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/Dlls/Delta.ContentSystem.Rendering.xml

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Possible License(s): Apache-2.0
  1. <?xml version="1.0"?>
  2. <doc>
  3. <assembly>
  4. <name>Delta.ContentSystem.Rendering</name>
  5. </assembly>
  6. <members>
  7. <member name="T:Delta.ContentSystem.Rendering.EffectData">
  8. <summary>
  9. The effect data class is the content implementation of a effect and
  10. handles all the saving and loading of an effect.
  11. Basically this class only contains a list of Emitters that is filled
  12. during loading. The further load logic is then in the EmitterData class.
  13. </summary>
  14. </member>
  15. <member name="M:Delta.ContentSystem.Rendering.EffectData.Get(System.String)">
  16. <summary>
  17. This is the only method to load XmlData content. If a content object
  18. has already been loaded, it will be returned again.
  19. </summary>
  20. <param name="contentName">Name of the Xml content to load</param>
  21. <returns>The loaded XmlData object (or fallback if it failed)</returns>
  22. </member>
  23. <member name="M:Delta.ContentSystem.Rendering.EffectData.#ctor(System.String)">
  24. <summary>
  25. Create and load new effect data. Use the static Get method to call this.
  26. </summary>
  27. <param name="setEffectName">Name of the effect.</param>
  28. </member>
  29. <member name="M:Delta.ContentSystem.Rendering.EffectData.#ctor(System.Collections.Generic.List{Delta.ContentSystem.Rendering.Helpers.EmitterData})">
  30. <summary>
  31. Create effect data from list of emitter data. Only used internally
  32. for the editors, it makes no sense to create content objects in the
  33. engine itself. You can dynamically create rendering classes like in
  34. this case a Effect class with custom emitters, but it is not a loaded
  35. EffectData content class then (the link to data will stay null in the
  36. Effect class).
  37. </summary>
  38. <param name="setEmitters">Set emitter data list</param>
  39. <exception cref="T:System.NullReferenceException">To create 'EffectData' you
  40. have to provide a valid emitter data list!</exception>
  41. </member>
  42. <member name="M:Delta.ContentSystem.Rendering.EffectData.Load(System.IO.BinaryReader)">
  43. <summary>
  44. Load saved data back into this EffectData, usually only called from
  45. the Load method above from the Content System.
  46. </summary>
  47. <param name="reader">Reader to read the data from</param>
  48. </member>
  49. <member name="M:Delta.ContentSystem.Rendering.EffectData.Save(System.IO.BinaryWriter)">
  50. <summary>
  51. Save effect data into stream. Usually called by the tool that saves
  52. this data out (EffectEditor) or the ContentSystem for optimizations.
  53. </summary>
  54. <param name="writer">Writer for the stream to write into</param>
  55. </member>
  56. <member name="M:Delta.ContentSystem.Rendering.EffectData.Load(Delta.ContentSystem.Content)">
  57. <summary>
  58. Native load method, will just load or clone the effect data.
  59. </summary>
  60. <param name="alreadyLoadedNativeData">
  61. The first instance that has already loaded the required content data
  62. of this content class or just 'null' if there is none loaded yet (or
  63. anymore).
  64. </param>
  65. </member>
  66. <member name="P:Delta.ContentSystem.Rendering.EffectData.Emitters">
  67. <summary>
  68. List of emitters.
  69. </summary>
  70. </member>
  71. <member name="T:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo">
  72. <summary>
  73. Glyph draw info helper struct, which is used by FontData, but only
  74. really needed in Delta.Rendering.Basics.Fonts.
  75. </summary>
  76. </member>
  77. <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.DrawArea">
  78. <summary>
  79. That represents the area where the glyph (or in other words the
  80. character) will be drawn on the screen.
  81. <para/>
  82. Note: The area will be created in pixel space from the 'FontData' on
  83. the content side and will give it to the 'Font' class on the rendering
  84. side. There will the value be transformed in the quadratic space (which
  85. is the used space in the DeltaEngine for rendering) and reused for
  86. drawing calls of the 'Font' class.
  87. </summary>
  88. </member>
  89. <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.FontMapId">
  90. <summary>
  91. The ID of the font map that belongs to the font where that draw info is
  92. thought for.
  93. </summary>
  94. </member>
  95. <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.UV">
  96. <summary>
  97. The final (normalized) UV coordinates for the font map related to the
  98. set 'FontMapId'.
  99. </summary>
  100. </member>
  101. <member name="T:Delta.ContentSystem.Rendering.MaterialData">
  102. <summary>
  103. Material data for loading and saving materials through the content
  104. system as part of a Model or some UI scene. The actual material is
  105. located in the Delta.Rendering module, which uses this class. This
  106. class is currently used to just load the MaterialData directly via
  107. BinaryReader (for embedded materials in models, UI scenes, etc.).
  108. There are no properties or any dynamic loading in this class.
  109. </summary>
  110. </member>
  111. <member name="F:Delta.ContentSystem.Rendering.MaterialData.VersionNumber">
  112. <summary>
  113. Version number for this MaterialData. If this goes above 1, we need
  114. to support loading older versions as well. Saving is always going
  115. to be the latest version (this one).
  116. </summary>
  117. </member>
  118. <member name="F:Delta.ContentSystem.Rendering.MaterialData.Default">
  119. <summary>
  120. Default material data, do not modify, just used as fallback data.
  121. </summary>
  122. </member>
  123. <member name="M:Delta.ContentSystem.Rendering.MaterialData.Get(System.String)">
  124. <summary>
  125. Get and load content based on the content name. This method makes sure
  126. we do not load the same content twice (the constructor is protected).
  127. </summary>
  128. <param name="contentName">Content name we want to load, this is
  129. passed onto the Content System, which will do the actual loading with
  130. help of the Load method in this class.</param>
  131. <returns>The loaded Content object, always unique for the same
  132. name, this helps comparing data.</returns>
  133. </member>
  134. <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShaderName">
  135. <summary>
  136. Link to the shader we want to use with this material as the content
  137. name. If the content cannot be found or does not exist we will output
  138. a warning and use a fallback generated shader with the help of
  139. material data that is already set (e.g. diffuse map and normal map
  140. is set, then generate a fallback shader that can handle that).
  141. </summary>
  142. </member>
  143. <member name="F:Delta.ContentSystem.Rendering.MaterialData.DiffuseMapName">
  144. <summary>
  145. Diffuse map name, almost always used (else meshes look dull). For
  146. sky cube map shaders this is used as the sky cube map texture, which
  147. even can be in HDR mode if the platform supports it. If unused this
  148. string is empty (same goes for all other strings here), but for
  149. shaders that need a diffuse map (most do), this will result in using
  150. the default fallback image for DiffuseMap (see Image.Default)!
