C# 클래스 Vector.Gpu.FrameBuffer

상속: IDisposable
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공개 메소드들

메소드 설명
Begin ( ColorBuffer colorBuffer ) : void

Begins a FrameBuffer Pass. Binds only a Color Buffer. The viewport is automatically ajusted to be width and height of the ColorBuffer.

Begin ( ColorBuffer colorBuffer, DepthBuffer depthBuffer ) : void

Binds a ColorBuffer and Depth Buffer. A Frame Buffer "must" be bound with a depth buffer if you intend on rendering geometry with this FrameBuffer.

Begin ( ColorBuffer colorBuffer, DepthBuffer depthBuffer, ViewPort viewPort ) : void

Binds a ColorBuffer and Depth Buffer. A Frame Buffer "must" be bound with a depth buffer if you intend on rendering geometry with this FrameBuffer.

Begin ( ColorBuffer colorBuffer, ViewPort viewPort ) : void

Begins a FrameBuffer Pass. Binds only a Color Buffer.

Begin ( Texture2D colorTexture ) : void

Begins a FrameBuffer Pass. Binds a Texture as a RenderTargets. Will automatically set the devices Viewport to match the dimensions of the Texture.

Begin ( Texture2D colorTexture, DepthBuffer depthBuffer ) : void

Begins a FrameBuffer Pass. Binds a Texture and a DepthBuffer as the RenderTargets. Will automatically set the devices Viewport to match the dimensions of the Texture.

Begin ( Texture2D colorTexture, DepthBuffer depthBuffer, ViewPort viewPort ) : void

Begins this Render Buffer with a Texture bound. Depth Buffer is required if rendering Geometry.

Begin ( Texture2D colorTexture, ViewPort viewPort ) : void

Begins this Render Buffer with a Texture bound.

Begin ( TextureCube colorTextureCube, DepthBuffer depthBuffer, TextureCubeFace face ) : void

Begins a FrameBuffer Pass. Binds a CubeTexture and a DepthBuffer as the RenderTargets. Will automatically set the devices Viewport to match the dimensions of the Texture.

Begin ( TextureCube colorTextureCube, DepthBuffer depthBuffer, TextureCubeFace face, ViewPort viewPort ) : void

Begins a Texture Cube Rendering Pass.

Begin ( TextureCube colorTextureCube, TextureCubeFace face ) : void

Begins a FrameBuffer Pass. Binds a CubeTexture as the RenderTarget. Will automatically set the Device's ViewPort to match the dimentions of the CubeTexture.

Begin ( TextureCube colorTextureCube, TextureCubeFace face, ViewPort viewPort ) : void

Begins a FrameBuffer Pass. Binds a CubeTexture as the RenderTargets.

BeginDepth ( ColorBuffer colorBuffer, Texture2D depthTexture ) : void

Begins Depth Render Pass. Depth Texture TextureFormat "should" be TextureFormat.Depth32

BeginDepth ( ColorBuffer colorBuffer, Texture2D depthTexture, ViewPort viewPort ) : void

Begins Depth Render Pass. Depth Texture TextureFormat "should" be TextureFormat.Depth32

Clear ( float red, float blue, float green, float alpha ) : void

Clears this FrameBuffer. Has the same effect as calling it on the device. Ensure you can called Begin on this framebuffer first.

Dispose ( ) : void
End ( ) : void

Unbinds this FrameBuffer and returns rendering back to the main device.

FrameBuffer ( Device device ) : System
Read ( FrameBuffer frameBuffer, FrameBufferReadTarget target ) : void

Reads from another Buffers output.

비공개 메소드들

메소드 설명
CheckStatus ( int status ) : void
Dispose ( bool disposing ) : void

메소드 상세

Begin() 공개 메소드

Begins a FrameBuffer Pass. Binds only a Color Buffer. The viewport is automatically ajusted to be width and height of the ColorBuffer.
public Begin ( ColorBuffer colorBuffer ) : void
colorBuffer ColorBuffer
리턴 void

Begin() 공개 메소드

Binds a ColorBuffer and Depth Buffer. A Frame Buffer "must" be bound with a depth buffer if you intend on rendering geometry with this FrameBuffer.
public Begin ( ColorBuffer colorBuffer, DepthBuffer depthBuffer ) : void
colorBuffer ColorBuffer
depthBuffer DepthBuffer
리턴 void

Begin() 공개 메소드

Binds a ColorBuffer and Depth Buffer. A Frame Buffer "must" be bound with a depth buffer if you intend on rendering geometry with this FrameBuffer.
public Begin ( ColorBuffer colorBuffer, DepthBuffer depthBuffer, ViewPort viewPort ) : void
colorBuffer ColorBuffer
depthBuffer DepthBuffer
viewPort ViewPort
리턴 void

