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

Classes

class  Layer
 
class  LensFlareComponent
 Reusable component for drawing a lensflare effect over the top of a 3D scene. More...
 
class  NonPhotoRealisticSettings
 Class holds all the settings used to tweak the non-photorealistic rendering. More...
 
class  TextureSet
 A set of textures which include a. More...
 
class  vxAntiAliasPostProcess
 
class  vxAssetCreator2D
 This is a 2D Asset Creator which can generate Textures from Farseer Assets. This has been taken and slightly modified from the Farseer Test Bed. More...
 
class  vxBlurEffectsPostProcess
 Takes the current scene and applies Bloom, Depth of Field and Chromatic Aboration to that scene. More...
 
class  vxCameraMotionBlurPostProcess
 Grab a scene that has already been rendered, and add a distortion effect over the top of it. More...
 
class  vxCascadeShadowRenderPass
 Cascade Shadow Map Rendering Pass. More...
 
class  vxDebugEffect
 
class  vxDebugRenderPass
 Grab a scene that has already been rendered, and add a distortion effect over the top of it. More...
 
class  vxDirectionalLight
 Base class for a 3D Light Entity used in Defferred Rendering. More...
 
class  vxDistortionPostProcess
 Grab a scene that has already been rendered, and add a distortion effect over the top of it. More...
 
class  vxDistortionPostProcess2D
 Grab a scene that has already been rendered, and add a distortion effect over the top of it. More...
 
class  vxEdgeDetectPostProcess
 
class  vxEditorTempEntityEffect
 
class  vxEffectParameter
 Effect parameter. More...
 
class  vxEntityRenderer
 
class  vxFogPostProcess
 Grab a scene that has already been rendered, and add a distortion effect over the top of it. More...
 
class  vxGBufferRenderingPass
 
class  vxGraphics
 Graphical Variables like the Main Sprite Sheet and Getting New Render Textures. More...
 
class  vxImportResult
 
interface  vxIRenderPass
 
class  vxLensFlareComponent
 Reusable component for drawing a lensflare effect over the top of a 3D scene. More...
 
class  vxLightEntity
 Base class for a 3D Light Entity used in Defferred Rendering. More...
 
class  vxLineBatch
 This is a Line Batch Drawer which can draw lines based off a number of different inputs (i.e. Shapes, Vertices etc...). This has been taken and slightly modified from the Farseer Test Bed. More...
 
class  vxLineRenderer
 
class  vxMainScene2DRenderPass
 This is the main scene render pass for a 3D scene. This first draws all meshes' with opaque and then performs a alpha pass. More...
 
class  vxMainScene3DRenderPass
 This is the main scene render pass for a 3D scene. This first draws all meshes' with opaque and then performs a alpha pass. More...
 
class  vxMaterial
 A material is what is used to draw a mesh. It can expose common shader parameters along with allowing for expansion. More...
 
class  vxMesh
 A custom mesh class which holds vertices mesh data and texture references. Note a material should be applied to this mesh. More...
 
class  vxMeshHelper
 A Model Class which loads and processes all data at runtime. Although this add's to load times, it allows for more control as well as modding for any and all models which are used in the game. Using three different models to handle different types of rendering does add too over all installation size, it is necessary to allow the shaders to be compiled for cross platform use. More...
 
class  vxMeshRenderer
 Mesh Renderer Component for centralizing the logic for rendering a 3D Mesh with a specific set of materials. More...
 
class  vxMeshSet
 This is an experimental system which works with *obj models on their most basic levels allowing for Voxel engines and Pseudo "Instance Meshing to be possible within Monogame and on a cross platform level. More...
 
struct  vxMeshVertex
 The vertex structure for drawing Models in the Vertices Engine. It uses Position, Normal, UV, Tangent and BiNormal. More...
 
class  vxModelMesh
 The model mesh. More...
 
class  vxModelMeshPart
 The model mesh part which holds the Geometry data such as Vertices, Normal, UV Texture Coordinates, Binormal and Tangent data. More...
 
class  vxModelVoxel
 Imports an *.obj file, parsing out the Vertices, Texture UV Coordinates as well as Vertice Normals. More...
 