  151. </summary>
  152. </member>
  153. <member name="F:Delta.ContentSystem.Rendering.MaterialData.NormalMapName">
  154. <summary>
  155. Normal map name, used for NormalMapping, only used if a normal map
  156. shader is used. Please note this image might have the red and alpha
  157. channel swapped if this is supported and wanted through shaders. This
  158. trick is used to increase quality of compressed normal maps, e.g. DXT1
  159. compresses nicely (1:6 ratio), but can look crappy for detailed normal
  160. maps, so DXT5 is used instead (1:4 ratio still) with R and A swapped.
  161. </summary>
  162. </member>
  163. <member name="F:Delta.ContentSystem.Rendering.MaterialData.SpecularMapName">
  164. <summary>
  165. Specular map name. Gloss (specular map) mapping effect for a
  166. directional or point light shaders.
  167. </summary>
  168. </member>
  169. <member name="F:Delta.ContentSystem.Rendering.MaterialData.HeightMapName">
  170. <summary>
  171. Height map name, this is usually used for parallax effects and
  172. usually a reduced texture because we don't need much precision or
  173. accuracy for parallax effects. See ShaderConstants for ParallaxHeight.
  174. </summary>
  175. </member>
  176. <member name="F:Delta.ContentSystem.Rendering.MaterialData.DetailMapName">
  177. <summary>
  178. Detail map name, this is almost a diffuse map with more details.
  179. </summary>
  180. </member>
  181. <member name="F:Delta.ContentSystem.Rendering.MaterialData.ReflectionCubeMapName">
  182. <summary>
  183. Reflection cube map name to make reflections more shiny (uses usually
  184. the same sky cube map as for the sky cube rendering via DiffuseMap)
  185. </summary>
  186. </member>
  187. <member name="F:Delta.ContentSystem.Rendering.MaterialData.LightMapName">
  188. <summary>
  189. Light map name for mesh data with light mapped images baked on top.
  190. Only used if a light map shader is used.
  191. </summary>
  192. </member>
  193. <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShaderLutTexture">
  194. <summary>
  195. Shader helper texture for pre-calculations. Usually used for 1D or 2D
  196. texture lookups for specular power and fresnel power with some extra
  197. pre-calculated data maybe (combined fresnel and specular, already
  198. applied colors, fresnel factors, etc.).
  199. </summary>
  200. </member>
  201. <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShadowMapTexture">
  202. <summary>
  203. Texture used for performing shadow casting from given object.
  204. </summary>
  205. </member>
  206. <member name="F:Delta.ContentSystem.Rendering.MaterialData.Ambient">
  207. <summary>
  208. TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
  209. Ambient is usually always 0.15 (the default), many shaders even ignore
  210. this if all we want is light from light sources.
  211. </summary>
  212. </member>
  213. <member name="F:Delta.ContentSystem.Rendering.MaterialData.Diffuse">
  214. <summary>
  215. TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
  216. The diffuse color is usually always white (90% by default), but can
  217. be changed from time to time to other colors. Different diffuse colors
  218. need a extra shader pass and cannot be merged, it is much quicker to
  219. let this stay white (the default) and use colored vertices for effects
  220. or UI, which mostly use the same atlas image, but need all kind of
  221. different colors per vertex!
  222. </summary>
  223. </member>
  224. <member name="F:Delta.ContentSystem.Rendering.MaterialData.SpecularPower">
  225. <summary>
  226. TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
  227. Specular shininess power, usually defaults to DefaultShininess.
  228. Sometimes not possible on low end pixel shaders, will be optimized
  229. out or put in the vertex shader instead.
  230. </summary>
  231. </member>
  232. <member name="F:Delta.ContentSystem.Rendering.MaterialData.FresnelPower">
  233. <summary>
  234. TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
  235. Fresnel power if the shader for this material does fresnel,
  236. fresnel bias is 0 (or bias in the shader) and the factor is 1.0 too.
  237. </summary>
  238. </member>
  239. <member name="M:Delta.ContentSystem.Rendering.MaterialData.#ctor(System.String)">
  240. <summary>
  241. Create a material from content, just makes sure we use the material
  242. content type, all loading happens in the Load method below.
  243. Use the static Get method to call this.
  244. </summary>
  245. <param name="setMaterialName">
  246. Name for this content object, should not contain any path, project,
  247. scene or any special character! If this is empty or starts with an
  248. &gt; character, we assume this is code generated content
  249. (e.g. "&gt;IntroScene&lt;" or "") and no loading will happen!
  250. </param>
  251. </member>
  252. <member name="M:Delta.ContentSystem.Rendering.MaterialData.#ctor">
  253. <summary>
  254. Create a default material data container. All textures are empty,
  255. just the default color values are used. This has also no content name.
  256. Use the .NET 3 style constructor to assign values easily.
  257. </summary>
  258. </member>
  259. <member name="M:Delta.ContentSystem.Rendering.MaterialData.Load(System.IO.BinaryReader)">
  260. <summary>
  261. Load material data from binary data stream.
  262. </summary>
  263. <param name="reader">BinaryReader for reading the data</param>
  264. </member>
  265. <member name="M:Delta.ContentSystem.Rendering.MaterialData.Save(System.IO.BinaryWriter)">
  266. <summary>
  267. Save material data, which consists of a bunch of strings and some
  268. colors plus some additional settings.
  269. </summary>
  270. <param name="writer">BinaryWriter for the stream to write into</param>
  271. </member>
  272. <member name="M:Delta.ContentSystem.Rendering.MaterialData.ToString">
  273. <summary>
  274. To string
  275. </summary>
  276. </member>
  277. <member name="M:Delta.ContentSystem.Rendering.MaterialData.Load(Delta.ContentSystem.Content)">
  278. <summary>
  279. Native load method, will just load the xml data.
  280. </summary>
  281. <param name="alreadyLoadedNativeData">
  282. The first instance that has already loaded the required content data
  283. of this content class or just 'null' if there is none loaded yet (or
  284. anymore).
  285. </param>
  286. </member>
  287. <member name="T:Delta.ContentSystem.Rendering.ImageData">
  288. <summary>
  289. Helper class for accessing image content, which is needed in the Texture
  290. class (but it can also be used in other places when loading images).
