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/Dlls/Delta.Graphics.Basics.xml

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  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>