class  vxOutlineEffect
 
class  vxParticleRenderer
 Mesh Renderer Component for centralizing the logic for rendering a 3D Mesh with a specific set of materials. More...
 
class  vxRenderPass
 The base class for creating a Post Processor for the Vertices Engine. More...
 
class  vxRenderPipeline
 This component renders a scene given the camera. More...
 
class  vxRenderSettings
 
class  vxSceneBlurPostProcess
 
class  vxSceneLightRenderingPass
 The Scene Lighting Pass applies all lighting including both applying shadows and lights to the scene. More...
 
class  vxSelectedItemEdgePostProcess
 
class  vxShader
 A shader is a class which is used to draw an object. These essentially consuming and extend the previous 'Effect' class from XNA and MonoGame. More...
 
class  vxShadowEffect
 
class  vxSkyBoxMaterial
 
class  vxSkyboxRenderer
 Mesh Renderer Component for centralizing the logic for rendering a 3D Mesh with a specific set of materials. More...
 
class  vxSpriteBatch
 The sprite batch used by the Vertices Engine to measure and count Batch Calls. This is mostly for profiling and organization as well as allows for extention methods to be created. More...
 
class  vxSpriteRenderer
 
class  vxStaticMeshRenderer
 Static Mesh Renderer is used for grouping static objects together to all be rendered as a group instead of rendering each mesh/object individually. Note that this must be an object which doesn't move and will use the same material for all objects. More...
 
class  vxSunLightPostProcess
 Renders the sun effects such as lens flare and god rays. More...
 
class  vxTerrainMeshPart
 The model mesh part which holds the Geometry data such as Vertices, Normal, UV Texture Coordinates, Binormal and Tangent data. More...
 
class  vxTerrainModelMesh
 The model mesh part which holds the Geometry data such as Vertices, Normal, UV Texture Coordinates, Binormal and Tangent data. More...
 
class  vxUtilityEffect
 
class  vxViewportManager
 Viewport manager which really only reports different facts about Cameras and Viewports being used. It also draws the Split Screen borders, so if you want a different look, then override this class. More...
 
class  vxWaterMaterial
 

Enumerations

enum  LightType { Point , Directional }
 
enum  vxFullScreenMode { Windowed , Borderless , Fullscreen }
 What is the full screen mode of the current screen.
 
enum  DistortionTechniques { DisplacementMapped , HeatHaze , PullIn , ZeroDisplacement }
 Distortion techniques. More...
 
enum  MeshTextureType {
  Diffuse , NormalMap , RMAMap , DistortionMap ,
  CubeMap , EmissiveMap
}
 
enum  vxAntiAliasType { None , FXAA }
 
enum  vxEnumBlurDirection { PreBloom , BlurredHorizontally , BlurredBothWays , FinalResult }
 Intermediate buffer. Optionally displays one of the intermediate buffers used by the bloom postprocess, so you can see exactly what is being drawn into each rendertarget. More...
 
enum  vxImportResultStatus { Success , Warnings , Errors }
 
enum  ReflectionType { None , CubeMaps , SSR }
 
enum  vxGraphicalBackend { DirectX , OpenGL , Android , iOS }
 An enum holding the platform/backend type for this engine build. More...
 

Enumeration Type Documentation

◆ DistortionTechniques

Distortion techniques.

Enumerator
DisplacementMapped 

Distortion casused by a distortion map.

HeatHaze 

The heat haze distortion.

PullIn 

Pull In Distortion.

ZeroDisplacement 

No Displacement or Distortion.

◆ vxEnumBlurDirection

Intermediate buffer. Optionally displays one of the intermediate buffers used by the bloom postprocess, so you can see exactly what is being drawn into each rendertarget.

Enumerator
PreBloom 

The pre bloom.

BlurredHorizontally 

The blurred horizontally.

BlurredBothWays 

The blurred both ways.

FinalResult 

The final result.

◆ vxGraphicalBackend

An enum holding the platform/backend type for this engine build.

Enumerator
DirectX 

This build is running with the DirectX backend.

OpenGL 

This build is running with the Desktop OpenGL backend.

Android 

This build is running with the Android backend.

iOS 

This build is running with the iOS backend.