  291. </summary>
  292. </member>
  293. <member name="M:Delta.ContentSystem.Rendering.ImageData.Get(System.String)">
  294. <summary>
  295. Get and load content based on the content name. This method makes sure
  296. we do not load the same content twice (the constructor is protected).
  297. </summary>
  298. <param name="contentName">Content name we want to load, this is
  299. passed onto the Content System, which will do the actual loading with
  300. help of the Load method in this class.</param>
  301. <returns>The loaded Content object, always unique for the same
  302. name, this helps comparing data.</returns>
  303. </member>
  304. <member name="M:Delta.ContentSystem.Rendering.ImageData.GetAllContentNames">
  305. <summary>
  306. Get list of all image content names available in the current project.
  307. </summary>
  308. <returns>List of all image content names</returns>
  309. </member>
  310. <member name="M:Delta.ContentSystem.Rendering.ImageData.#ctor(System.String)">
  311. <summary>
  312. Create a base texture, just makes sure we use the image content type.
  313. Use the static Get method to call this.
  314. </summary>
  315. <param name="setImageName">Set image name</param>
  316. </member>
  317. <member name="M:Delta.ContentSystem.Rendering.ImageData.ToString">
  318. <summary>
  319. To string, will display the image name and some extra data.
  320. </summary>
  321. <returns>
  322. A <see cref="T:System.String"/> that represents this ImageData instance
  323. with the content name, pixel size, blend mode and uv meta data.
  324. </returns>
  325. </member>
  326. <member name="M:Delta.ContentSystem.Rendering.ImageData.Load(Delta.ContentSystem.Content)">
  327. <summary>
  328. Load texture content data. This method does not load the content yet,
  329. it only provides the common functionality for all derived classes that
  330. actually contain the image data. No loading happens here (it all
  331. happens in Texture), we can obviously clone all ImageDatas with the
  332. same name as they are not loaded here.
  333. </summary>
  334. <param name="alreadyLoadedNativeData">If we already have native data
  335. loaded, clone it from this instance. Only used if not null. Please
  336. note that this is only used for other objects that had the same
  337. RawFileId and are already loaded and returned true for this method.
  338. </param>
  339. </member>
  340. <member name="P:Delta.ContentSystem.Rendering.ImageData.PixelSize">
  341. <summary>
  342. The size of the image in pixels (NOT in quadratic space and also NOT
  343. necessarily the size of the real bitmap from disk, which might be
  344. an atlas texture that is much bigger than this image size).
  345. </summary>
  346. </member>
  347. <member name="P:Delta.ContentSystem.Rendering.ImageData.BlendMode">
  348. <summary>
  349. Blend mode used for this image, set in constructor and can't be
  350. changed. This is important for the MaterialManager sorting logic!
  351. </summary>
  352. </member>
  353. <member name="P:Delta.ContentSystem.Rendering.ImageData.UseLinearFiltering">
  354. <summary>
  355. Helper property to determinate if we need to enable filtering for
  356. rendering this image (usually in a shader). True is the default and
  357. means we are going to use Trilinear filtering, false means no
  358. filtering, which is often called Nearest or Point filtering.
  359. Note: For fonts and the default image (4x4 pixels) this is
  360. automatically set to false for more accurate and sharp rendering.
  361. </summary>
  362. </member>
  363. <member name="P:Delta.ContentSystem.Rendering.ImageData.AllowTiling">
  364. <summary>
  365. Allow tiling for this texture? By default this is off and using this
  366. prevents us from using atlas textures and many optimizations, so it
  367. should be avoided as much as possible.
  368. </summary>
  369. </member>
  370. <member name="P:Delta.ContentSystem.Rendering.ImageData.UV">
  371. <summary>
  372. The texture coordinates of this image. Normally (0, 0, 1, 1)
  373. But necessary when using atlas textures (what we are mostly doing).
  374. </summary>
  375. </member>
  376. <member name="P:Delta.ContentSystem.Rendering.ImageData.InnerDrawArea">
  377. <summary>
  378. Helper for the inner rectangle for rendering, which will reduce any
  379. draw rectangle by this to make it fit in case there were empty pixels
  380. around this image.
  381. </summary>
  382. </member>
  383. <member name="P:Delta.ContentSystem.Rendering.ImageData.AtlasFileId">
  384. <summary>
  385. Atlas file id, needed to compare for atlas textures. Each content file
  386. with the same PlatformFileId will use the same native texture object
  387. (sharing it with all the other content entries using the same atlas).
  388. By comparing this we can quickly group all rendering by atlas textures
  389. to make best use of draw call batching and speeding up the rendering.
  390. </summary>
  391. </member>
  392. <member name="P:Delta.ContentSystem.Rendering.ImageData.IsCubeMap">
  393. <summary>
  394. Is this image data for a cube map texture? Usually off.
  395. </summary>
  396. </member>
  397. <member name="T:Delta.ContentSystem.Rendering.Helpers.EmitterData">
  398. <summary>
  399. Emitter data class, used for EffectData, which just contains a list of
  400. emitters. Please note that this class can be derived for additional
  401. functionality and each of the modifiers stored here can also be
  402. any class using the IEffectModifier interface.
  403. </summary>
  404. </member>
  405. <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.#ctor">
  406. <summary>
  407. Create a new emitter data instance.
  408. </summary>
  409. </member>
  410. <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.Load(System.IO.BinaryReader)">
  411. <summary>
  412. Load the emitter data and all the modifiers.
  413. </summary>
  414. <param name="reader">BinaryReader for reading the data</param>
  415. </member>
  416. <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.Save(System.IO.BinaryWriter)">
  417. <summary>
  418. Save the emitter data and all the modifiers.
  419. </summary>
  420. <param name="writer">BinaryWriter for the stream to write into</param>
  421. </member>
  422. <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.ToString">
  423. <summary>
  424. To string helper method to print out the name of this emitter instance.
  425. </summary>
  426. <returns>String representing this EmitterData instance (name)</returns>
  427. </member>
  428. <member name="P:Delta.ContentSystem.Rendering.Helpers.EmitterData.Name">
  429. <summary>
  430. The name of the Emitter.
  431. </summary>
  432. </member>
  433. <member name="P:Delta.ContentSystem.Rendering.Helpers.EmitterData.Modifiers">
  434. <summary>
  435. The list of modifiers for this emitter.
  436. </summary>
  437. </member>
  438. <member name="T:Delta.ContentSystem.Rendering.ImageAnimationData">
  439. <summary>
  440. Helper class for accessing image animations, which is just a collection
  441. of images, but with all important meta data for them. All images are
  442. just children and can be accessed easily with this class.
