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    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.

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