Vertices Engine  v1.9.2.92
A Cross Platform game engine developed by Virtex Edge Design.
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VerticesEngine.Graphics.vxCascadeShadowRenderPass Class Reference

Cascade Shadow Map Rendering Pass. More...

Inheritance diagram for VerticesEngine.Graphics.vxCascadeShadowRenderPass:
VerticesEngine.Graphics.vxRenderPass VerticesEngine.Graphics.vxIRenderPass VerticesEngine.vxGameObject VerticesEngine.vxISelectable

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.
 
- Public Member Functions inherited from VerticesEngine.Graphics.vxRenderPass
 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)
 
- Public Member Functions inherited from VerticesEngine.vxGameObject
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.
 
- Public Member Functions inherited from VerticesEngine.Graphics.vxIRenderPass
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.
 
- Public Attributes inherited from VerticesEngine.Graphics.vxRenderPass
Matrix OrthogonalProjection
 
Matrix HalfPixelOffset
 
Vector2 _halfPixel
 
- Public Attributes inherited from VerticesEngine.vxGameObject
bool OnlySelectInSandbox = false
 

Static Public Attributes

static float ShadowBoundingBoxSize = 512
 The size of the shadow bounding box.
 
- Static Public Attributes inherited from VerticesEngine.vxGameObject
static List< string > NameRegister = new List<string>()
 The name register.
 

Protected Member Functions

override void OnDisposed ()
 Called when the entity is disposed.
 
- Protected Member Functions inherited from VerticesEngine.Graphics.vxRenderPass
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.
 
- Protected Member Functions inherited from VerticesEngine.vxGameObject
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.
 
- Properties inherited from VerticesEngine.Graphics.vxRenderPass
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]
 
- Properties inherited from VerticesEngine.vxGameObject
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]
 
- Properties inherited from VerticesEngine.Graphics.vxIRenderPass
bool IsDisposed [get]
 

Additional Inherited Members

- Events inherited from VerticesEngine.vxGameObject
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)
 

Detailed Description

Cascade Shadow Map Rendering Pass.

Constructor & Destructor Documentation

◆ vxCascadeShadowRenderPass()

VerticesEngine.Graphics.vxCascadeShadowRenderPass.vxCascadeShadowRenderPass ( )

Initializes a new instance of the T:VerticesEngine.Graphics.vxSSAOPostProcess class.

Parameters
EngineEngine.

Member Function Documentation

◆ Apply()

void VerticesEngine.Graphics.vxCascadeShadowRenderPass.Apply ( vxCamera camera)

◆ fillTextureWithBlockPattern()

void VerticesEngine.Graphics.vxCascadeShadowRenderPass.fillTextureWithBlockPattern ( Texture2D targetTexture,
int blockSize )

Fills the texture with block pattern.

Parameters
targetTextureTarget texture.
blockSizeBlock size.

◆ OnDisposed()

override void VerticesEngine.Graphics.vxCascadeShadowRenderPass.OnDisposed ( )
protectedvirtual

Called when the entity is disposed.

Reimplemented from VerticesEngine.vxGameObject.

◆ OnGraphicsRefresh()

override void VerticesEngine.Graphics.vxCascadeShadowRenderPass.OnGraphicsRefresh ( )
virtual

Called when there is a reset or refresh of Graphic settings such as resolution or setting.

Reimplemented from VerticesEngine.vxGameObject.

◆ Prepare()

void VerticesEngine.Graphics.vxCascadeShadowRenderPass.Prepare ( vxCamera camera)

◆ RegisterRenderTargetsForDebug()

override void VerticesEngine.Graphics.vxCascadeShadowRenderPass.RegisterRenderTargetsForDebug ( )
virtual

Register any render targets with the debug system here.

Reimplemented from VerticesEngine.Graphics.vxRenderPass.

◆ SetLightPosition()

void VerticesEngine.Graphics.vxCascadeShadowRenderPass.SetLightPosition ( Vector3 lightPosition)

Sets the light position.

Parameters
lightPositionLight position.

Member Data Documentation

◆ ShadowProjection

Matrix VerticesEngine.Graphics.vxCascadeShadowRenderPass.ShadowProjection

Gets the shadow projection.

The shadow projection.

◆ ShadowView

Matrix VerticesEngine.Graphics.vxCascadeShadowRenderPass.ShadowView

Gets the shadow view.

The shadow view.

Property Documentation

◆ NumberOfShadowSplits

int VerticesEngine.Graphics.vxCascadeShadowRenderPass.NumberOfShadowSplits
staticgetset

Gets the number of shadow splits.

The number of shadow splits.

◆ ShadowMapSize

int VerticesEngine.Graphics.vxCascadeShadowRenderPass.ShadowMapSize
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.


The documentation for this class was generated from the following file: