C# Class GLSharp.Graphics.WebGLGraphics

Inheritance: IGraphics
Mostrar archivo Open project: colin-dumitru/GLSharp Class Usage Examples

Public Properties

Property Type Description
ActiveShaderGroup String

Public Methods

Method Description
AddShaderGroup ( ShaderGroup shaderGroup ) : void
AllocateMesh ( MeshItem mesh ) : bool
AllocateTexture ( TextureItem texture ) : bool
BindShader ( CompiledShader shader ) : void
BindTexture ( IUniformLocation uniform, ITexture texture, int index ) : void
CleanRenderGroup ( RenderGroup old ) : void
Clear ( System.Boolean color, System.Boolean depth ) : void
CreateRenderGroup ( System.Boolean commonDepth ) : RenderGroup
CreateRenderTexture ( ) : ITexture
CreateTexture ( IImageResource image ) : ITexture
DealocateMesh ( MeshItem mesh ) : bool
FreeTexture ( TextureItem texture ) : bool
Initialize ( float fov, float zNear, float zFar ) : void
NodeComponentAdded ( Object sender, object args ) : void
NodeComponentRemoved ( Object sender, object args ) : void
PopComponent ( Component component ) : void
PopLightComponent ( LightComponent component ) : void
PopMeshComponent ( MeshComponent component ) : void
PushComponent ( Component component ) : void
PushLightComponent ( LightComponent component ) : void
PushMeshComponent ( MeshComponent component ) : void
QueuePostProcess ( IPostProcessEffect effect ) : void
Render ( ) : void
RenderPostProcess ( ) : void
SetBlend ( System.Boolean enable ) : void
SwitchRenderGroup ( RenderGroup group ) : void
WebGLGraphics ( CanvasElementGl canvas ) : System
WorldNodeAdded ( Object sender, object args ) : void
WorldNodeRemoved ( Object sender, object args ) : void

Private Methods

Method Description
BindWorld ( World world ) : void
CreateDepthTexture ( ) : ITexture
DebugLog ( String message ) : void
DisplayDebugInformation ( ) : void
FinalPass ( ) : void
LightPass ( ) : void
OpaqueGeometryPass ( ) : void
PostProcessingPass ( ) : void
PrePostPass ( ) : void
RenderLight ( ShaderGroup lightShader, LightComponent component, MeshItem lightVolume ) : void
RenderOpaqueMesh ( Node node, Matrix4X4 mv, Matrix4X4 nv, int vertexLength, IShaderBinder binder ) : void
SetupFrameBuffers ( ) : void
SmallestPowerOfTwo ( double el ) : int
UpdateCullInfo ( Matrix4X4 mv ) : void

Method Details

AddShaderGroup() public method

public AddShaderGroup ( ShaderGroup shaderGroup ) : void
shaderGroup ShaderGroup
return void

AllocateMesh() public method

public AllocateMesh ( MeshItem mesh ) : bool
mesh GLSharp.Content.MeshItem
return bool

AllocateTexture() public method

public AllocateTexture ( TextureItem texture ) : bool
texture GLSharp.Content.TextureItem
return bool

BindShader() public method

public BindShader ( CompiledShader shader ) : void
shader CompiledShader
return void

BindTexture() public method

public BindTexture ( IUniformLocation uniform, ITexture texture, int index ) : void
uniform IUniformLocation
texture ITexture
index int
return void

CleanRenderGroup() public method

public CleanRenderGroup ( RenderGroup old ) : void
old GLSharp.Graphics.Core.RenderGroup
return void

Clear() public method

public Clear ( System.Boolean color, System.Boolean depth ) : void
color System.Boolean
depth System.Boolean
return void

CreateRenderGroup() public method

public CreateRenderGroup ( System.Boolean commonDepth ) : RenderGroup
commonDepth System.Boolean
return GLSharp.Graphics.Core.RenderGroup

CreateRenderTexture() public method

public CreateRenderTexture ( ) : ITexture
return ITexture

CreateTexture() public method

public CreateTexture ( IImageResource image ) : ITexture
image IImageResource
return ITexture

DealocateMesh() public method

public DealocateMesh ( MeshItem mesh ) : bool
mesh GLSharp.Content.MeshItem
return bool

FreeTexture() public method

public FreeTexture ( TextureItem texture ) : bool
texture GLSharp.Content.TextureItem
return bool

Initialize() public method

public Initialize ( float fov, float zNear, float zFar ) : void
fov float
zNear float
zFar float
return void

NodeComponentAdded() public method

public NodeComponentAdded ( Object sender, object args ) : void
sender Object
args object
return void

NodeComponentRemoved() public method

public NodeComponentRemoved ( Object sender, object args ) : void
sender Object
args object
return void

PopComponent() public method

public PopComponent ( Component component ) : void
component GLSharp.Universe.Component
return void

PopLightComponent() public method

public PopLightComponent ( LightComponent component ) : void
component GLSharp.Universe.LightComponent
return void

PopMeshComponent() public method

public PopMeshComponent ( MeshComponent component ) : void
component GLSharp.Universe.MeshComponent
return void

PushComponent() public method

public PushComponent ( Component component ) : void
component GLSharp.Universe.Component
return void

PushLightComponent() public method

public PushLightComponent ( LightComponent component ) : void
component GLSharp.Universe.LightComponent
return void

PushMeshComponent() public method

public PushMeshComponent ( MeshComponent component ) : void
component GLSharp.Universe.MeshComponent
return void

QueuePostProcess() public method

public QueuePostProcess ( IPostProcessEffect effect ) : void
effect IPostProcessEffect
return void

Render() public method

public Render ( ) : void
return void

RenderPostProcess() public method

public RenderPostProcess ( ) : void
return void

SetBlend() public method

public SetBlend ( System.Boolean enable ) : void
enable System.Boolean
return void

SwitchRenderGroup() public method

public SwitchRenderGroup ( RenderGroup group ) : void
group GLSharp.Graphics.Core.RenderGroup
return void

WebGLGraphics() public method

public WebGLGraphics ( CanvasElementGl canvas ) : System
canvas GLSharp.Html.CanvasElementGl
return System

WorldNodeAdded() public method

public WorldNodeAdded ( Object sender, object args ) : void
sender Object
args object
return void

WorldNodeRemoved() public method

public WorldNodeRemoved ( Object sender, object args ) : void
sender Object
args object
return void

Property Details

ActiveShaderGroup public_oe property

public String ActiveShaderGroup
return String