/Dlls/Delta.Graphics.Basics.xml
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Possible License(s): Apache-2.0
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Delta.Graphics.Basics</name>
- </assembly>
- <members>
- <member name="T:Delta.Graphics.Basics.Shader">
- <summary>
- Shader base class, defines all the public methods we can call from the
- outside, mostly done from the material class or some render classes.
- Most importantly each platform implements all the platform dependant
- render code (which can be both fixed function or shader based if the
- hardware supports it).
- <para />
- You can use this class to extend shader functionality for all platforms.
- If you just change OpenTKShader, your game will not be able to use that
- changes on any other graphic platform.
- <para />
- Note: Please check the wiki for help and ask in the forum on how to
- extend the Shader class and add more uniforms and features.
- </summary>
- </member>
- <member name="M:Delta.Graphics.Basics.Shader.Create(System.String)">
- <summary>
- Create shader from the shader content name if that is known. Note that
- there is also a Create overload just from the shader feature flags.
- </summary>
- <param name="shaderName">Shader content name</param>
- <returns>Shader</returns>
- </member>
- <member name="F:Delta.Graphics.Basics.Shader.shaderCache">
- <summary>
- Global shader cache, makes sure that every shader is only loaded once.
- </summary>
- </member>
- <member name="F:Delta.Graphics.Basics.Shader.shaderFlagsCache">
- <summary>
- Global shader flags cache, makes sure that every dynamically requested
- shader via shader flags is only loaded once.
- </summary>
- </member>
- <member name="M:Delta.Graphics.Basics.Shader.#ctor(System.String)">
- <summary>
- Creates a base shader, this constructor will grab the ShaderData and
- then setup the native shader objects (the graphics device needs to be
- up). When the device is lost or the window gets resized the matrices
- are updated, we reload everything and grab the shader parameters again.
- The Load method also checks if we are loading the same shader again
- and caches the results, so we never create two instances of the same
- shader! If we do a warning is outputted to prevent bad performance
- of using multiple shaders with the exact same internal data.
- </summary>
- <param name="setShaderName">Set shader name for loading the ShaderData
- from the content system, which is used to create the shader</param>
- </member>
- <member name="M:Delta.Graphics.Basics.Shader.#ctor(Delta.Utilities.Graphics.ShaderFeatures.ShaderFeatureFlags)">
- <summary>
- Create shader from shader flags instead of the content name.
- </summary>
- <param name="setShaderFlags">Shader flags to search for a shader
- content entry with this flags</param>
- </member>
- <member name="M:Delta.Graphics.Basics.Shader.Create(Delta.Utilities.Graphics.ShaderFeatures.ShaderFeatureFlags)">
- <summary>
- Create shader dynamically from shader flags. Will just return the
- first shader we can find from the content system that uses those flags.
- For more control use the Create method with the shader content name!
- Note: Only allowed internally for fallback, normally in applications
- shaders are created by the MaterialData.ShaderName string value!
- </summary>
- <param name="shaderFlags">Shader flags combination</param>
- <returns>Shader we found that matches this flags</returns>
- </member>
- <member name="T:Delta.Graphics.Basics.Geometry">
- <summary>
- Geometry mesh implementation class, each graphic framework has its own
- implementation (own drawing logic, optimizations, vertex buffers, etc.).
- <para />
- You can use this class to extend geometry mesh functionality for all
- platforms. If you just change OpenTKGeometry, your game will not be able
- to use that changes on any other graphic platform.
- </summary>
- </member>
- <member name="M:Delta.Graphics.Basics.Geometry.Create(Delta.ContentSystem.Rendering.GeometryData)">
- <summary>
- Create geometry from geometry mesh data, used to generate meshes
- instead of loading them from content, but can be used for that too.
- </summary>
- <param name="createFromGeometryData">The create from geometry data.</param>
- <returns>Geometry that was created from GeometryData</returns>
- </member>
- <member name="M:Delta.Graphics.Basics.Geometry.#ctor(Delta.ContentSystem.Rendering.GeometryData)">
- <summary>
- Create geometry from already created GeometryData (from content or for
- creating dynamic meshes, like for Lines, UI rendering or Effects).
