C# 클래스 IrrlichtNETCP.GPUProgrammingServices

상속: NativeElement
파일 보기 프로젝트 열기: Paulus/irrlichtnetcp

공개 메소드들

메소드 설명
AddHighLevelShaderMaterial ( string vsprogram, string ventrypoint, VertexShaderType vsCompileTarget, string psprogram, string psEntryPoint, PixelShaderType psCompileTarget, OnShaderConstantSetDelegate callback, MaterialType baseMat, int userData ) : int

Adds a new material renderer to the VideoDriver, based on a high level shading language. Currently only HLSL/D3D9 and GLSL/OpenGL is supported.

AddHighLevelShaderMaterialFromFiles ( string program, string ventrypoint, VertexShaderType vsCompileTarget, string pixelShaderProgram, string psEntryPoint, PixelShaderType psCompileTarget, OnShaderConstantSetDelegate callback, MaterialType baseMat, int userData ) : int

Adds a new material renderer to the VideoDriver, based on a high level shading language. Currently only HLSL/D3D9 and GLSL/OpenGL is supported.

AddShaderMaterial ( string vsprogram, string psprogram, OnShaderConstantSetDelegate callback, MaterialType baseMat, int userData ) : int

Adds a new material renderer to the VideoDriver, using pixel and/or vertex shaders to render geometry. Note that it is a good idea to call VideoDriver.QueryFeature() before to check if the VideoDriver supports the vertex and/or pixel shader version your are using.

AddShaderMaterialFromFiles ( string vsprogram, string psprogram, OnShaderConstantSetDelegate callback, MaterialType baseMat, int userData ) : int

Adds a new material renderer to the VideoDriver, using pixel and/or vertex shaders to render geometry. Note that it is a good idea to call VideoDriver.QueryFeature() before to check if the VideoDriver supports the vertex and/or pixel shader version your are using.

GPUProgrammingServices ( IntPtr raw ) : System

비공개 메소드들

메소드 설명
GPU_AddHighLevelShaderMaterialFromFiles ( IntPtr gpu, string file, string ventrypoint, VertexShaderType vsCompileTarget, string psfile, string psEntryPoint, PixelShaderType psCompileTarget, OnNativeSCSD callback, MaterialType baseMat, int userData ) : int
GPU_AddShaderMaterial ( IntPtr gpu, string vsprogram, string psprogram, OnNativeSCSD callback, MaterialType baseMat, int userData ) : int
GPU_AddShaderMaterialFromFiles ( IntPtr gpu, string vsprogram, string psprogram, OnNativeSCSD callback, MaterialType baseMat, int userData ) : int

메소드 상세

AddHighLevelShaderMaterial() 공개 메소드

Adds a new material renderer to the VideoDriver, based on a high level shading language. Currently only HLSL/D3D9 and GLSL/OpenGL is supported.
public AddHighLevelShaderMaterial ( string vsprogram, string ventrypoint, VertexShaderType vsCompileTarget, string psprogram, string psEntryPoint, PixelShaderType psCompileTarget, OnShaderConstantSetDelegate callback, MaterialType baseMat, int userData ) : int
vsprogram string String containing the source of the vertex shader program. This can be "" if no vertex program should be used.
ventrypoint string Name of the function of the vertexShaderProgram
vsCompileTarget VertexShaderType Vertex shader version where the high level shader should be compiled to.
psprogram string String containing the source of the pixel shader program. This can be "" if no pixel shader should be used.
psEntryPoint string Entry name of the function of the pixelShaderEntryPointName
psCompileTarget PixelShaderType Pixel shader version where the high level shader should be compiled to.
callback OnShaderConstantSetDelegate Delegate in which you can set the needed vertex and pixel shader program constants.
baseMat MaterialType Base material which renderstates will be used to shade the material.
userData int An user data int. This int can be set to any value and will be set as parameter in the callback method when calling OnSetConstants(). In this way it is easily possible to use the same delegate method for multiple materials and distinguish between them during the call.
리턴 int