  443. <para />
  444. Please note that Image Animations just contain images and have no data
  445. own their own (just meta data).
  446. </summary>
  447. </member>
  448. <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.Get(System.String)">
  449. <summary>
  450. Get and load content based on the content name. This method makes sure
  451. we do not load the same content twice (the constructor is protected).
  452. </summary>
  453. <param name="contentName">Content name we want to load, this is
  454. passed onto the Content System, which will do the actual loading with
  455. help of the Load method in this class.</param>
  456. <returns>The loaded Content object, always unique for the same
  457. name, this helps comparing data.</returns>
  458. </member>
  459. <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.#ctor(System.String)">
  460. <summary>
  461. Create image animation instance, which just holds some meta data and
  462. the list of images for this animation (see Images property).
  463. Use the static Get method to call this.
  464. </summary>
  465. <param name="setImageAnimationName">
  466. Name for this content object, should not contain any path, project,
  467. scene or any special character! If this is empty or starts with an
  468. &gt; character, we assume this is code generated content
  469. (e.g. "&gt;IntroScene&lt;" or "") and no loading will happen!
  470. </param>
  471. </member>
  472. <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.ToString">
  473. <summary>
  474. To string, will display the image animation images list.
  475. </summary>
  476. <returns>
  477. A <see cref="T:System.String"/> that represents this ImageAnimationData
  478. instance with the list of image names.
  479. </returns>
  480. </member>
  481. <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.Load(Delta.ContentSystem.Content)">
  482. <summary>
  483. Load animated image content data, will just set the Images property.
  484. </summary>
  485. <param name="alreadyLoadedNativeData">
  486. Ignored here, can't be cloned.
  487. </param>
  488. </member>
  489. <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.Images">
  490. <summary>
  491. List of images that are children to this ImageAnimation content node.
  492. </summary>
  493. </member>
  494. <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.AnimationSpeed">
  495. <summary>
  496. Animation speed in FPS. 30 means we got 30 animations per second, 12
  497. means we only have 12 animations that are played per second (default).
  498. Used for 2D animated image sequences, but also for 3D Models using
  499. animations. The default value is 30 and usually used for all animated
  500. content unless it is optimized for 15 fps or less to save memory.
  501. Note: Not used if each of the images has its own AnimationLengthInMs!
  502. </summary>
  503. </member>
  504. <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.AnimationIndicesAndMs">
  505. <summary>
  506. Animation frame indices and their lengths in milliseconds for whatever
  507. crazy animation logic you want to build. Usually unused (0), but if
  508. this is used for all animated images in a sequence, you can control
  509. how quickly each part of the animation is played back. You are not
  510. forced to play the animation in order and you can repeat frames as
  511. many times as you like and make the animation as long as you want (see
  512. TotalAnimationLengthMs). AnimationSpeed (see above) is also ignored,
  513. you need to set each of these frame length times yourself.
  514. </summary>
  515. </member>
  516. <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.PixelSize">
  517. <summary>
  518. Size of the images in this animation in pixels. Each animation image
  519. can have its own PixelSize, but this is the important size used for
  520. displaying this image animation (children can be bigger or smaller).
  521. </summary>
  522. </member>
  523. <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.BlendMode">
  524. <summary>
  525. Blend mode used for all images, set in data and can't be changed.
  526. This is important for the MaterialManager sorting logic!
  527. </summary>
  528. </member>
  529. <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.UseLinearFiltering">
  530. <summary>
  531. Helper property to determinate if we need to enable filtering for
  532. rendering this images (usually in a shader). True is the default and
  533. means we are going to use Trilinear filtering, false means no
  534. filtering, which is often called Nearest or Point filtering.
  535. Note: For fonts and the default image (4x4 pixels) this is
  536. automatically set to false for more accurate and sharp rendering.
  537. </summary>
  538. </member>
  539. <member name="T:Delta.ContentSystem.Rendering.Helpers.IEffectModifier">
  540. <summary>
  541. Interface for the effect modifiers, which all implement ISaveLoadBinary.
  542. We currently use the interface because the Modifier itself shouldn't
  543. be in the here (in Delta.ContentSystem) and especially not the Particle
  544. struct which is needed in the Base Modifier class.
  545. </summary>
  546. </member>
  547. <member name="T:Delta.ContentSystem.Rendering.FontData">
  548. <summary>
  549. That class takes care about the correct loading of the requested bitmap
  550. font based on the given parameters in the constructor. The font bitmap
  551. textures itself (font maps) will be created by the FontGenerator of the
  552. ContentServer.
  553. </summary>
  554. </member>
  555. <member name="F:Delta.ContentSystem.Rendering.FontData.MinFontSize">
  556. <summary>
  557. The minimal size (in points) that a font is allowed to have.
  558. </summary>
  559. </member>
  560. <member name="F:Delta.ContentSystem.Rendering.FontData.MaxFontSize">
  561. <summary>
  562. The maximal size (in points) that a font is allowed to have.
  563. </summary>
  564. </member>
  565. <member name="F:Delta.ContentSystem.Rendering.FontData.NoChar">
  566. <summary>
  567. Helper constant to initialize the "char" variables
  568. </summary>
  569. </member>
  570. <member name="F:Delta.ContentSystem.Rendering.FontData.FallbackChar">
  571. <summary>
  572. The fallback character which is used if a character isn't supported by
  573. a font.
  574. </summary>
  575. <remarks>
  576. Is used for parsing a text.
  577. </remarks>
  578. </member>
  579. <member name="M:Delta.ContentSystem.Rendering.FontData.Get(System.String)">
  580. <summary>
  581. Get and load content based on the content name. This method makes sure
  582. we do not load the same content twice (the constructor is protected).
  583. </summary>
  584. <param name="contentName">Content name we want to load, this is
  585. passed onto the Content System, which will do the actual loading with
  586. help of the Load method in this class.</param>
  587. <returns>The loaded Content object, always unique for the same
  588. name, this helps comparing data.</returns>
  589. </member>
  590. <member name="M:Delta.ContentSystem.Rendering.FontData.Get(System.String,System.Int32,Delta.Utilities.Graphics.FontStyle)">
  591. <summary>
  592. Get or load a font without the content name, but instead by searching
  593. for all the meta data: Font Family Name, Font Size and Font Style.
  594. Please note that other values like Font Tracking is ignored, you have
  595. to use the Get(contentName) overload for that.
