Namespace Evergine.Framework.Graphics
Classes
APostProcessingNodePortType
Represents the value of the port.
AutoExposure
Updates the exposure each frame adapt it to frame luminance average.
BaseMaterial
Base Material class.
BaseMaterialDecorator
Base Material Decorator class. (Decorate Material and ComputeTask classes).
BaseModel
Base class for 3D models.
BatcherMeshProcessor
Struct that represent a mesh to render.
BillboardInfo
Class that hold the billboard information to be rendered.
BillboardRenderFeature
Manages the mesh processor collection.
BufferContent
The buffer content.
CBufferCollectionUpdater
This is a collection of CBuffers associated by effects that is going to be updated.
CBufferCollectionUpdaterEffectEntry
This is a collection of CBuffers associated by effects that is going to be updated.
Camera
This class represent a camera in a 3D world. Cameras are the devices that capture and display the world to the player.
Camera2D
This class represent a camera in a 3D world. Cameras are the devices that capture and display the world to the player.
Camera3D
This class represent a camera in a 3D world. Cameras are the devices that capture and display the world to the player.
CameraDrawContext
Handle how a camera render a scene.
CameraRenderPath
Logical element that groups every Drawable component which shares a same feature/s. It establishes a drawing order, where every component from a same layer is rendered within the same batch.
ComputeDepthBounds
This class contains all the resource need by the compute shader used to compute the depth bounds of a camera.
ComputeTask
Execute compute effect class.
ComputeTaskDecorator
Compute task Decorator class.
ConstantBuffer
Represents a constant buffer.
CubemapLight
Represent a light that use cubemap shadow mapping.
CullingResult
Culling system result.
CullingSystem
Culling system.
DefaultRenderPipeline
Default RenderPipeline.
DirectionalLight
This class represent all properties for a sun light.
DiskLight
This class represents basic information for a disk area light.
Display
This class represent a display.
DrawContext
Allows to control how the scene is rendering.
DrawContextEffectResources
This class manage all resources associated to an effect.
DrawContextMaterialResources
This class manage all resources associated to a material.
DrawContextResources
This is a class responsible to manage all draw context resources (material, effects, resourcesets...).
Drawable2D
Represents a 2D drawable Component.
Drawable3D
Represents a 3D drawable Component.
DummyCullingSystem
Culling system.
Font
The font class.
ForwardDefaultPass
Deferred path.
ForwardDistortionPass
Distortion pass.
ForwardDrawContext
Draw context associated to the deferred render path.
ForwardRenderPath
Forward path.
ForwardZPrePass
Deferred path.
FrustumCullingSystem
Culling system.
GraphicBuffer
Represents a vertex buffer.
IndexBuffer
Represents an index buffer.
LODEntry
Represent an element associated to a LOD level.
LODGroup
Setup the LOD levels of an entity.
LODLevel
Represent the LOD level of a model. It contains all elements associated to a specific LOD level.
Light
This class represent all properties for a light.
LightDrawContext
Handle how a light render a scene.
LightRenderPath
Logical element that groups every Drawable component which shares a same feature/s. It establishes a drawing order, where every component from a same layer is rendered within the same batch.
LineBatch
The line batch 3D.
LineBatch2D
The line batch 2D.
LineBatch3D
The line batch 3D.
LineBatchMeshProcessor
Struct that represent a mesh to render.
LineBatchRenderFeature
Manages the line render feature.
Material
Graphics Material class.
MaterialDecorator
This clase represent a material decorator. A Material Decorator wrap an existing material, and help users to access and change material properties.
MaterialDecoratorAttribute
Attribute to indicate the effect associated to the MaterialDecorator.
MaterialPassResourceSet
Manage a ResourceSet.
MaterialPassResources
Resources of this material associated to a material pass.
MaterialResourceSetters
Material Resource setters collection.
MaterialResourcesCacheEntry
Material resources cache entry.
Mesh
Represents an index buffer.
MeshContainer
The mesh content.
MeshProcessor
Struct that represent a mesh to render.
MeshRenderFeature
Manages the mesh processor collection.
MeshRenderUnit
Class that represent a mesh to render.
Model
This class represent a 3D scene model.
NodeContent
The node content.
ParticlesSceneComponent
Set the particles scene manager properties.
PhotometricDirectionalLight
This class represent all properties for a sun light.
PhotometricDiskAreaLight
This class represent a disk area light with physics units.
PhotometricLightProperties
This class manges the photometric properties of a light.
PhotometricPointLight
This class represent a point light with physics units.
PhotometricRectangleAreaLight
This class represent a rectangle area light with physics units.
PhotometricSphereAreaLight
This class represent a sphere area light with physics units.
PhotometricSpotLight
This class represent a spot light with physics units.
PhotometricTubeAreaLight
This class represent a tube area light with physics units.
