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Vertices Engine
v1.9.2.92
A Cross Platform game engine developed by Virtex Edge Design.
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Cascade Shadow Map Rendering Pass. More...
Public Member Functions | |
vxCascadeShadowRenderPass () | |
Initializes a new instance of the T:VerticesEngine.Graphics.vxSSAOPostProcess class. | |
void | InitialiseShadowMapViewports () |
override void | RegisterRenderTargetsForDebug () |
Register any render targets with the debug system here. | |
override void | OnGraphicsRefresh () |
Called when there is a reset or refresh of Graphic settings such as resolution or setting. | |
void | Prepare (vxCamera camera) |
void | Apply (vxCamera camera) |
void | DrawDebug (vxCamera camera) |
void | fillTextureWithBlockPattern (Texture2D targetTexture, int blockSize) |
Fills the texture with block pattern. | |
void | swapShadowMapWithBlockTexture () |
Swaps the shadow map with block texture. | |
void | SetLightPosition (Vector3 lightPosition) |
Sets the light position. | |
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vxRenderPass (string name, Effect shader) | |
Constructor for a render feature. | |
virtual void | LoadContent () |
virtual void | RefreshSettings () |
override void | OnGraphicsRefresh () |
Called when there is a reset or refresh of Graphic settings such as resolution or setting. | |
void | DrawRenderTargetIntoOther (string tag, Texture2D texture, RenderTarget2D renderTarget, Effect effect) |
Helper for drawing a texture into a rendertarget, using a custom shader to apply postprocessing effects. | |
void | DrawFullscreenQuad (string tag, Texture2D texture, int width, int height, Effect effect) |
Helper for drawing a texture into the current rendertarget, using a custom shader to apply postprocessing effects. | |
void | DrawFullscreenQuad (string tag, Texture2D texture, int width, int height) |
Draws With No Effect Used. | |
void | SetEffectParameter (string param, float value) |
void | SetEffectParameter (string param, Vector2 value) |
void | SetEffectParameter (string param, Vector3 value) |
void | SetEffectParameter (string param, Vector4 value) |
void | SetEffectParameter (string param, Color value) |
void | SetEffectParameter (string param, Matrix value) |
void | SetEffectParameter (string param, Texture2D value) |
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virtual void | OnEnabled () |
Called on Component Enabled. | |
virtual void | OnDisabled () |
Called on Component Disabled. | |
virtual void | OnSelected () |
Called when Selected. | |
virtual void | OnUnSelected () |
Called when Unselected. | |
virtual string | GetTitle () |
Gets the title. | |
virtual Texture2D | GetIcon (int w, int h) |
Gets the icon for this game object. Override this to provide per-entity cusomtization. | |
vxGameObject () | |
Creates a new vxGameObject. | |
void | Dispose () |
Dispposes this Object. | |
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void | LoadContent () |
void | Dispose () |
Public Attributes | |
List< Viewport > | ShadowViewports = new List<Viewport>() |
RenderTarget2D | ShadowMap |
Shadow Map Render Target. | |
RenderTarget2D | ShadowMapBlockTexture |
The block texture for use in shadow map debugging. | |
bool | mSnapShadowMaps = true |
The m snap shadow maps. | |
Matrix | ShadowView |
Gets the shadow view. | |
Matrix | ShadowProjection |
Gets the shadow projection. | |
Matrix[] | ShadowProjections |
The shadow projections. | |
Matrix[] | ShadowSplitProjections |
The shadow split projections. | |
Matrix[] | ShadowSplitProjectionsWithTiling |
The shadow split projections with tiling. | |
Vector4[] | ShadowSplitTileBounds |
The shadow split tile bounds. | |
Vector3[][] | ViewFrustumSplits |
The view frustum splits. | |
Color | ViewFrustumColor = new Color(0, 255, 255, 32) |
The color of the view frustum. | |
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Matrix | OrthogonalProjection |
Matrix | HalfPixelOffset |
Vector2 | _halfPixel |
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bool | OnlySelectInSandbox = false |
Static Public Attributes | |
static float | ShadowBoundingBoxSize = 512 |
The size of the shadow bounding box. | |
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static List< string > | NameRegister = new List<string>() |
The name register. | |
Protected Member Functions | |
override void | OnDisposed () |
Called when the entity is disposed. | |
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virtual void | OnInitialised () |
Called when the render pipeline is initialised. This is where you can query the renderer for other render passes. | |