  596. <para />
  597. This method will always return a font. If just a style or size was not
  598. found a content entry with the same font family is returned. If that
  599. is also not found the default font is returned (which is part of each
  600. project because the Engine content is always available as fallback
  601. content).
  602. </summary>
  603. <param name="fontFamilyName">Font family name (like "Verdana",
  604. "Arial", etc.).</param>
  605. <param name="fontSize">Font size (like 9pt, 12pt, 24pt, etc.).</param>
  606. <param name="fontStyle">Font style flags (bold, italic, sharp, etc.)
  607. </param>
  608. <returns>The loaded FontData content object. If this content was loaded
  609. before the same copy is used again.</returns>
  610. </member>
  611. <member name="F:Delta.ContentSystem.Rendering.FontData.ResolutionFonts">
  612. <summary>
  613. Font content entries can either be concrete font settings with an
  614. xml file for all the glyph data or just a parent entry with children
  615. that contain the resolution specific font data (4 children for the 4
  616. default resolutions, see Font.DetermineBestFont, which switches fonts
  617. at 480x320, 800x480, 1024x768 and 1920x1080).
  618. </summary>
  619. </member>
  620. <member name="F:Delta.ContentSystem.Rendering.FontData.glyphDictionary">
  621. <summary>
  622. Dictionary of each unicode character we have in the font maps and can
  623. use for drawing.
  624. </summary>
  625. </member>
  626. <member name="F:Delta.ContentSystem.Rendering.FontData.defaultData">
  627. <summary>
  628. Default data
  629. </summary>
  630. </member>
  631. <member name="F:Delta.ContentSystem.Rendering.FontData.kernDictionary">
  632. <summary>
  633. Character spacing with kerning dictionary, which tells us how much
  634. spacing is needed between two characters. Most character combinations
  635. have no extra values in here, but some have (like W, I, etc.)
  636. </summary>
  637. </member>
  638. <member name="M:Delta.ContentSystem.Rendering.FontData.#ctor(System.String)">
  639. <summary>
  640. Creates a font from the content data. All font data is stored in xml
  641. files (in the Fonts content directory). Will also load all bitmaps
  642. required for this font.
  643. </summary>
  644. <param name="contentName">Font content name to load. If this is empty
  645. no content will be loaded (just fallback data will be set).</param>
  646. </member>
  647. <member name="M:Delta.ContentSystem.Rendering.FontData.GetGlyphDrawInfos(System.String,System.Single,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment)">
  648. <summary>
  649. Return the draw info of all glyphs that are needed to show the text
  650. on the screen (in pixel space).
  651. <para/>
  652. ASCII reference:
  653. http://www.tcp-ip-info.de/tcp_ip_und_internet/ascii.htm
  654. <para/>
  655. Note: The glyph info exists as single array but the data itself
  656. represents the text inclusive line breaks, so in other words the
  657. several text lines are "flattened" to a single-dimensioned array.
  658. </summary>
  659. <param name="text">Text</param>
  660. <param name="lineSpacing">Line spacing</param>
  661. <param name="textAlignment">Horizontal text alignment mode</param>
  662. <returns>
  663. List of GlyphDrawInfos ready for drawing.
  664. </returns>
  665. </member>
  666. <member name="M:Delta.ContentSystem.Rendering.FontData.GetGlyphDrawInfos(System.String,System.Single,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,System.Boolean,System.Boolean,Delta.Utilities.Datatypes.Size@)">
  667. <summary>
  668. Return the draw info of all glyphs that are needed to show the text
  669. on the screen (in pixel space).
  670. <para/>
  671. ASCII reference:
  672. http://www.tcp-ip-info.de/tcp_ip_und_internet/ascii.htm
  673. <para/>
  674. Note: The glyph info exists as single array but the data itself
  675. represents the text inclusive line breaks, so in other words the
  676. several text lines are "flattened" to a single-dimensioned array.
  677. </summary>
  678. <param name="text">Text</param>
  679. <param name="lineSpacing">Line spacing</param>
  680. <param name="textAlignment">Horizontal text alignment mode</param>
  681. <param name="isClippingOn">Is clipping check required</param>
  682. <param name="maxTextSize">Max. available size in Pixel Space</param>
  683. <param name="isWordWrapOn">
  684. Indicates if the words of the given text should be wrapped or clipped
  685. (if enabled) at the end of a text line.
  686. </param>
  687. <returns>
  688. List of GlyphDrawInfos ready for drawing.
  689. </returns>
  690. </member>
  691. <member name="M:Delta.ContentSystem.Rendering.FontData.ToString">
  692. <summary>
  693. To String method, will just extend the Content.ToString method by
  694. some extra font meta information.
  695. </summary>
  696. <returns>A info string about this object instance.</returns>
  697. </member>
  698. <member name="M:Delta.ContentSystem.Rendering.FontData.Load(Delta.ContentSystem.Content)">
  699. <summary>
  700. Native load method, will just load the xml data.
  701. </summary>
  702. <param name="alreadyLoadedNativeData">
  703. The first instance that has already loaded the required content data
  704. of this content class or just 'null' if there is none loaded yet (or
  705. anymore).
  706. </param>
  707. </member>
  708. <member name="M:Delta.ContentSystem.Rendering.FontData.ParseText(System.String)">
  709. <summary>
  710. Parses the given text by analyzing every character to decide if the
  711. current is supported or not. Every character that is not drawable will
  712. be replaced by the "fallback character" (or skipped if the font doesn't
  713. support even that). Addtionally by checking the characters also (every
  714. tyoe of) line breaks will be detected and teh text splitted by them.
  715. </summary>
  716. <param name="text">Text</param>
  717. <remarks>
  718. This method has no validation checks because every caller makes already
  719. sure that the text is valid.
  720. </remarks>
  721. </member>
  722. <member name="M:Delta.ContentSystem.Rendering.FontData.GetTextLines(System.String,System.Single,Delta.Utilities.Datatypes.Size,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,System.Boolean,System.Boolean,System.Collections.Generic.List{System.Single}@,System.Single@)">
  723. <summary>
  724. Gets the single text lines of multi line text by determining the line
  725. breaks. Each of the detected text line will be represented as a list of
  726. chars whereby only "known" characters will be listed here or at least
  727. represented by a question mark. All other characters will skipped and
  728. logged out.
