| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469 |
- <Type Name="Pass" FullName="Urho.Pass">
- <TypeSignature Language="C#" Value="public class Pass : Urho.RefCounted" />
- <TypeSignature Language="ILAsm" Value=".class public auto ansi beforefieldinit Pass extends Urho.RefCounted" />
- <AssemblyInfo>
- <AssemblyName>Urho</AssemblyName>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Base>
- <BaseTypeName>Urho.RefCounted</BaseTypeName>
- </Base>
- <Interfaces />
- <Docs>
- <summary>Material rendering pass, which defines shaders and render state.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- <Members>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="public Pass (IntPtr handle);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(native int handle) cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Parameters>
- <Parameter Name="handle" Type="System.IntPtr" />
- </Parameters>
- <Docs>
- <param name="handle">Pointer to the raw unmanaged Urho object.</param>
- <summary>Constructs a new instance of Urho.Pass, given a raw pointer to an unmanaged object</summary>
- <remarks>
- <para>This creates a new managed wrapper for the type using the raw pointer to an unmanaged object.</para>
- <para>Objects that are created in this fashion get registered with the UrhoSharp runtime.</para>
- <para>This is intended to be used by the UrhoSharp runtime, and is not intended to be used by users.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="public Pass (string passName);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(string passName) cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Parameters>
- <Parameter Name="passName" Type="System.String" />
- </Parameters>
- <Docs>
- <param name="passName">To be added.</param>
- <summary>To be added.</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="protected Pass (Urho.UrhoObjectFlag emptyFlag);" />
- <MemberSignature Language="ILAsm" Value=".method familyhidebysig specialname rtspecialname instance void .ctor(valuetype Urho.UrhoObjectFlag emptyFlag) cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Parameters>
- <Parameter Name="emptyFlag" Type="Urho.UrhoObjectFlag" />
- </Parameters>
- <Docs>
- <param name="emptyFlag">Pass UrhoObjectFlag.Empty.</param>
- <summary>Empty constructor, chain to this constructor when you provide your own constructor that sets the handle field.</summary>
- <remarks>
- <para>This constructor should be invoked by your code if you provide your own constructor that sets the handle field.</para>
- <para>This essentially circumvents the default path that creates a new object and sets the handle and does not call RegisterObject on the target, you must do this on your own constructor.</para>
- <para>You would typically chain to this constructor from your own, and then set the handle to the unmanaged object from your code, and then register your object.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="AlphaToCoverage">
- <MemberSignature Language="C#" Value="public bool AlphaToCoverage { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool AlphaToCoverage" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return alpha-to-coverage mode.
- Or
- Set alpha-to-coverage on/off.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="BlendMode">
- <MemberSignature Language="C#" Value="public Urho.BlendMode BlendMode { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.BlendMode BlendMode" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.BlendMode</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return blend mode.
- Or
- Set blend mode.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="CullMode">
- <MemberSignature Language="C#" Value="public Urho.CullMode CullMode { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.CullMode CullMode" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.CullMode</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return culling mode override. If pass is not overriding culling mode (default), the illegal mode MAX_CULLMODES is returned.
- Or
- Set culling mode override. By default culling mode is read from the material instead. Set the illegal culling mode MAX_CULLMODES to disable override again.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DepthTestMode">
- <MemberSignature Language="C#" Value="public Urho.CompareMode DepthTestMode { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.CompareMode DepthTestMode" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.CompareMode</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return depth compare mode.
- Or
- Set depth compare mode.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DepthWrite">
- <MemberSignature Language="C#" Value="public bool DepthWrite { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool DepthWrite" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return depth write mode.
- Or
- Set depth write on/off.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Desktop">
- <MemberSignature Language="C#" Value="public bool Desktop { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool Desktop" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return whether requires desktop level hardware.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="EffectivePixelShaderDefines">
- <MemberSignature Language="C#" Value="public string EffectivePixelShaderDefines { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string EffectivePixelShaderDefines" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return the effective pixel shader defines, accounting for excludes. Called internally by Renderer.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="EffectiveVertexShaderDefines">
- <MemberSignature Language="C#" Value="public string EffectiveVertexShaderDefines { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string EffectiveVertexShaderDefines" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return the effective vertex shader defines, accounting for excludes. Called internally by Renderer.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Index">
- <MemberSignature Language="C#" Value="public uint Index { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 Index" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return pass index. This is used for optimal render-time pass queries that avoid map lookups.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="LightingMode">
- <MemberSignature Language="C#" Value="public Urho.PassLightingMode LightingMode { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.PassLightingMode LightingMode" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.PassLightingMode</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return pass lighting mode.
- Or
- Set pass lighting mode, affects what shader variations will be attempted to be loaded.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="MarkShadersLoaded">
- <MemberSignature Language="C#" Value="public void MarkShadersLoaded (uint frameNumber);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void MarkShadersLoaded(unsigned int32 frameNumber) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="frameNumber" Type="System.UInt32" />
- </Parameters>
- <Docs>
- <param name="frameNumber">To be added.</param>
- <summary>
- Mark shaders loaded this frame.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Name">
- <MemberSignature Language="C#" Value="public string Name { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string Name" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return pass name.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="PixelShader">
- <MemberSignature Language="C#" Value="public string PixelShader { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string PixelShader" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return pixel shader name.
- Or
- Set pixel shader name.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="PixelShaderDefineExcludes">
- <MemberSignature Language="C#" Value="public string PixelShaderDefineExcludes { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string PixelShaderDefineExcludes" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return pixel shader define excludes.
- Or
- Set pixel shader define excludes. Use to mark defines that the shader code will not recognize, to prevent compiling redundant shader variations.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="PixelShaderDefines">
- <MemberSignature Language="C#" Value="public string PixelShaderDefines { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string PixelShaderDefines" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return pixel shader defines.
- Or
- Set pixel shader defines.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ReleaseShaders">
- <MemberSignature Language="C#" Value="public void ReleaseShaders ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ReleaseShaders() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Reset shader pointers.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetIsDesktop">
- <MemberSignature Language="C#" Value="public void SetIsDesktop (bool enable);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetIsDesktop(bool enable) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="enable" Type="System.Boolean" />
- </Parameters>
- <Docs>
- <param name="enable">To be added.</param>
- <summary>
- Set whether requires desktop level hardware.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ShadersLoadedFrameNumber">
- <MemberSignature Language="C#" Value="public uint ShadersLoadedFrameNumber { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 ShadersLoadedFrameNumber" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return last shaders loaded frame number.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="VertexShader">
- <MemberSignature Language="C#" Value="public string VertexShader { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string VertexShader" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return vertex shader name.
- Or
- Set vertex shader name.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="VertexShaderDefineExcludes">
- <MemberSignature Language="C#" Value="public string VertexShaderDefineExcludes { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string VertexShaderDefineExcludes" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return vertex shader define excludes.
- Or
- Set vertex shader define excludes. Use to mark defines that the shader code will not recognize, to prevent compiling redundant shader variations.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="VertexShaderDefines">
- <MemberSignature Language="C#" Value="public string VertexShaderDefines { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string VertexShaderDefines" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return vertex shader defines.
- Or
- Set vertex shader defines.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- </Members>
- </Type>
|