">
  166. <summary>
  167. Helper method to convert color information into a RGB byte array.
  168. </summary>
  169. <param name="pixelColors">Pixel colors, just RGB values are used
  170. </param>
  171. <returns>Byte array with the RGB data (24 bits per pixel)</returns>
  172. </member>
  173. <member name="M:Delta.Graphics.Basics.Texture.ConvertColorToRgba(Delta.Utilities.Datatypes.Color[])">
  174. <summary>
  175. Helper method to convert color information into a RGBA byte array.
  176. </summary>
  177. <param name="pixelColors">Pixel colors in the RGBA format.</param>
  178. <returns>Byte array with the RGBA data (32 bits per pixel)</returns>
  179. </member>
  180. <member name="F:Delta.Graphics.Basics.Texture.generatedTextureNumber">
  181. <summary>
  182. Helper for the generated texture name for dynamically created textures.
  183. </summary>
  184. </member>
  185. <member name="M:Delta.Graphics.Basics.Texture.#ctor(System.String)">
  186. <summary>
  187. Create an image, will just pass the image name on to the Texture
  188. class, which will load the image content. Use Get to create and load
  189. images (this makes sure we only create one instance per image).
  190. </summary>
  191. <param name="imageContentName">Image content name to load. If this is
  192. empty no content will be loaded (just fallback data will be set).
  193. </param>
  194. </member>
  195. <member name="M:Delta.Graphics.Basics.Texture.#ctor(System.Byte[],Delta.Utilities.Datatypes.Size,Delta.Utilities.Graphics.BlendMode,System.Boolean,System.Boolean)">
  196. <summary>
  197. Create texture with given RGB or RGBA data, this can be used to create
  198. textures programmatically (e.g. mini-maps). You can also use
  199. RenderToTexture to render onto textures, which can also be used in
  200. Materials and Shaders. RenderToTexture is much more efficient if you
  201. want to change the texture data and should always be used for post
  202. screen shaders. This constructor is only useful for static data.
  203. </summary>
  204. <param name="setByteData">
  205. RGB (24 bit per pixel, no alpha) or RGBA (32 bit per pixel, with alpha)
  206. data.
  207. </param>
  208. <param name="setSize">Size of the texture in pixels,
  209. Width * Height must match rgbData.Length / 3</param>
  210. <param name="setMode">Blend mode to use for this texture</param>
  211. <param name="setUseLinearFiltering">True if we want the normal linear
  212. filtering enabled or false for sharp blocky looking textures.</param>
  213. <param name="setIsRgba">Set true whether setByteData is RGBA or RGB.</param>
  214. </member>
  215. <member name="M:Delta.Graphics.Basics.Texture.Create(System.String)">
  216. <summary>
  217. Create and load texture dynamically, this is important because in the
  218. platform independent rendering system does not know about each texture
  219. implementation. Internal because only used in Delta.Rendering, which
  220. is our friend :)
  221. </summary>
  222. <param name="imageName">Image content name we want for creation</param>
  223. <returns>Loaded texture from the internal ImageData (or the created
  224. fallback texture if that failed)</returns>
  225. </member>
  226. <member name="M:Delta.Graphics.Basics.Texture.CreateDefaultTexture">
  227. <summary>
  228. Helper method to create the default texture with help of the abstract
  229. CreateTexture2D method that is implemented in each implementation.
  230. </summary>
  231. </member>
  232. <member name="T:Delta.Graphics.Basics.RenderToTexture">
  233. <summary>
  234. Render To Texture class for rendering into textures. This is needed
  235. mostly for shadow mapping and post screen shader techniques.
  236. <para />
  237. You can use this class to extend render to texture functionality for all
  238. platforms. If you just change OpenTKRenderToTexture, your game will not
  239. be able to use that changes on any other graphic platform.
  240. </summary>
  241. </member>
  242. <member name="M:Delta.Graphics.Basics.RenderToTexture.Create(Delta.Utilities.Datatypes.Size,System.Boolean,System.Boolean,System.Boolean)">
  243. <summary>
  244. Create render to texture instance dynamically.
  245. </summary>
  246. <param name="setPixelSize">Pixel size of the target texture</param>
  247. <param name="setIsDepthTexture">Should this be a depth texture?</param>
  248. <param name="setIsShadowProjected">
  249. Should this be used for projected shadow map texture techniques?
  250. </param>
  251. <param name="setUseStencilBuffer">
  252. Use the stencil flag for this RenderToTexture instance?
  253. </param>
  254. <returns>Created RenderToTexture instance</returns>
  255. </member>
  256. <member name="F:Delta.Graphics.Basics.RenderToTexture.instanceNumber">
  257. <summary>
  258. Static integer value for generating unique name of every created
  259. RenderToTexure.
  260. </summary>
  261. </member>
  262. <member name="M:Delta.Graphics.Basics.RenderToTexture.#ctor(System.String,Delta.Utilities.Datatypes.Size,System.Boolean,System.Boolean,System.Boolean)">
  263. <summary>
  264. Creates an instance of render to texture. Please note that calling
  265. Render will initialize this instance (with the
  266. MakeSureRenderTargetIsInitialized helper method), this constructor
  267. does nothing here yet.
  268. </summary>
  269. <param name="setTextureName">Name for the RenderToTexture</param>
  270. <param name="setPixelSize">Pixel size of the target texture</param>
  271. <param name="setIsDepthTexture">If set to <c>true</c> the texture
  272. target is a depth texture</param>
  273. <param name="setIsShadowProjected">If set to <c>true</c> the texture
  274. target is projected shadow texture to be used in shadow mapping.
  275. </param>
  276. <param name="setUseStencilBuffer">
  277. Use the stencil flag for this RenderToTexture instance?
  278. </param>
  279. </member>
  280. </members>
  281. </doc>