Namespace Evergine.Framework.Graphics
Classes
APostProcessingNodePortType
Represents the port value.
AutoExposure
Updates the exposure each frame to adapt it to the average frame luminance.
BaseMaterial
Base material class.
BaseMaterialDecorator
Base Material Decorator class. (Decorates Material and ComputeTask classes).
BaseModel
Base class for 3D models.
BatcherMeshProcessor
Struct that represents a mesh to render.
BillboardInfo
Class that holds the billboard information to be rendered.
BillboardRenderFeature
Manages the mesh processor collection.
BufferContent
The content of the buffer.
CBufferCollectionUpdater
This is a collection of CBuffers associated with effects that is going to be updated.
CBufferCollectionUpdaterEffectEntry
This is a collection of CBuffers associated with effects that is going to be updated.
Camera
This class represents a camera in a 3D world. Cameras are the devices that capture and display the world to the player.
Camera3D
This class represents a camera in a 3D world. Cameras are the devices that capture and display the world to the player.
CameraDrawContext
Handles how a camera renders a scene.
CameraRenderPath
Logical element that groups every Drawable component which shares the same feature/s. It establishes a drawing order, where every component from the same layer is rendered within the same batch.
ComputeDepthBounds
This class contains all the resources needed by the compute shader used to compute the depth bounds of a camera.
ComputeTask
Executes the compute effect class.
ComputeTaskDecorator
Computes task decorator class.
ConstantBuffer
Represents a constant buffer.
CubemapLight
Represents a light that uses cubemap shadow mapping.
CullingResult
Culling system results.
CullingSystem
Culling system.
DefaultRenderPipeline
Default render pipeline.
DirectionalLight
This class represents all properties of sunlight.
DiskLight
This class represents basic information about a disk area light.
Display
This class represents a display.
DrawContext
Allows control over how the scene is rendered.
DrawContextEffectResources
This class manages all resources associated with an effect.
DrawContextMaterialResources
This class manages all resources associated with a material.
DrawContextResources
This is a class responsible for managing all draw context resources (material, effects, resourcesets, etc.).
Drawable3D
Represents a 3D drawable Component.
DummyCullingSystem
Culling system.
Font
The Font class.
ForwardDefaultPass
Deferred path.
ForwardDrawContext
Draws context associated with the deferred render path.
ForwardGBufferPass
GBuffer pass.
ForwardRenderPath
Forward path.
ForwardZPrePass
Deferred path.
FrustumCullingSystem
Culling system.
GraphicBuffer
Represents a vertex buffer.
IndexBuffer
Represents an index buffer.
LODEntry
Represents an element associated with a LOD level.
LODGroup
Sets up the LOD levels of an entity.
LODLevel
Represents the LOD level of a model. It contains all elements associated with a specific LOD level.
Light
This class represents all properties of a light.
LightDrawContext
Handles how a light renders a scene.
LightRenderPath
Logical element that groups every Drawable component which shares the same features. It establishes a drawing order, where every component from the same layer is rendered within the same batch.
LineBatch
The 3D line batch.
LineBatch3D
The 3D line batch.
LineBatchMeshProcessor
Struct that represents a mesh to render.
LineBatchRenderFeature
Manages the line rendering feature.
Material
Graphics material class.
MaterialDecorator
This class represents a material decorator. A Material Decorator wraps an existing material and helps users to access and change material properties.
MaterialDecoratorAttribute
Attribute to indicate the effect associated with the MaterialDecorator.
MaterialPassResourceSet
Manages a ResourceSet.
MaterialPassResources
Resources of this material are associated with a material pass.
MaterialResourceSetters
Collection of Material Resource setters.
MaterialResourcesCacheEntry
Cache entry for material resources.
Mesh
Represents an index buffer.
MeshContainer
Represents the mesh content.
MeshProcessor
Struct that represents a mesh to render.
MeshRenderFeature
Manages the mesh processor collection.
MeshRenderUnit
Class that represents a mesh to render.
Model
This class represents a 3D scene model.
MorphTargetContent
Content of the morph target.
NodeContent
The content of the node.
ParticlesSceneComponent
Sets the particle scene manager properties.
PhotometricDirectionalLight
This class represents all properties of a sunlight.
PhotometricDiskAreaLight
This class represents a disk area light with physical units.
PhotometricLightProperties
This class manages the photometric properties of a light.
PhotometricPointLight
This class represents a point light with physics units.