override void | OnDisposed () |
Called when the entity is disposed. | |
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virtual void | OnVisibilityChanged () |
Called when an Objects Visibility Changes. | |
virtual bool | HasId () |
virtual void | OnSelectionStateChange () |
Called when the selection state changes. | |
virtual string | GetIdPrefix () |
Properties | |
static vxEnumQuality | ShadowQaulity [get, set] |
Matrix | InverseViewProjection [set] |
Intensity of the edge dection. | |
Matrix | ViewProjection [set] |
static int | NumberOfShadowSplits [get, set] |
Gets the number of shadow splits. | |
static int | ShadowMapSize [get, set] |
Shadow Map Render Target Size. | |
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virtual string | RenderPass [get] |
This represents a Render pass int which can be overrid to pas a custom designed enum for specifing the rendering pass. | |
string | Name [get] |
The name of this post processor. | |
bool | IsInitialised [get] |
Has this render feature been initialised yet? Note that render features must be added during game startup in the vxGame.OnRenderPipelineInitialised(vxRenderPipeline) method. | |
Effect | Effect [get] |
The main effect for this Post Process. | |
EffectParameterCollection | Parameters [get] |
The parameters for the main effect. | |
vxRenderPipeline | Renderer [get] |
The renderering engine which will be using this Post Process. | |
Vector2 | ScreenResolution [set] |
Vector2 | HalfPixel [get, set] |
Matrix | MatrixTransform [get, set] |
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bool | IsVisible [get, set] |
Is this Game Object currently visible? Note that an Object can be Enabled, but not visible. | |
bool | IsEnabled [get, set] |
Is this Game Object Enabled currently. | |
string | Id [get, set] |
A unqiue string id which allows references to items to be serialised between sessions. | |
Texture2D | DefaultTexture [get] |
Gets the default texture. | |
vxEnumSandboxStatus | SandboxState [get] |
State of the Entity which is triggered by the simulation. | |
vxSelectionState | SelectionState [get, set] |
Gets or sets the selection state. | |
vxSelectionState | PreviousSelectionState [get] |
Get's the previous selection state. | |
bool | IsDisposed [get] |
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bool | IsDisposed [get] |
Additional Inherited Members | |
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EventHandler< EventArgs > | Selected |
Event Fired when the Items Selection stat Changes too Hovered. | |
EventHandler< EventArgs > | UnSelected |
Event Fired when the Items Selection stat Changes too unselected (or unhovered) | |
Cascade Shadow Map Rendering Pass.
VerticesEngine.Graphics.vxCascadeShadowRenderPass.vxCascadeShadowRenderPass | ( | ) |
Initializes a new instance of the T:VerticesEngine.Graphics.vxSSAOPostProcess class.
Engine | Engine. |
void VerticesEngine.Graphics.vxCascadeShadowRenderPass.Apply | ( | vxCamera | camera | ) |
Implements VerticesEngine.Graphics.vxIRenderPass.
void VerticesEngine.Graphics.vxCascadeShadowRenderPass.fillTextureWithBlockPattern | ( | Texture2D | targetTexture, |
int | blockSize ) |
Fills the texture with block pattern.
targetTexture | Target texture. |
blockSize | Block size. |
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protectedvirtual |
Called when the entity is disposed.
Reimplemented from VerticesEngine.vxGameObject.
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virtual |
Called when there is a reset or refresh of Graphic settings such as resolution or setting.
Reimplemented from VerticesEngine.vxGameObject.
void VerticesEngine.Graphics.vxCascadeShadowRenderPass.Prepare | ( | vxCamera | camera | ) |
Implements VerticesEngine.Graphics.vxIRenderPass.
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virtual |
Register any render targets with the debug system here.
Reimplemented from VerticesEngine.Graphics.vxRenderPass.
void VerticesEngine.Graphics.vxCascadeShadowRenderPass.SetLightPosition | ( | Vector3 | lightPosition | ) |
Sets the light position.
lightPosition | Light position. |
Matrix VerticesEngine.Graphics.vxCascadeShadowRenderPass.ShadowProjection |
Gets the shadow projection.
The shadow projection.
Matrix VerticesEngine.Graphics.vxCascadeShadowRenderPass.ShadowView |
Gets the shadow view.
The shadow view.
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staticgetset |
Gets the number of shadow splits.
The number of shadow splits.
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staticgetset |
Shadow Map Render Target Size.
A higher value will give sharper looking shaows. The Default Value is 512, but it can go up too 2048.