Begin() 공개 메소드

Begins a FrameBuffer Pass. Binds only a Color Buffer.
public Begin ( ColorBuffer colorBuffer, ViewPort viewPort ) : void
colorBuffer ColorBuffer
viewPort ViewPort
리턴 void

Begin() 공개 메소드

Begins a FrameBuffer Pass. Binds a Texture as a RenderTargets. Will automatically set the devices Viewport to match the dimensions of the Texture.
public Begin ( Texture2D colorTexture ) : void
colorTexture Texture2D
리턴 void

Begin() 공개 메소드

Begins a FrameBuffer Pass. Binds a Texture and a DepthBuffer as the RenderTargets. Will automatically set the devices Viewport to match the dimensions of the Texture.
public Begin ( Texture2D colorTexture, DepthBuffer depthBuffer ) : void
colorTexture Texture2D
depthBuffer DepthBuffer
리턴 void

Begin() 공개 메소드

Begins this Render Buffer with a Texture bound. Depth Buffer is required if rendering Geometry.
public Begin ( Texture2D colorTexture, DepthBuffer depthBuffer, ViewPort viewPort ) : void
colorTexture Texture2D
depthBuffer DepthBuffer
viewPort ViewPort
리턴 void

Begin() 공개 메소드

Begins this Render Buffer with a Texture bound.
public Begin ( Texture2D colorTexture, ViewPort viewPort ) : void
colorTexture Texture2D
viewPort ViewPort
리턴 void

Begin() 공개 메소드

Begins a FrameBuffer Pass. Binds a CubeTexture and a DepthBuffer as the RenderTargets. Will automatically set the devices Viewport to match the dimensions of the Texture.
public Begin ( TextureCube colorTextureCube, DepthBuffer depthBuffer, TextureCubeFace face ) : void
colorTextureCube TextureCube
depthBuffer DepthBuffer
face TextureCubeFace
리턴 void

Begin() 공개 메소드

Begins a Texture Cube Rendering Pass.
public Begin ( TextureCube colorTextureCube, DepthBuffer depthBuffer, TextureCubeFace face, ViewPort viewPort ) : void
colorTextureCube TextureCube
depthBuffer DepthBuffer
face TextureCubeFace
viewPort ViewPort
리턴 void

Begin() 공개 메소드

Begins a FrameBuffer Pass. Binds a CubeTexture as the RenderTarget. Will automatically set the Device's ViewPort to match the dimentions of the CubeTexture.
public Begin ( TextureCube colorTextureCube, TextureCubeFace face ) : void
colorTextureCube TextureCube
face TextureCubeFace
리턴 void

Begin() 공개 메소드

Begins a FrameBuffer Pass. Binds a CubeTexture as the RenderTargets.
public Begin ( TextureCube colorTextureCube, TextureCubeFace face, ViewPort viewPort ) : void
colorTextureCube TextureCube
face TextureCubeFace
viewPort ViewPort
리턴 void

BeginDepth() 공개 메소드

Begins Depth Render Pass. Depth Texture TextureFormat "should" be TextureFormat.Depth32
public BeginDepth ( ColorBuffer colorBuffer, Texture2D depthTexture ) : void
colorBuffer ColorBuffer
depthTexture Texture2D Depth Texture Render Target
리턴 void

BeginDepth() 공개 메소드

Begins Depth Render Pass. Depth Texture TextureFormat "should" be TextureFormat.Depth32
public BeginDepth ( ColorBuffer colorBuffer, Texture2D depthTexture, ViewPort viewPort ) : void
colorBuffer ColorBuffer
depthTexture Texture2D Depth Texture Render Target
viewPort ViewPort
리턴 void

Clear() 공개 메소드

Clears this FrameBuffer. Has the same effect as calling it on the device. Ensure you can called Begin on this framebuffer first.
public Clear ( float red, float blue, float green, float alpha ) : void
red float
blue float
green float
alpha float
리턴 void

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

End() 공개 메소드

Unbinds this FrameBuffer and returns rendering back to the main device.
public End ( ) : void
리턴 void

FrameBuffer() 공개 메소드

public FrameBuffer ( Device device ) : System
device Device
리턴 System

Read() 공개 메소드

Reads from another Buffers output.
public Read ( FrameBuffer frameBuffer, FrameBufferReadTarget target ) : void
frameBuffer FrameBuffer
target FrameBufferReadTarget
리턴 void