  729. </summary>
  730. <remarks>
  731. This method will also handle clipping and word-wrapping.
  732. </remarks>
  733. <param name="text">Text</param>
  734. <param name="lineSpacing">Line spacing</param>
  735. <param name="maxTextSize">Maximum text size</param>
  736. <param name="textAlignment">Text alignment</param>
  737. <param name="isClippingOn">Is clipping on</param>
  738. <param name="isWordWrapOn">Is word wrap on</param>
  739. <param name="textlineWidths">Textline widths</param>
  740. <param name="maxTextlineWidth">Maximum textline width</param>
  741. <returns>
  742. The list of final text lines where the words contains only allowed
  743. characters.
  744. </returns>
  745. </member>
  746. <member name="P:Delta.ContentSystem.Rendering.FontData.Default">
  747. <summary>
  748. The font data which is chosen by default if a concrete one is not
  749. available (yet). This is always Verdana, 12pt, with an outline.
  750. </summary>
  751. </member>
  752. <member name="P:Delta.ContentSystem.Rendering.FontData.FamilyName">
  753. <summary>
  754. The family name of the font, e.g. Verdana, Consolas, etc.
  755. </summary>
  756. </member>
  757. <member name="P:Delta.ContentSystem.Rendering.FontData.SizeInPoints">
  758. <summary>
  759. The size of the font in points, e.g. 12, 14, etc.
  760. </summary>
  761. <returns>Int</returns>
  762. </member>
  763. <member name="P:Delta.ContentSystem.Rendering.FontData.Style">
  764. <summary>
  765. The style how the characters will be shown, e.g. normal, bold, italic,
  766. etc.
  767. </summary>
  768. <returns>Font style</returns>
  769. </member>
  770. <member name="P:Delta.ContentSystem.Rendering.FontData.Tracking">
  771. <summary>
  772. Defines the distance (in normalized percentage) which is added between
  773. 2 characters. This is only used for this FontData and set by the
  774. content system (cannot be changed by the user, unlike
  775. Font.TrackingMultiplier, which is just a multiplier to adjust spacing).
  776. <para/>
  777. 0.0 means no additional space (default)
  778. <para/>
  779. 1.0 means 100% of the AdvanceWidth of the character as additional space
  780. to the right.
  781. <para/>
  782. -1.0 means 100% of the AdvanceWidth of the character as "reverse" space
  783. to the left.
  784. </summary>
  785. <returns>Int</returns>
  786. </member>
  787. <member name="P:Delta.ContentSystem.Rendering.FontData.LineHeight">
  788. <summary>
  789. The height of the font in pixel space based on the set font size.
  790. <para/>
  791. CAUTION: That is not the final height of the font on the screen!
  792. </summary>
  793. </member>
  794. <member name="P:Delta.ContentSystem.Rendering.FontData.FontMapNames">
  795. <summary>
  796. The list of the names of font maps where all characters are stored.
  797. </summary>
  798. </member>
  799. <member name="T:Delta.ContentSystem.Rendering.FontData.FontDataTests">
  800. <summary>
  801. Tests
  802. </summary>
  803. </member>
  804. <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTestFont">
  805. <summary>
  806. Get font data which is used for all tests where the tests values are
  807. tweaked for.
  808. </summary>
  809. </member>
  810. <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.LoadDefaultFontData">
  811. <summary>
  812. Load default font data
  813. </summary>
  814. </member>
  815. <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.ParseTextLines">
  816. <summary>
  817. Parse text lines
  818. </summary>
  819. </member>
  820. <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTextLines">
  821. <summary>
  822. Get text lines
  823. </summary>
  824. </member>
  825. <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTextlineWrapped">
  826. <summary>
  827. Get text line wrapped
  828. </summary>
  829. Caution: For this unit test are the following modules required:
  830. - Graphic
  831. - Platforms.IWindow
  832. - ContentManager.Client
  833. </member>
  834. <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetGlyphDrawInfos">
  835. <summary>
  836. Get glyph draw infos
  837. </summary>
  838. </member>
  839. <member name="T:Delta.ContentSystem.Rendering.ModelData">
  840. <summary>
  841. Model data class, which combines a list of meshes and a list of mesh
  842. animations. Because models can have multiple meshes and animations they
  843. should be used for more complex 3d data. If you only need a static mesh
  844. just use the Mesh class, which is better optimized and can be used for
  845. level geometry with lots of extra optimizations and mesh merging than
  846. possibly than rendering everything as models.
  847. <para />
  848. Please note that Models just contain meshes and animations and have no
  849. data own their own (just meta data).
  850. </summary>
  851. </member>
  852. <member name="M:Delta.ContentSystem.Rendering.ModelData.Get(System.String)">
  853. <summary>
  854. Get and load content based on the content name. This method makes sure
  855. we do not load the same content twice (the constructor is protected).
  856. </summary>
  857. <param name="contentName">Content name we want to load, this is
  858. passed onto the Content System, which will do the actual loading with
  859. help of the Load method in this class.</param>
  860. <returns>The loaded Content object, always unique for the same
  861. name, this helps comparing data.</returns>
  862. </member>
  863. <member name="F:Delta.ContentSystem.Rendering.ModelData.Meshes">
  864. <summary>
  865. List of meshes to be used for this model. Often is just one mesh.
  866. Please note that we also will load and link up the animations inside
  867. of each mesh (see load method below), this way it is easier to manage.
  868. </summary>
  869. </member>
  870. <member name="M:Delta.ContentSystem.Rendering.ModelData.#ctor">
  871. <summary>
  872. Create model data object with no data in it. Just add stuff to the
  873. Meshes and Animations fields.
  874. </summary>
  875. </member>
  876. <member name="M:Delta.ContentSystem.Rendering.ModelData.#ctor(System.String)">
  877. <summary>
  878. Create mesh animation data by loading it from content, see Load below.
  879. Use the static Get method to call this.
  880. </summary>
  881. <param name="contentName">Name of the content.</param>
  882. </member>
  883. <member name="M:Delta.ContentSystem.Rendering.ModelData.ToString">
  884. <summary>
  885. To string, will display the model name with the meshes in it (plus
  886. optionally their animations if they have those).
  887. </summary>
  888. <returns>
  889. A <see cref="T:System.String"/> that represents this ModelData
  890. instance with the list of mesh names.
  891. </returns>
  892. </member>
  893. <member name="M:Delta.ContentSystem.Rendering.ModelData.Load(Delta.ContentSystem.Content)">
  894. <summary>
  895. Native load method, will just load meshes and animations contained in
  896. this content type (models have no data on their own).
  897. </summary>
  898. <param name="alreadyLoadedNativeData">Ignored here, can't be cloned.
