The Scene Lighting Pass applies all lighting including both applying shadows and lights to the scene.
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| vxSceneLightRenderingPass () |
| Scene Lighting Pass.
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override void | RegisterRenderTargetsForDebug () |
| Register any render targets with the debug system here.
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void | Prepare (vxCamera camera) |
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void | Apply (vxCamera camera) |
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| vxRenderPass (string name, Effect shader) |
| Constructor for a render feature.
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virtual void | LoadContent () |
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virtual void | RefreshSettings () |
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override void | OnGraphicsRefresh () |
| Called when there is a reset or refresh of Graphic settings such as resolution or setting.
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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.
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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.
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void | DrawFullscreenQuad (string tag, Texture2D texture, int width, int height) |
| Draws With No Effect Used.
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void | SetEffectParameter (string param, float value) |
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void | SetEffectParameter (string param, Vector2 value) |
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void | SetEffectParameter (string param, Vector3 value) |
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void | SetEffectParameter (string param, Vector4 value) |
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void | SetEffectParameter (string param, Color value) |
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void | SetEffectParameter (string param, Matrix value) |
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void | SetEffectParameter (string param, Texture2D value) |
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virtual void | OnEnabled () |
| Called on Component Enabled.
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virtual void | OnDisabled () |
| Called on Component Disabled.
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virtual void | OnSelected () |
| Called when Selected.
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virtual void | OnUnSelected () |
| Called when Unselected.
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virtual string | GetTitle () |
| Gets the title.
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virtual Texture2D | GetIcon (int w, int h) |
| Gets the icon for this game object. Override this to provide per-entity cusomtization.
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| vxGameObject () |
| Creates a new vxGameObject.
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void | Dispose () |
| Dispposes this Object.
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void | OnGraphicsRefresh () |
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void | LoadContent () |
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void | Dispose () |
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Matrix | OrthogonalProjection |
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Matrix | HalfPixelOffset |
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Vector2 | _halfPixel |
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bool | OnlySelectInSandbox = false |
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static List< string > | NameRegister = new List<string>() |
| The name register.
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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.
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string | Name [get] |
| The name of this post processor.
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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.
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Effect | Effect [get] |
| The main effect for this Post Process.
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EffectParameterCollection | Parameters [get] |
| The parameters for the main effect.
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vxRenderPipeline | Renderer [get] |
| The renderering engine which will be using this Post Process.
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Vector2 | ScreenResolution [set] |
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Vector2 | HalfPixel [get, set] |
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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.
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bool | IsEnabled [get, set] |
| Is this Game Object Enabled currently.
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string | Id [get, set] |
| A unqiue string id which allows references to items to be serialised between sessions.
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Texture2D | DefaultTexture [get] |
| Gets the default texture.
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vxEnumSandboxStatus | SandboxState [get] |
| State of the Entity which is triggered by the simulation.
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vxSelectionState | SelectionState [get, set] |
| Gets or sets the selection state.
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vxSelectionState | PreviousSelectionState [get] |
| Get's the previous selection state.
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bool | IsDisposed [get] |
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bool | IsDisposed [get] |
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EventHandler< EventArgs > | Selected |
| Event Fired when the Items Selection stat Changes too Hovered.
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EventHandler< EventArgs > | UnSelected |
| Event Fired when the Items Selection stat Changes too unselected (or unhovered)
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The Scene Lighting Pass applies all lighting including both applying shadows and lights to the scene.