Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Types
| All Types | Classes | Interfaces | Enumerations |
| Name | Description | |
|---|---|---|
| AutoNames |
Implements auto-naming of temporary variables during HLSL code generation.
| |
| BasicValue<(Of <(<'T>)>)> |
Base class of temporary and input/output values.
| |
| BasicValueUsage |
Describe how BasicValue (or derived object) is being used.
| |
| DeviceSampler |
Implements bridge between sampler1D/sampler2D/sampler3D variable and sampler state
on XNA device.
| |
| DeviceShader |
Contains set of compiled shaders, uniform parameter tables and sampler
variable accessors, used in Shader.SetToDevice() method.
| |
| DeviceShaderParameter |
Implements bridge between a device shader constant and actual value
to pass into constant. Provide very fast write with delegates on typed methods.
| |
| Expression<(Of <(<'T>)>)> |
Base class for math expressions. When being cast to one of NamedValue-derived classes,
produces a line of code with that NamedOperand on left side, and expression on right side of =.
| |
| IOperand |
Root interface for any HLSL type.
| |
| IOperand<(Of <(<'T>)>)> |
Extends IOperand with typed Data property, which gets and
sets underlying primitive type data.
| |
| ISampler |
Define data and settings specific for texture samplers.
| |
| IVariable |
Extends IOperand with Name and Usage properties, specific for named variables
and input/output shader parameters.
| |
| NamedValue<(Of <(<'T>)>)> |
Contains implementation of indexing swizzles, allowing to write such expressions like
float1 x = color[0];
| |
| ShaderCompilationContext |