PointLight
This class represents basic information for a point light.
PostProcessingGraph
Represents the complete post-processing Graph.
PostProcessingGraphBatch
Holds temporal settings for a post-processing graph.
PostProcessingGraphBatchItem
Represents Post-processing graph node.
PostProcessingGraphDescription
Represents the post-processing graph serialized description.
PostProcessingGraphInfo
Class that hold the Postprocessing graph informatinon to be renderer.
PostProcessingGraphProcessor
Represents the post-processing graph processor.
PostProcessingGraphRenderFeature
Manages the post-processing graphs.
PostProcessingGraphRenderUnit
Render unit used to draw a post-processing graph.
PostProcessingInputNodePort
Represents the post-processing input node port.
PostProcessingNode
Represents the post-processing node inside of a Graph.
PostProcessingNodePort
Represents a single port (input/output) of a post-processing node.
PostProcessingNodePortDirectiveType
Represents a directive node port value.
PostProcessingNodePortLoadableType<T>
Represents the node port typed value.
PostProcessingNodePortParameterType<T>
Represents the node port typed value.
PostProcessingOutputNodePort
Represents a single port (input/output) of a post-processing node.
PostProcessingPortConnection
Represents the post-processing connection between to node ports.
RectangleLight
This class represents basic information for a rectangle area light.
ReflectionProbe
A reflection probe generator. Receive a texture cube as framebuffer target.
ReflectionProbeGenerator
A reflection probe generator. Receive a texture cube as framebuffer target.
RenderEventArgs
EventArgs used in camera render events.
RenderFeature
Manages the mesh processor collection.
RenderFeature<T>
Manages the mesh processor collection.
RenderMeshInfo
Struct that represent a mesh to render.
RenderObjectInfo
This class represent the information of an object to render.
RenderObjectResourcesCache
A pipeline state cache.
RenderObjectSource
Class that represent a source of objects to be rendered.
RenderPass
Represent a pass into a sequence of drawing a camera.
RenderPath
Logical element that groups every Drawable component which shares a same feature/s. It establishes a drawing order, where every component from a same layer is rendered within the same batch.
RenderPipeline
Allows to control how the scene is rendering.
RenderToFrameBuffer
Render to final framebuffer.
RenderUnit
Struct that represent a mesh to render.
ShadowMapPass
ShadowMap generation pass.
ShadowMapProvider
This class is responsible to manage all shadows of this scene.
ShadowRenderPath
Shadow map renderer.
SkinContent
The skin content.
SphereLight
This class represents basic information for a sphere area light.
SpotLight
This class represents basic information for a spot light.
SpriteInfo
Class that represent a sprite to be rendered.
SpriteRenderFeature
Manages the mesh processor collection.
SunComponent
Set the skybox properties to Environment material.
Transform2D
Every 2D entity must have a Transform2D component. It's used to store and manipulate the position, rotation and scale of the entity.
Transform3D
Every entity must be a transform derived component. It's used to store and manipulate the position, rotation and scale of the entity.
TubeLight
This class represents basic information for a Tube light.
VertexBuffer
Represents a vertex buffer.
VolumeLight
This class represent a dynamic light.
Structs
ForwardLightStruct
Struct with aligned data for sending a light to the shader.
Line
Represent a basic line between to points.
MaterialResourcesCacheEntry.MaterialResourcesPerPass
Material resources per pass.
PostProcessingGraphBatchItem.TextureCopy
Copy from Output texture port to input texture port.
PostProcessingGraphBatchItem.TextureResource
The resources to set in the Computetask.
RenderBatch
Represent a batch to be rendered.
SamplerSlot
Sampler slot class.
TextureSlot
Texture sampler class.
UnorderedAccessBuffer
Unordered Access Buffer.
ViewPose
Store the View element pose.
ViewProperties
View properties.
Enums
FieldOfViewAxis
The field of view axis.
LightType
This class represent all properties for a light.
PostProcessingGraphBatchItem.TextureCopy.FromTextureTypes
Represents the render pipeline textures.
PostProcessingGraphBatchItem.TextureResource.ResourceTypes
Indicate the type the resources.
PowerOfTwoSize
Power of two sizes.
ReflectionProbeUpdateStrategy
Specifies the update strategy of the reflection probe.
RenderFlags
Enum with the available render flags.
RenderObjectInfo.CullingTypes
Culling Type is used with the Culling System to choose which objects will be drawn.
ShadowMapProvider.Filter
Shadow filter.
ShadowMapProvider.ShadowMapSize
The shadow texture square size.
Transform2D.TransformMode
The transform 2D mode.
Delegates
DrawContext.DrawContextEventHandler
Draw context event delegate.
DrawContext.DrawContextPassEventHandler
Drawing context pass event delegate.
MeshProcessor.RenderObjectInfoAccessor
The mesh accessor.