- </summary>
- <param name="setMeshData">Geometry mesh data</param>
- </member>
- <member name="T:Delta.Graphics.Basics.Texture">
- <summary>
- Based on the Content class, this is a specific implementation for
- images with some extra data like PixelSize, BlendMode, UseFiltering, UV
- and NumberOfAnimatedImages (all from the ContentData meta data).
- <para />
- You can use this class to extend texture functionality for all platforms.
- If you just change OpenTKTexture, your game will not be able to use that
- changes on any other graphic platform.
- </summary>
- </member>
- <member name="F:Delta.Graphics.Basics.Texture.DefaultTextureDimension">
- <summary>
- The dimension size (in both directions) of the default texture.
- </summary>
- </member>
- <member name="F:Delta.Graphics.Basics.Texture.DefaultTextureShouldUseLinearFiltering">
- <summary>
- The default texture should not use linear filtering (it is just 4x4).
- </summary>
- </member>
- <member name="M:Delta.Graphics.Basics.Texture.Create(System.Byte[],Delta.Utilities.Datatypes.Size,Delta.Utilities.Graphics.BlendMode,System.Boolean,System.Boolean)">
- <summary>
- Create texture with given RGB or RGBA data, this can be used to create
- textures programmatically (e.g. mini-maps). You can also use
- RenderToTexture to render onto textures, which can also be used in
- Materials and Shaders. RenderToTexture is much more efficient if you
- want to change the texture data and should always be used for post
- screen shaders. This method is only useful for static data.
- <para />
- Note: This method creates the texture dynamically, each graphics
- implementation must provide this constructor, else this will fail.
- </summary>
- <param name="setByteData">RGB (24 bit per pixel, no alpha) or RGBA
- (32 bit per pixel, with alpha) data, you can use the ConvertColorToRgb
- or ConvertColorToRgba to get byte data from colors.</param>
- <param name="setSize">Size of the texture in pixels,
- Width * Height must match rgbData.Length / 3</param>
- <param name="setMode">Blend mode to use for this created texture
- </param>
- <param name="setUseLinearFiltering">True if we want the normal linear
- filtering enabled or false for sharp blocky looking textures.</param>
- <param name="setIsRgba">Set true whether setByteData is RGBA or RGB.
- </param>
- </member>
- <member name="M:Delta.Graphics.Basics.Texture.Create(System.Byte[],Delta.Utilities.Datatypes.Size,Delta.Utilities.Graphics.BlendMode,System.Boolean)">
- <summary>
- Create texture with given RGB data, this can be used to create
- textures programmatically (e.g. mini-maps). You can also use
- RenderToTexture to render onto textures, which can also be used in
- Materials and Shaders. RenderToTexture is much more efficient if you
- want to change the texture data and should always be used for post
- screen shaders. This method is only useful for static data.
- <para />
- Note: This method creates the texture dynamically, each graphics
- implementation must provide this constructor, else this will fail.
- </summary>
- <param name="setRgbData">RGB data (24 bit per pixel, no alpha), you
- can use the ConvertColorToRgb to get byte data from colors.</param>
- <param name="setSize">Size of the texture in pixels,
- Width * Height must match rgbData.Length / 3</param>
- <param name="setMode">Blend mode to use for this created texture
- </param>
- <param name="setUseLinearFiltering">True if we want the normal linear
- filtering enabled or false for sharp blocky looking textures.</param>
- </member>
- <member name="M:Delta.Graphics.Basics.Texture.ConvertColorToRgb(Delta.Utilities.Datatypes.Color[])">
- <summary>
- Helper method to convert color information into a RGB byte array.
- </summary>
- <param name="pixelColors">Pixel colors, just RGB values are used
- </param>
- <returns>Byte array with the RGB data (24 bits per pixel)</returns>
- </member>
- <member name="M:Delta.Graphics.Basics.Texture.ConvertColorToRgba(Delta.Utilities.Datatypes.Color[])">
- <summary>
- Helper method to convert color information into a RGBA byte array.
- </summary>
- <param name="pixelColors">Pixel colors in the RGBA format.</param>
- <returns>Byte array with the RGBA data (32 bits per pixel)</returns>
- </member>
- <member name="F:Delta.Graphics.Basics.Texture.generatedTextureNumber">
- <summary>
- Helper for the generated texture name for dynamically created textures.
