Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Summary description for HLSLProgram.

Namespace: Visual3D.Graphics3D.Shaders.HLSL
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: (


 C#  Visual Basic 
public class HLSLShader : HighLevelShader
<SerializableAttribute> _
Public Class HLSLShader _
	Inherits HighLevelShader


 All Members  Constructors   Properties   Methods   Events  



 XNA Framework Only 

 .NET Compact Framework Only 

Initializes a new instance of the HLSLShader class
HLSLShader(String, ShaderType)
Initializes a new instance of the HLSLShader class
HLSLShader(String, ShaderType, String)
Initializes a new instance of the HLSLShader class
AssetID (Inherited from Registered.)
AssetInfo (Inherited from Registered.)
Gets or sets the owner to which this asset belongs and is a member of.
(Inherited from Asset.)
AttachedToOwner(IComponentOwner) (Inherited from EntityComponent.)
BaseAsset (Inherited from Registered.)
CompiledByteCode (Inherited from Shader.)
CompileEffect(String, array<StringPair>[]()[][])
CompileEffect(String, StringTable)
CompileEffect(String, CompilerOptions, StringTable)
Gets a key-value dictionary containing all preprocessor symbols (e.g. for use with #define directive) for shader compilation.
(Inherited from Shader.)
Owner of this component (contained in it's ".Components" container).
(Inherited from EntityComponent.)
Components that are attached to this Entity.
(Inherited from ComponentBase.)
ComponentsForGlobalSceneFolders (Inherited from ComponentBase.)
Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills.
(Inherited from ComponentBase.)
CreateIdentity()()()() (Inherited from Registered.)
CreateIdentityList()()()() (Inherited from Registered.)
Creates an instance or non-inheriting duplicate of this asset.
(Inherited from Asset.)
CreateParameters()()()() (Overrides Shader..::..CreateParameters()()()().)
CreateService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
CreateShaderConstantTable()()()() (Inherited from Shader.)
DefaultParameters (Inherited from Shader.)
DetachedFromOwner(IComponentOwner) (Inherited from EntityComponent.)
Dispose()()()() (Inherited from ComponentBase.)
Disposed (Inherited from ComponentBase.)
GetCompilerMacroValue(String) (Inherited from Shader.)
GetCompilerMacroValue(String, String%) (Inherited from Shader.)
GetService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
GetService<(Of <<'(TService>)>>)(TService%) (Inherited from ComponentBase.)
Handle (Inherited from Registered.)
HasCompilerMacro(String) (Inherited from Shader.)
HasComponents (Inherited from ComponentBase.)
HasHandle (Inherited from Registered.)
HasName (Inherited from EntityComponent.)
Gets if a prototype has been specified to inherit instance data from.
(Inherited from Asset.)
HasScope (Inherited from Registered.)
Gets if a UniqueName is specified to identify this asset with respect to its owner's other members.
(Inherited from Registered.)
ID (Inherited from Registered.)
IDChanged (Inherited from Registered.)
Initializes the asset so that it might be prepared for use. By default, PrepareForUse() is called from this method as well.
(Inherited from Asset.)
IsCompiled (Inherited from Shader.)
Indicates if Instance was created by Deserialization.
(Inherited from ComponentBase.)
Indicates if resource has been disposed.
(Inherited from Asset.)
Indicates if resource is in process of Disposing but not fully disposed.
(Inherited from Asset.)
Gets if this entity is currently in an initialized (and non-disposed) state.
(Inherited from Asset.)
IsPrototype (Inherited from Asset.)
Gets/sets if asset is ready to be used. Can be set to 'true' in class constructor in order to skip Preparation logic.
(Inherited from Asset.)
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.)
IsSavedOnCreatingInstance (Inherited from Asset.)
Gets/Sets whether a vertex program includes the required instructions to perform skeletal animation.
(Inherited from Shader.)
Returns whether this program can be supported on the current renderer and hardware.
(Inherited from Shader.)
Language (Inherited from Shader.)
Name (Inherited from EntityComponent.)
NameID (Inherited from EntityComponent.)
OnMemberwiseClone()()()() (Inherited from ComponentBase.)
OwnerActivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerDeactivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerOf<(Of <<'(TOwner>)>>)()()()() (Inherited from Registered.)
Sets whether a vertex program requires light and material states to be passed to through fixed pipeline low level API rendering calls.
(Inherited from Shader.)
Attempts to prepare asset for use. To be sure, check "IsReadyForUse" after calling this method to ensure it's really ready for use before using it.
(Inherited from Asset.)
Gets or sets the prototype, if specified, from which this asset inherits instance data.
(Inherited from Asset.)
Scope (Inherited from Registered.)
SetProperty(String, Object)
Sets a param for this HLSL program.
(Overrides HighLevelShader..::..SetProperty(String, Object).)
Gets the syntax code of this program (i.e. arbvp1, vs_1_1, etc).
(Inherited from Shader.)
ShaderProfileType (Inherited from Shader.)
Gets the type of GPU program this represents (vertex or fragment).
(Inherited from Shader.)
Gets/Sets the source assembler code for this program.
(Inherited from Shader.)
Gets/Sets the source file for this program.
(Inherited from Shader.)
StorageModule (Inherited from Registered.)
ToString()()()() (Inherited from ComponentBase.)
UniqueName (Inherited from Registered.)
Gets the underlying XNA pixel shader used by the graphics card, created for Main graphics device..
(Inherited from Shader.)
Gets the underlying XNA vertex shader used by the graphics card, created for Main graphics device.
(Inherited from Shader.)

Inheritance Hierarchy


See Also