Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Shader used to render ForcedLowQualityMaterial.
Namespace: Visual3D.Graphics3D.MaterialRenderingAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
Members
| All Members | Constructors | Fields | Properties | Methods |
| Member | Description | |
|---|---|---|
| ForcedLowQualityShader()()()() | Initializes a new instance of the ForcedLowQualityShader class | |
| AvoidDynamicFlowControlPS | When overriden in inherited class, tells shader compiler to not use
dynamic branching in pixel shaders - this will slightly decrease shader compilation
time but will also increase instruction count. (Inherited from Shader.) | |
| CheckCompileIsDone()()()() | Checks if the shader is compiled and up-to-date. (Inherited from Shader.) | |
| Clone()()()() | Returns exact copy of Shader. (Inherited from Shader.) | |
| Compile(Boolean) | Schedule compilation of this shader in its current state.
Optionally waits until compilation is done. Actual compilation is
going to be performed in another thread when compiler queue becomes empty. (Inherited from Shader.) | |
| Compile(Boolean, HashSet<(Of <<'(ShaderCacheKey>)>>)) | Schedule compilation of this shader in its current state.
Optionally waits until compilation is done. Actual compilation is
going to be performed in another thread when compiler queue becomes empty. (Inherited from Shader.) | |
| CompileBeforeOtherShaders | If set to true, this shader will be put on top of compiler queue, otherwise at bottom. (Inherited from Shader.) | |
| CompileInSyncMode | Gets/sets flag indicate that shader should be compiled in synchronous
mode, and SetToDevice should wait until compilation is complete. Default is false
(async. compile mode) (Inherited from Shader.) | |
| declare(array<IVariable>[]()[][]) | Calls Declare for each IOperand, making sure each of them is declared and initialized in HLSL code. (Inherited from Shader.) | |
| DeviceShader | Returns DeviceShader object currently in use. (Inherited from Shader.) | |
| Dispose()()()() |
Disposes shader instance.
(Inherited from Shader.) | |
| GetActiveGroups(ICollection<(Of <<'(String>)>>)) | (Inherited from Shader.) | |
| GetExtensions()()()() | Returns enumerable collection of shader extensions. (Inherited from Shader.) | |
| GetPermutationValueAccessors(Boolean) | (Inherited from Shader.) | |
| Invalidate()()()() |
Call this method in case if critical variable has been changed, and
shader must reflect these changes - track control points and compile
new DeviceShader if new pattern of control points is now in use.
(Inherited from Shader.) | |
| IsDevelopmentStage | Gets/sets flag indicate that shader is currently
in development stage. In this case, caching will not be used
for this particular shader. Existing cache will not be affected. (Inherited from Shader.) | |
| IsExtension | (Inherited from Shader.) | |
| IsScheduledForCompilation | Returns true, if shader requires or currently performs compilation. (Inherited from Shader.) | |
| lightDirection | ||
| LoadCachedShaders()()()() | Loads the shader from cache file if necessary. (Inherited from Shader.) | |
| MinPixelShaderProfile | When overriden in inherited class, tells engine to use
this profile as minimally allowed (not less). Default is PS_1_1. (Inherited from Shader.) | |
| MinVertexShaderProfile | When overriden in inherited class, tells engine to use
this profile as minimally allowed (not less). Default is VS_1_1. (Inherited from Shader.) | |
| Name | Gets/sets the name of shader. (Inherited from Shader.) | |
| non_inlined_call<(Of <<'(T>)>>)(String, array<IOperand>[]()[][]) | Invoke given method without inlining it's code. (Inherited from Shader.) | |
| NumOfCachedPermutations | Returns the total number of permutations of this shader found in the shader cache. (Inherited from Shader.) | |
| PreloadTextures()()()() | Preloads all textures bound to texture samplers. (Inherited from Shader.) | |
| RootShader |
Returns reference to the root shader in the hierarchy. If there is no parent shader, returns null.
Valid ONLY during code generation stage, so you may use it only from #SL code.
(Inherited from Shader.) | |
| SetToDevice(RenderContext) |
Assigns this shader to the graphics device by setting vertex/pixel
shaders, binding constants and sampler states. Returns true if shader
is compiled and succesfully set to device, otherwise returns false.
(Inherited from Shader.) | |
| ToString()()()() | (Inherited from Shader.) | |
| UpdateCacheKey()()()() | (Inherited from Shader.) | |
| VersionNumber | Returns a numeric version of this shader. Used
to identify cached shaders. Default is 1. (Inherited from Shader.) | |
| worldViewProjMatrix |
Inheritance Hierarchy
System..::..Object
Visual3D.Graphics3D.Shaders.SharpSL..::..Shader
Visual3D.Graphics3D.MaterialRendering..::..ForcedLowQualityShader
Visual3D.Graphics3D.Shaders.SharpSL..::..Shader
Visual3D.Graphics3D.MaterialRendering..::..ForcedLowQualityShader