- </summary>
- </member>
- <member name="M:Delta.Graphics.Basics.Texture.#ctor(System.String)">
- <summary>
- Create an image, will just pass the image name on to the Texture
- class, which will load the image content. Use Get to create and load
- images (this makes sure we only create one instance per image).
- </summary>
- <param name="imageContentName">Image content name to load. If this is
- empty no content will be loaded (just fallback data will be set).
- </param>
- </member>
- <member name="M:Delta.Graphics.Basics.Texture.#ctor(System.Byte[],Delta.Utilities.Datatypes.Size,Delta.Utilities.Graphics.BlendMode,System.Boolean,System.Boolean)">
- <summary>
- Create texture with given RGB or RGBA data, this can be used to create
- textures programmatically (e.g. mini-maps). You can also use
- RenderToTexture to render onto textures, which can also be used in
- Materials and Shaders. RenderToTexture is much more efficient if you
- want to change the texture data and should always be used for post
- screen shaders. This constructor is only useful for static data.
- </summary>
- <param name="setByteData">
- RGB (24 bit per pixel, no alpha) or RGBA (32 bit per pixel, with alpha)
- data.
- </param>
- <param name="setSize">Size of the texture in pixels,
- Width * Height must match rgbData.Length / 3</param>
- <param name="setMode">Blend mode to use for this texture</param>
- <param name="setUseLinearFiltering">True if we want the normal linear
- filtering enabled or false for sharp blocky looking textures.</param>
- <param name="setIsRgba">Set true whether setByteData is RGBA or RGB.</param>
- </member>
- <member name="M:Delta.Graphics.Basics.Texture.Create(System.String)">
- <summary>
- Create and load texture dynamically, this is important because in the
- platform independent rendering system does not know about each texture
- implementation. Internal because only used in Delta.Rendering, which
- is our friend :)
- </summary>
- <param name="imageName">Image content name we want for creation</param>
- <returns>Loaded texture from the internal ImageData (or the created
- fallback texture if that failed)</returns>
- </member>
- <member name="M:Delta.Graphics.Basics.Texture.CreateDefaultTexture">
- <summary>
- Helper method to create the default texture with help of the abstract
- CreateTexture2D method that is implemented in each implementation.
- </summary>
- </member>
- <member name="T:Delta.Graphics.Basics.RenderToTexture">
- <summary>
- Render To Texture class for rendering into textures. This is needed
- mostly for shadow mapping and post screen shader techniques.
- <para />
- You can use this class to extend render to texture functionality for all
- platforms. If you just change OpenTKRenderToTexture, your game will not
- be able to use that changes on any other graphic platform.
- </summary>
- </member>
- <member name="M:Delta.Graphics.Basics.RenderToTexture.Create(Delta.Utilities.Datatypes.Size,System.Boolean,System.Boolean,System.Boolean)">
- <summary>
- Create render to texture instance dynamically.
- </summary>
- <param name="setPixelSize">Pixel size of the target texture</param>
- <param name="setIsDepthTexture">Should this be a depth texture?</param>
- <param name="setIsShadowProjected">
- Should this be used for projected shadow map texture techniques?
- </param>
- <param name="setUseStencilBuffer">
- Use the stencil flag for this RenderToTexture instance?
- </param>
- <returns>Created RenderToTexture instance</returns>
- </member>
- <member name="F:Delta.Graphics.Basics.RenderToTexture.instanceNumber">
- <summary>
- Static integer value for generating unique name of every created
- RenderToTexure.
- </summary>
- </member>
- <member name="M:Delta.Graphics.Basics.RenderToTexture.#ctor(System.String,Delta.Utilities.Datatypes.Size,System.Boolean,System.Boolean,System.Boolean)">
- <summary>
- Creates an instance of render to texture. Please note that calling
- Render will initialize this instance (with the
- MakeSureRenderTargetIsInitialized helper method), this constructor
- does nothing here yet.
- </summary>
- <param name="setTextureName">Name for the RenderToTexture</param>
- <param name="setPixelSize">Pixel size of the target texture</param>
- <param name="setIsDepthTexture">If set to <c>true</c> the texture
- target is a depth texture</param>
- <param name="setIsShadowProjected">If set to <c>true</c> the texture
- target is projected shadow texture to be used in shadow mapping.
- </param>
- <param name="setUseStencilBuffer">
- Use the stencil flag for this RenderToTexture instance?
- </param>
- </member>
- </members>
- </doc>