AddHighLevelShaderMaterialFromFiles() 공개 메소드

Adds a new material renderer to the VideoDriver, based on a high level shading language. Currently only HLSL/D3D9 and GLSL/OpenGL is supported.
public AddHighLevelShaderMaterialFromFiles ( string program, string ventrypoint, VertexShaderType vsCompileTarget, string pixelShaderProgram, string psEntryPoint, PixelShaderType psCompileTarget, OnShaderConstantSetDelegate callback, MaterialType baseMat, int userData ) : int
program string String containing the path to the vertex shader program. This can be "" (empty string) if no vertex program should be used.
ventrypoint string Name of the function of the vertexShaderProgram
vsCompileTarget VertexShaderType Vertex shader version where the high level shader should be compiled to.
pixelShaderProgram string String containing the path to the pixel shader program. This can be "" (empty string) if no pixel shader should be used.
psEntryPoint string Entry name of the function of the pixelShaderEntryPointName
psCompileTarget PixelShaderType Pixel shader version where the high level shader should be compiled to.
callback OnShaderConstantSetDelegate Delegate in which you can set the needed vertex and pixel shader program constants.
baseMat MaterialType Base material which renderstates will be used to shade the material.
userData int An user data int. This int can be set to any value and will be set as parameter in the callback method when calling OnSetConstants(). In this way it is easily possible to use the same delegate method for multiple materials and distinguish between them during the call.
리턴 int

AddShaderMaterial() 공개 메소드

Adds a new material renderer to the VideoDriver, using pixel and/or vertex shaders to render geometry. Note that it is a good idea to call VideoDriver.QueryFeature() before to check if the VideoDriver supports the vertex and/or pixel shader version your are using.
public AddShaderMaterial ( string vsprogram, string psprogram, OnShaderConstantSetDelegate callback, MaterialType baseMat, int userData ) : int
vsprogram string String containing the source of the vertex shader program. This can be "" (empty string) if no vertex program should be used. For DX8 programs, the will always input registers look like this: v0: position, v1: normal, v2: color, v3: texture cooridnates, v4: texture coordinates 2 if available. For DX9 programs, you can manually set the registers using the dcl_ statements.
psprogram string String containing the source of the pixel shader program. This can be "" (empty string) if you don't want to use a pixel shader.
callback OnShaderConstantSetDelegate Delegate in which you can set the needed vertex and pixel shader program constants.
baseMat MaterialType Base material which renderstates will be used to shade the material.
userData int An user data int. This int can be set to any value and will be set as parameter in the callback method when calling OnSetConstants(). In this way it is easily possible to use the same callback method for multiple materials and distinguish between them during the call.
리턴 int

AddShaderMaterialFromFiles() 공개 메소드

Adds a new material renderer to the VideoDriver, using pixel and/or vertex shaders to render geometry. Note that it is a good idea to call VideoDriver.QueryFeature() before to check if the VideoDriver supports the vertex and/or pixel shader version your are using.
public AddShaderMaterialFromFiles ( string vsprogram, string psprogram, OnShaderConstantSetDelegate callback, MaterialType baseMat, int userData ) : int
vsprogram string String containing the path to the vertex shader program. This can be "" (empty string) if no vertex program should be used. For DX8 programs, the will always input registers look like this: v0: position, v1: normal, v2: color, v3: texture cooridnates, v4: texture coordinates 2 if available. For DX9 programs, you can manually set the registers using the dcl_ statements.
psprogram string String containing the path to the pixel shader program. This can be "" (empty string) if you don't want to use a pixel shader.
callback OnShaderConstantSetDelegate Delegate in which you can set the needed vertex and pixel shader program constants.
baseMat MaterialType Base material which renderstates will be used to shade the material.
userData int An user data int. This int can be set to any value and will be set as parameter in the callback method when calling OnSetConstants(). In this way it is easily possible to use the same callback method for multiple materials and distinguish between them during the call.
리턴 int

GPUProgrammingServices() 공개 메소드

public GPUProgrammingServices ( IntPtr raw ) : System
raw System.IntPtr
리턴 System