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)
Component of render pipeline - binds together Camera, Viewport, RenderTarget and
implements Render method which draws arbitrary geometry on render target.
Examples of pipeline components: 'Render Scene Graph', 'Perform Post Effect'
'Render GUI', 'Render To Texture' etc.
Namespace: Visual3D.Graphics3DAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
[SerializableAttribute] public abstract class RenderPipelineComponent : ComponentBase, IDisposable, IComparable<RenderPipelineComponent>
<SerializableAttribute> _ Public MustInherit Class RenderPipelineComponent _ Inherits ComponentBase _ Implements IDisposable, IComparable(Of RenderPipelineComponent)
Members
| All Members | Constructors | Properties | Methods | Events |
| Member | Description | |
|---|---|---|
| RenderPipelineComponent(String) | Create a RenderPipelineComponent with default camera,
full-screen viewport and back buffer as render target. | |
| RenderPipelineComponent(String, Camera) | Create a RenderPipelineComponent with specified camera,
full-screen viewport and back buffer as render target. | |
| RenderPipelineComponent(String, RenderTarget) | Create a RenderPipelineComponent with default camera,
full-screen viewport and given render target. | |
| RenderPipelineComponent(String, Viewport) | Create a RenderPipelineComponent with default camera,
specified viewport and back buffer as render target. | |
| RenderPipelineComponent(String, Camera, RenderTarget) | Create a RenderPipelineComponent with specified camera,
given render target and full-screen viewport. | |
| RenderPipelineComponent(String, Camera, Viewport) | Create a RenderPipelineComponent with specified camera,
given viewport and back buffer as render target. | |
| RenderPipelineComponent(String, RenderTarget, Viewport) | Create a RenderPipelineComponent with default camera,
specified viewport and given render target. | |
| RenderPipelineComponent(String, Camera, RenderTarget, Viewport) | Create a RenderPipelineComponent with specified camera,
viewport and render target. | |
| AcceptsInput | Gets/sets flag indicate that the component of rendering pipeline accepts
input events from mouse. Default is false.
| |
| AfterRender | This event fires after Render method is called for this component. | |
| BeforeRender | This event fires before Render method is called for this component. | |
| Camera | Gets/sets a camera, which defines viewpoint and view frustrum. | |
| CameraChanged | Fires when Camera was assigned to new value. | |
| ClearAreaRectangles | Gets/sets optional array of rectangles to clear, in pixel units within render target.
Rectangle positions and size will be clipped to viewport bounds. Set to null to clear entire viewport.
Default is null. | |
| ClearColorValue | Gets/sets color to fill render target with, prior to render this component.
Default is Black. Ignored in case if ClearBufferOptions does not contain Target flag,
OR if ClearBufferColorHDR contains non-null reference. | |
| ClearColorValueHDR | Gets/sets HDR color (as Vector4) to fill render target with, prior to render this component.
If contains null value, ClearBufferColor will be used instead (32-bit color).
Default is null reference. Ignored in case if ClearBufferOptions does not contain Target flag. | |
| ClearDepthValue | Gets/sets depth value to fill depth buffer with, prior to render this component.
Default is 1. Ignored in case if ClearBufferOptions does not contain Depth flag. | |
| ClearEntireRenderTargetBeforeUpdate | Turns ON/OFF clearing entire render target before rendering this component.
To account viewport bounds and clear only viewport area, use ClearViewportBeforeUpdate property.
Default is true. See also ClearXXXX properties for more options. | |
| ClearOptions | Gets/sets flags specifying what surfaces to clear prior to
render this component. Note that only area clipped by viewport will
be cleared. Default value is Target|DepthBuffer. See additional
options in properties named as ClearBuffer[option]. | |
| ClearStencilValue | Gets/sets depth value to fill stencil buffer with, prior to render this component.
Default is 0. Ignored in case if ClearBufferOptions does not contain Stencil flag. | |
| ClearViewportBeforeUpdate | Turns ON/OFF clearing viewport area before rendering this component.
To ignore viewport bounds and clear render target entirely, use ClearEntireRenderTargetBeforeUpdate property.