  899. </param>
  900. </member>
  901. <member name="P:Delta.ContentSystem.Rendering.ModelData.InitialScale">
  902. <summary>
  903. Provides the initial scale value as provided by the content meta data.
  904. Usually 1.0f, which means rendering is done normally. If this value is
  905. different the content model will be scaled accordingly (should rarely
  906. be needed, scaling has obviously performance impacts, it is currently
  907. also ignored for most content types including meshes).
  908. </summary>
  909. </member>
  910. <member name="T:Delta.ContentSystem.Rendering.Helpers.Glyph">
  911. <summary>
  912. Info for each glyph in the font, used for FontData to store all glyph
  913. data. Glyphs are characters and their information on where it is found
  914. in a texture, only needed in the Font and FontGenerator classes.
  915. </summary>
  916. <remarks>
  917. Based on Benjamin Nitschke's older BitmapFont class for XNA,
  918. which was based on the XNAExtras project from Gary Kacmarcik
  919. (garykac@microsoft.com), more information can be found at:
  920. http://blogs.msdn.com/garykac/articles/749188.aspx
  921. If you want to know more details about creating bitmap fonts in XNA,
  922. how to generate the bitmaps and more details about using it, please
  923. check out the following links:
  924. http://blogs.msdn.com/garykac/archive/2006/08/30/728521.aspx
  925. http://blogs.msdn.com/garykac/articles/732007.aspx
  926. http://www.angelcode.com/products/bmfont/
  927. </remarks>
  928. </member>
  929. <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.FontMapId">
  930. <summary>
  931. Font map number (starts with 0) in case we need multiple images for
  932. this font (the bigger the font is and the more characters we got in
  933. there, the more important this gets). Links to the materialList in
  934. the Font class (which loads the font maps via the Material, which has
  935. images that are loaded from our font maps)!
  936. </summary>
  937. </member>
  938. <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.UV">
  939. <summary>
  940. TODO: Change description
  941. UV Rectangle (in Pixels) used for drawing this character. Includes
  942. the position and size obviously. We should not use atlas textures
  943. because fonts are already atlases and we can directly use this UVs
  944. for drawing.
  945. </summary>
  946. </member>
  947. <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.AdvanceWidth">
  948. <summary>
  949. Advance width (in pixels) for this character. This is the ruff offset
  950. we have to move to the right after drawing the character. The
  951. precise width has to be calculated with this the glyph distance from
  952. the kerning (see the Font class).
  953. </summary>
  954. </member>
  955. <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.LeftSideBearing">
  956. <summary>
  957. Left side bearing (in pixels) is used to offset this character to the
  958. left. This means that rendering starts earlier than the currently
  959. specified pixel position to make sure the text looks right on the
  960. screen. Often unused and just 0, but sometimes has negative values.
  961. </summary>
  962. </member>
  963. <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.RightSideBearing">
  964. <summary>
  965. Right side bearing (in pixels) is used to offset this character to the
  966. right. This means that rendering starts earlier than the currently
  967. specified pixel position to make sure the text looks right on the
  968. screen. Often unused and just 0, but sometimes has negative values.
  969. </summary>
  970. </member>
  971. <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.FontMapUV">
  972. <summary>
  973. TODO: Change description
  974. Precomputed font map UVs. Not stored in the Xml font file because we
  975. can easily generate them at load time (just divide the UV by the image
  976. size).
  977. </summary>
  978. </member>
  979. <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.Kernings">
  980. <summary>
  981. That dictionary contains the amount of extra distances offsets between
  982. the current character to any other one. But usually there are only some
  983. few cases like combinations with 'W', 'I', and other big or small
  984. glyph's. Mostly the is no need for an extra distance offset to other
  985. characters.
  986. </summary>
  987. </member>
  988. <member name="M:Delta.ContentSystem.Rendering.Helpers.Glyph.GetDrawWidth(System.Char,System.Single)">
  989. <summary>
  990. Gets the (to fully pixel rounded) drawing width of the glyph based on
  991. the previous one.
  992. </summary>
  993. <param name="nextChar">Next char</param>
  994. <param name="trackingPercentage">Tracking percentage</param>
  995. <returns>Draw width</returns>
  996. </member>
  997. <member name="T:Delta.ContentSystem.Rendering.Helpers.BoneData">
  998. <summary>
  999. Helper class to store one bone entry for animated 3D models,
  1000. this is not directly a content class, but used for MeshData and is
  1001. also important for AnimationData, which keeps all the animated matrices.
  1002. </summary>
  1003. </member>
  1004. <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.CurrentVersion">
  1005. <summary>
  1006. Version number for this MeshData. If this goes above 1, we need
  1007. to support loading older versions as well. Saving is always going
  1008. to be the latest version (this one).
  1009. </summary>
  1010. </member>
  1011. <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.Id">
  1012. <summary>
  1013. Id
  1014. </summary>
  1015. </member>
  1016. <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.Name">
  1017. <summary>
  1018. Name
  1019. </summary>
  1020. </member>
  1021. <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.InverseTransformMatrix">
  1022. <summary>
  1023. The inverse bone skin matrix
  1024. </summary>
  1025. </member>
  1026. <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.ParentId">
  1027. <summary>
  1028. Parent id
  1029. </summary>
  1030. </member>
  1031. <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.ChildrenIds">
  1032. <summary>
  1033. Children ids
  1034. </summary>
  1035. </member>
  1036. <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.#ctor">
  1037. <summary>
  1038. Create bone data
  1039. </summary>
  1040. </member>
  1041. <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.#ctor(System.IO.BinaryReader)">
  1042. <summary>
  1043. Create bone data
  1044. </summary>
  1045. <param name="dataReader">Data reader</param>
  1046. </member>
  1047. <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.Load(System.IO.BinaryReader)">
  1048. <summary>
  1049. Load bone data (mostly all the matrices and their relationship).
  1050. </summary>
  1051. <param name="reader">Reader</param>
  1052. </member>
  1053. <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.Save(System.IO.BinaryWriter)">
  1054. <summary>
  1055. Save bone date (mostly all the matrices and their relationship).
  1056. </summary>
  1057. <param name="dataWriter">Data writer</param>
  1058. </member>
  1059. <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.ToString">
  1060. <summary>
  1061. To string
  1062. </summary>
  1063. </member>
  1064. <member name="T:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames">
  1065. <summary>
  1066. Defines the names of all uniforms that we support (with properties) in
  1067. all shaders by the directly by the engine. Every else uniform needs to
  1068. be handled by the project code itself. Please note that most shaders
  1069. are very simple and only have very few pixel shader instructions
  1070. because we need to optimize as much as possible on most mobile
  1071. devices. There are some complex shaders however for special effects,
  1072. skinning, water, fog or even using multiple lights or shadow mapping.
