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)
Summary description for ShaderLibrary.
Namespace: Visual3D.Graphics3D.Shaders.HLSLAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
Members
| All Members | Constructors | Fields | Properties | Methods | Events |
| Member | Description | |
|---|---|---|
| ShaderLibrary()()()() | CONSTRUCTOR. | |
| AssetID | (Inherited from Registered.) | |
| AssetInfo | (Inherited from Registered.) | |
| AssetOwner | 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.) | |
| Clear()()()() | (Overrides AssetLibraryClear()()()().) | |
| ComponentOwner | Owner of this component (contained in it's ".Components" container). (Inherited from EntityComponent.) | |
| 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.) | |
| Create(String, ShaderType, ShaderProfile) | ||
| Create(String, ShaderType, String) | Creates a new GpuProgram. | |
| Create(String, String, ShaderType, ShaderProfile) | ||
| Create(String, String, ShaderType, String) | Create a new, unloaded GpuProgram from a file of assembly. | |
| CreateForAssembler(String, String, ShaderType, String, String) | Create a new, unloaded GpuProgram from a file of assembly. | |
| CreateIdentity()()()() | (Inherited from Registered.) | |
| CreateIdentityList()()()() | (Inherited from Registered.) | |
| CreateInstance(Boolean) | Creates an instance or non-inheriting duplicate of this asset. (Inherited from Asset.) | |
| CreateParameters()()()() | Creates new GpuProgramParameters used to bind parameters to your programs. | |
| CreateService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| DetachedFromOwner(IComponentOwner) | (Inherited from EntityComponent.) | |
| Dispose()()()() | (Inherited from ComponentBase.) | |
| Disposed | (Inherited from ComponentBase.) | |
| FileExtensions | ||
| GetService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)(TService%) | (Inherited from ComponentBase.) | |
| Handle | (Inherited from Registered.) | |
| HasComponents | (Inherited from ComponentBase.) | |
| HasHandle | (Inherited from Registered.) | |
| HasName | (Inherited from EntityComponent.) | |
| HasPrototype | Gets if a prototype has been specified to inherit instance data from. (Inherited from Asset.) | |
| HasScope | (Inherited from Registered.) | |
| HasUniqueName | 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.) | |
| Initialize()()()() | Initializes the asset so that it might be prepared for use.
By default, PrepareForUse() is called from this method as well. (Inherited from Asset.) | |
| IsDeserialized | Indicates if Instance was created by Deserialization. (Inherited from ComponentBase.) | |
| IsDisposed | Indicates if resource has been disposed. (Inherited from Asset.) | |
| IsDisposing | Indicates if resource is in process of Disposing but not fully disposed. (Inherited from Asset.) | |
| IsInitialized | Gets if this entity is currently in an initialized (and non-disposed) state. (Inherited from Asset.) | |
| IsPrototype | (Inherited from Asset.) | |
| IsReadyForUse | 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.) | |
| 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.) | |
| IsSavedOnCreatingInstance | (Inherited from Asset.) | |
| Load(String, String, ShaderType, ShaderProfile) | ||
| Load(String, String, ShaderType, String) | Loads a GPU program from a file of assembly. | |
| Load(String, String, ShaderType, ShaderProfile, StringTable) | ||
| LoadFromSource(String, String, ShaderType, ShaderProfile) | ||
| LoadFromSource(String, String, ShaderType, String) | Loads a GPU program from a string containing the assembly source. | |
| LoadFromSource(String, String, ShaderType, ShaderProfile, StringTable) | ||
| 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.) | |
| PrepareForUse()()()() | 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.) | |
| Prototype | Gets or sets the prototype, if specified, from which this asset inherits instance data. (Inherited from Asset.) | |
| Scope | (Inherited from Registered.) | |
| SourceFile | Gets/Sets the source file for this program. (Inherited from Asset.) | |
| StorageModule | (Inherited from Registered.) | |
| ToString()()()() | (Inherited from ComponentBase.) | |
| UniqueName | (Inherited from Registered.) |
Inheritance Hierarchy
System..::..Object
Visual3D.EntityModel..::..ComponentBase
Visual3D.EntityModel..::..EntityComponent
Visual3D..::..Registered
Visual3D..::..Asset
AssetOwner
AssetLibrary
AssetLibrary<(Of <(<'Shader>)>)>
Visual3D.Graphics3D.Shaders.HLSL..::..ShaderLibrary
Visual3D.EntityModel..::..ComponentBase
Visual3D.EntityModel..::..EntityComponent
Visual3D..::..Registered
Visual3D..::..Asset
AssetOwner
AssetLibrary
AssetLibrary<(Of <(<'Shader>)>)>
Visual3D.Graphics3D.Shaders.HLSL..::..ShaderLibrary