C# 클래스 GLSharp.Graphics.WebGLGraphics

상속: IGraphics
파일 보기 프로젝트 열기: colin-dumitru/GLSharp 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
ActiveShaderGroup String

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

AddShaderGroup() 공개 메소드

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

AllocateMesh() 공개 메소드

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

AllocateTexture() 공개 메소드

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

BindShader() 공개 메소드

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

BindTexture() 공개 메소드

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

CleanRenderGroup() 공개 메소드

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

Clear() 공개 메소드

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

CreateRenderGroup() 공개 메소드

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

CreateRenderTexture() 공개 메소드

public CreateRenderTexture ( ) : ITexture
리턴 ITexture

CreateTexture() 공개 메소드

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

DealocateMesh() 공개 메소드

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

FreeTexture() 공개 메소드

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

Initialize() 공개 메소드

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

NodeComponentAdded() 공개 메소드

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

NodeComponentRemoved() 공개 메소드

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

PopComponent() 공개 메소드

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

PopLightComponent() 공개 메소드

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

PopMeshComponent() 공개 메소드

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

PushComponent() 공개 메소드

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

PushLightComponent() 공개 메소드

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

PushMeshComponent() 공개 메소드

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

QueuePostProcess() 공개 메소드

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

Render() 공개 메소드

public Render ( ) : void
리턴 void

RenderPostProcess() 공개 메소드

public RenderPostProcess ( ) : void
리턴 void

SetBlend() 공개 메소드

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

SwitchRenderGroup() 공개 메소드

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

WebGLGraphics() 공개 메소드

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

WorldNodeAdded() 공개 메소드

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

WorldNodeRemoved() 공개 메소드

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

프로퍼티 상세

ActiveShaderGroup 공개적으로 프로퍼티

public String ActiveShaderGroup
리턴 String