  1073. On faster hardware these can be used to archive great effects.
  1074. </summary>
  1075. </member>
  1076. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.World">
  1077. <summary>
  1078. Global matrices, important for transforming vertices in the vertex
  1079. shader. We only use optimized matrices, more are not supported!
  1080. Set in Set2DRenderMatrix and Set3DRenderMatrix.
  1081. </summary>
  1082. </member>
  1083. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ViewInverse">
  1084. <summary>
  1085. Global matrices, important for transforming vertices in the vertex
  1086. shader. We only use optimized matrices, more are not supported!
  1087. Set in Set2DRenderMatrix and Set3DRenderMatrix.
  1088. </summary>
  1089. </member>
  1090. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.WorldViewProj">
  1091. <summary>
  1092. Global matrices, important for transforming vertices in the vertex
  1093. shader. We only use optimized matrices, more are not supported!
  1094. Set in Set2DRenderMatrix and Set3DRenderMatrix.
  1095. </summary>
  1096. </member>
  1097. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.SkinnedMatrices">
  1098. <summary>
  1099. For skinned meshes, this are all the bone matrices, which are
  1100. updated by the app for each animated meshes and will be applied to
  1101. all skinned vertices in the vertex shader (if shaders are possible).
  1102. Set in Set3DRenderMatrix.
  1103. </summary>
  1104. </member>
  1105. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.Time">
  1106. <summary>
  1107. Time for animated shaders, rarely used however. Also set in
  1108. Set2DRenderMatrix and Set3DRenderMatrix.
  1109. </summary>
  1110. </member>
  1111. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DiffuseMap">
  1112. <summary>
  1113. All the material data. Please note that many of these are not used
  1114. in most shaders, e.g. DirectionalTextured just has DiffuseMap and
  1115. the LightDirection plus global matrices, that's it, the rest is
  1116. constant! It is faster and easier to merge materials if the shader
  1117. uses constants and thus all materials rendered with them are
  1118. basically the same, they only differ in the DiffuseMap, which is
  1119. quickly checked.
  1120. </summary>
  1121. </member>
  1122. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DetailMap">
  1123. <summary>
  1124. Detail map
  1125. </summary>
  1126. </member>
  1127. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.SpecularMap">
  1128. <summary>
  1129. Specular map
  1130. </summary>
  1131. </member>
  1132. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.HeightMap">
  1133. <summary>
  1134. Height map
  1135. </summary>
  1136. </member>
  1137. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.NormalMap">
  1138. <summary>
  1139. Normal map
  1140. </summary>
  1141. </member>
  1142. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.LightMap">
  1143. <summary>
  1144. Light map
  1145. </summary>
  1146. </member>
  1147. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.SkyCubeMap">
  1148. <summary>
  1149. Sky cube map
  1150. </summary>
  1151. </member>
  1152. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ReflectionCubeMap">
  1153. <summary>
  1154. Reflection cube map
  1155. </summary>
  1156. </member>
  1157. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShaderLutTexture">
  1158. <summary>
  1159. Shader lut texture for optimizations
  1160. </summary>
  1161. </member>
  1162. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShadowMap">
  1163. <summary>
  1164. Shadow map
  1165. </summary>
  1166. </member>
  1167. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.AmbientColor">
  1168. <summary>
  1169. Global ambient color.
  1170. </summary>
  1171. </member>
  1172. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DiffuseColor">
  1173. <summary>
  1174. Diffise color.
  1175. </summary>
  1176. </member>
  1177. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DirectionalLightDirection">
  1178. <summary>
  1179. Extra data for light shaders, this usually slows down pixel shaders
  1180. a lot, so mobile shaders rarely use direct lighting. Instead we try
  1181. to use a directional light source and light maps as much as possible.
  1182. </summary>
  1183. </member>
  1184. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightPosition">
  1185. <summary>
  1186. Point lights have a position and a radius, optionally also a color.
  1187. </summary>
  1188. </member>
  1189. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightRadius">
  1190. <summary>
  1191. Point lights have a position and a radius, optionally also a color.
  1192. </summary>
  1193. </member>
  1194. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightColor">
  1195. <summary>
  1196. Point lights have a position and a radius, optionally also a color.
  1197. </summary>
  1198. </member>
  1199. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightTwoPosition">
  1200. <summary>
  1201. We support 0-2 lights, but this is very rare. For more lights,
  1202. choose the 2 most dominant ones, ignore the rest or if you are
  1203. really nice, fade them out as you get closer to other light sources.
  1204. </summary>
  1205. </member>
  1206. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightTwoRadius">
  1207. <summary>
  1208. We support 0-2 lights, but this is very rare. For more lights,
  1209. choose the 2 most dominant ones, ignore the rest or if you are
  1210. really nice, fade them out as you get closer to other light sources.
  1211. </summary>
  1212. </member>
  1213. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightTwoColor">
  1214. <summary>
  1215. We support 0-2 lights, but this is very rare. For more lights,
  1216. choose the 2 most dominant ones, ignore the rest or if you are
  1217. really nice, fade them out as you get closer to other light sources.
  1218. </summary>
  1219. </member>
  1220. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenWindowSize">
  1221. <summary>
  1222. Extra uniforms for post screen shaders, render-to-texture window size
  1223. and the resulting texture are required for all post screen shaders.
  1224. </summary>
  1225. </member>
  1226. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenMap">
  1227. <summary>
  1228. Post screen map
  1229. </summary>
  1230. </member>
  1231. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenBorderFadeoutMap">
  1232. <summary>
  1233. For the last pass we can add this fadeout map to darken the borders
  1234. </summary>
  1235. </member>
  1236. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenNoiseMap">
  1237. <summary>
  1238. Noise map
  1239. </summary>
  1240. </member>
  1241. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShadowMapTransform">
  1242. <summary>
  1243. For shadow mapping we got some extra uniforms. These are only used
  1244. for shadow mapping algorithms, which is a huge pixel cost for older
  1245. mobile devices. There stencil shadows or fake shadow blobs make
  1246. usually more sense, however shadow mapping often looks better.
  1247. Transformation matrix for converting world position to texture
  1248. coordinates of the shadow map.
  1249. </summary>
  1250. </member>
  1251. <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShadowMapLightWorldViewProj">
  1252. <summary>
  1253. WorldViewProj of the light projection for shado