Default is true. See also ClearXXXX properties for more options. | |
| CompareTo(RenderPipelineComponent) | ||
| Components | Components that are attached to this Entity. (Inherited from ComponentBase.) | |
| ComponentsForGlobalSceneFolders | (Inherited from ComponentBase.) | |
| Context | Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills. (Inherited from ComponentBase.) | |
| CreateService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| CurrentPipeline | ||
| Dispose()()()() | Disposes the component of rendering pipeline. | |
| Disposed | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)(TService%) | (Inherited from ComponentBase.) | |
| HasComponents | (Inherited from ComponentBase.) | |
| Invalidate()()()() | Invalidates component state; specific implementation depends on particular component.
Called by framework after device reset, or can be called manually to force component
update on next frame. Default implementation does nothing. | |
| IsActive | Gets/sets flag indicate that component is active. Inactive
components are skipped during rendering a frame. Default is true (component is active). | |
| IsDeserialized | Indicates if Instance was created by Deserialization. (Inherited from ComponentBase.) | |
| IsDisposed | Indicates if Dispose() was called for this instance (and it's either in process of Disposing or already fully disposed). (Inherited from ComponentBase.) | |
| IsSaved | Indicates if the component is to be Saved when the owning context is saved
(e.g. for components in your scene, this controls whether or not they are saved to the scene file when the scene is saved).
Typically objects are 'Saved', unless they are transient to be programmatically created each time. (Inherited from ComponentBase.) | |
| IsStandardComponent | Indicates if component should be considered "Standard" and never removed during "purging". | |
| Name | Gets/sets the name of this component. | |
| OnAddedToPipeline(RenderPipeline) | ||
| OnMemberwiseClone()()()() | (Inherited from ComponentBase.) | |
| OnRemovedFromPipeline(RenderPipeline) | ||
| Priority | Gets/sets a priority of this component. Components with LOWER priorities are
rendered FIRST. For example, GUI may have priority 10000, and post-effect may have priority 20000.
Standard priorities are defined in constants of StandardRenderPipeline class. Default value is 0. | |
| Render(RenderContext) | Renders the component on graphics device. | |
| RenderTarget | Gets/sets a render target to render on. | |
| RenderTargetChanged | Fires when RenderTarget was assigned to new value. | |
| ToString()()()() | (Overrides ComponentBase..::..ToString()()()().) | |
| Viewport | Gets/sets a viewport, which defines area of render target to render in. | |
| ViewportChanged | Fires when Viewport was assigned to new value. |
Inheritance Hierarchy
System..::..Object
Visual3D.EntityModel..::..ComponentBase
Visual3D.Graphics3D..::..RenderPipelineComponent
Visual3D.Effects.ScreenEffects..::..DepthOfFieldEffect..::..DofSceneRenderer
Visual3D.Graphics3D.Shadows..::..ShadowMap
Visual3D.Graphics3D.Shadows..::..SoftShadowMap
Visual3D.Graphics3D..::..SpatialDataRenderer
Visual3D.Graphics3D.StandardPipeline..::..FrameCleaner
Visual3D.Graphics3D.StandardPipeline..::..PostEffectRenderer
Visual3D.Graphics3D.StandardPipeline..::..SceneObjectRenderer
Visual3D.Input.CommonHandlers..::..PerPixelSceneObjectQuery
Visual3D.SceneObjects.Skies.Materials..::..RayleighMieMapGenerator
Visual3D.UI..::..GuiRenderer
Visual3D.EntityModel..::..ComponentBase
Visual3D.Graphics3D..::..RenderPipelineComponent
Visual3D.Effects.ScreenEffects..::..DepthOfFieldEffect..::..DofSceneRenderer
Visual3D.Graphics3D.Shadows..::..ShadowMap
Visual3D.Graphics3D.Shadows..::..SoftShadowMap
Visual3D.Graphics3D..::..SpatialDataRenderer
Visual3D.Graphics3D.StandardPipeline..::..FrameCleaner
Visual3D.Graphics3D.StandardPipeline..::..PostEffectRenderer
Visual3D.Graphics3D.StandardPipeline..::..SceneObjectRenderer
Visual3D.Input.CommonHandlers..::..PerPixelSceneObjectQuery
Visual3D.SceneObjects.Skies.Materials..::..RayleighMieMapGenerator
Visual3D.UI..::..GuiRenderer