PhotometricRectangleAreaLight
This class represents a rectangular area light with physics units.
PhotometricSphereAreaLight
This class represents a sphere area light with physical units.
PhotometricSpotLight
This class represents a spotlight with physics units.
PhotometricTubeAreaLight
This class represents a tube area light with physical units.
PointLight
This class represents the basic information for a point light.
PostProcessingGraph
Represents the complete post-processing graph.
PostProcessingGraphBatch
Holds temporary settings for a post-processing graph.
PostProcessingGraphBatchItem
Represents a post-processing graph node.
PostProcessingGraphDescription
Represents the serialized description of the post-processing graph.
PostProcessingGraphInfo
Class that holds the Postprocessing graph information to be rendered.
PostProcessingGraphProcessor
Represents the post-processing graph processor.
PostProcessingGraphRenderFeature
Manages post-processing graphs.
PostProcessingGraphRenderUnit
Rendering unit used to draw a post-processing graph.
PostProcessingInputNodePort
Represents the post-processing input node port.
PostProcessingNode
Represents the post-processing node inside 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's port typed value.
PostProcessingNodePortParameterType<T>
Represents the node port type value.
PostProcessingOutputNodePort
Represents a single port (input/output) of a post-processing node.
PostProcessingPortConnection
Represents the post-processing connection between two node ports.
RectangleLight
This class represents basic information for a rectangular area light.
ReflectionProbe
A reflection probe generator. Receives a texture cube as a framebuffer target.
ReflectionProbeGenerator
A reflection probe generator. Receives a texture cube as a framebuffer target.
RenderEventArgs
EventArgs used in camera rendering events.
RenderFeature
Manages the mesh processor's collection.
RenderFeature<T>
Manages the mesh processor collection.
RenderMeshInfo
Struct that represents a mesh to render.
RenderObjectInfo
This class represents the information of an object to be rendered.
RenderObjectResourcesCache
A cache for pipeline states.
RenderObjectSource
Class that represents a source of objects to be rendered.
RenderPass
Represents a pass in a sequence of drawing with a camera.
RenderPath
Logical element that groups every Drawable component which shares the same feature/s. It establishes a drawing order, where every component from the same layer is rendered within the same batch.
RenderPipeline
Allows control over how the scene is rendered.
RenderToFrameBuffer
Renders to the final framebuffer.
RenderUnit
Struct that represents a mesh to render.
ShadowMapPass
Shadow map generation pass.
ShadowMapProvider
This class is responsible for managing all shadows in this scene.
ShadowRenderPath
Shadow map renderer.
SkinContent
The content of the skin.
SphereLight
This class represents basic information about a spherical area light.
SpotLight
This class represents basic information for a spotlight.
SunComponent
Sets the skybox properties to the environment material.
Transform3D
Every entity must be a transform-derived component. It is used to store and manipulate the position, rotation, and scale of the entity.
TubeLight
This class represents basic information about a tube light.
VertexBuffer
Represents a vertex buffer.
VolumeLight
This class represents a dynamic light.
Structs
ForwardLightStruct
Struct containing aligned data for sending a light to the shader.
Line
Represents a basic line between two points.
MaterialResourcesCacheEntry.MaterialResourcesPerPass
Material resources per pass.
PostProcessingGraphBatchItem.TextureCopy
Copies from the output texture port to the input texture port.
PostProcessingGraphBatchItem.TextureResource
The resources to be set in the ComputeTask.
RenderBatch
Represents a batch to be rendered.
SamplerSlot
Sampler slot class.
TextureSlot
Texture sampler class.
UnorderedAccessBuffer
Unordered Access Buffer.
ViewPose
Stores the View element pose.
ViewProperties
View the properties.
Enums
FieldOfViewAxis
The field of view axis.
LightType
This class represents all properties of a light.
PostProcessingGraphBatchItem.TextureCopy.FromTextureTypes
Represents the rendering pipeline textures.
PostProcessingGraphBatchItem.TextureResource.ResourceTypes
Indicates the type of the resources.
PowerOfTwoSize
Powers of two.
ReflectionProbeUpdateStrategy
Specifies the update strategy for the reflection probe.
RenderFlags
Enum with 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's square size.
Delegates
DrawContext.DrawContextEventHandler
Draw context event delegate.
DrawContext.DrawContextPassEventHandler
Drawing context pass event delegate.
MeshProcessor.RenderObjectInfoAccessor
The mesh accessor.