Pass.xml 19 KB

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  1. <Type Name="Pass" FullName="Urho.Pass">
  2. <TypeSignature Language="C#" Value="public class Pass : Urho.RefCounted" />
  3. <TypeSignature Language="ILAsm" Value=".class public auto ansi beforefieldinit Pass extends Urho.RefCounted" />
  4. <AssemblyInfo>
  5. <AssemblyName>Urho</AssemblyName>
  6. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  7. </AssemblyInfo>
  8. <Base>
  9. <BaseTypeName>Urho.RefCounted</BaseTypeName>
  10. </Base>
  11. <Interfaces />
  12. <Docs>
  13. <summary>Material rendering pass, which defines shaders and render state.
  14. </summary>
  15. <remarks>To be added.</remarks>
  16. </Docs>
  17. <Members>
  18. <Member MemberName=".ctor">
  19. <MemberSignature Language="C#" Value="public Pass (IntPtr handle);" />
  20. <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(native int handle) cil managed" />
  21. <MemberType>Constructor</MemberType>
  22. <AssemblyInfo>
  23. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  24. </AssemblyInfo>
  25. <Parameters>
  26. <Parameter Name="handle" Type="System.IntPtr" />
  27. </Parameters>
  28. <Docs>
  29. <param name="handle">Pointer to the raw unmanaged Urho object.</param>
  30. <summary>Constructs a new instance of Urho.Pass, given a raw pointer to an unmanaged object</summary>
  31. <remarks>
  32. <para>This creates a new managed wrapper for the type using the raw pointer to an unmanaged object.</para>
  33. <para>Objects that are created in this fashion get registered with the UrhoSharp runtime.</para>
  34. <para>This is intended to be used by the UrhoSharp runtime, and is not intended to be used by users.</para>
  35. </remarks>
  36. </Docs>
  37. </Member>
  38. <Member MemberName=".ctor">
  39. <MemberSignature Language="C#" Value="public Pass (string passName);" />
  40. <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(string passName) cil managed" />
  41. <MemberType>Constructor</MemberType>
  42. <AssemblyInfo>
  43. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  44. </AssemblyInfo>
  45. <Parameters>
  46. <Parameter Name="passName" Type="System.String" />
  47. </Parameters>
  48. <Docs>
  49. <param name="passName">To be added.</param>
  50. <summary>To be added.</summary>
  51. <remarks>To be added.</remarks>
  52. </Docs>
  53. </Member>
  54. <Member MemberName=".ctor">
  55. <MemberSignature Language="C#" Value="protected Pass (Urho.UrhoObjectFlag emptyFlag);" />
  56. <MemberSignature Language="ILAsm" Value=".method familyhidebysig specialname rtspecialname instance void .ctor(valuetype Urho.UrhoObjectFlag emptyFlag) cil managed" />
  57. <MemberType>Constructor</MemberType>
  58. <AssemblyInfo>
  59. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  60. </AssemblyInfo>
  61. <Parameters>
  62. <Parameter Name="emptyFlag" Type="Urho.UrhoObjectFlag" />
  63. </Parameters>
  64. <Docs>
  65. <param name="emptyFlag">Pass UrhoObjectFlag.Empty.</param>
  66. <summary>Empty constructor, chain to this constructor when you provide your own constructor that sets the handle field.</summary>
  67. <remarks>
  68. <para>This constructor should be invoked by your code if you provide your own constructor that sets the handle field.</para>
  69. <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>
  70. <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>
  71. </remarks>
  72. </Docs>
  73. </Member>
  74. <Member MemberName="AlphaToCoverage">
  75. <MemberSignature Language="C#" Value="public bool AlphaToCoverage { get; set; }" />
  76. <MemberSignature Language="ILAsm" Value=".property instance bool AlphaToCoverage" />
  77. <MemberType>Property</MemberType>
  78. <AssemblyInfo>
  79. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  80. </AssemblyInfo>
  81. <ReturnValue>
  82. <ReturnType>System.Boolean</ReturnType>
  83. </ReturnValue>
  84. <Docs>
  85. <summary>Return alpha-to-coverage mode.
  86. Or
  87. Set alpha-to-coverage on/off.</summary>
  88. <value>To be added.</value>
  89. <remarks>To be added.</remarks>
  90. </Docs>
  91. </Member>
  92. <Member MemberName="BlendMode">
  93. <MemberSignature Language="C#" Value="public Urho.BlendMode BlendMode { get; set; }" />
  94. <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.BlendMode BlendMode" />
  95. <MemberType>Property</MemberType>
  96. <AssemblyInfo>
  97. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  98. </AssemblyInfo>
  99. <ReturnValue>
  100. <ReturnType>Urho.BlendMode</ReturnType>
  101. </ReturnValue>
  102. <Docs>
  103. <summary>
  104. Return blend mode.
  105. Or
  106. Set blend mode.
  107. </summary>
  108. <value>To be added.</value>
  109. <remarks>To be added.</remarks>
  110. </Docs>
  111. </Member>
  112. <Member MemberName="CullMode">
  113. <MemberSignature Language="C#" Value="public Urho.CullMode CullMode { get; set; }" />
  114. <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.CullMode CullMode" />
  115. <MemberType>Property</MemberType>
  116. <AssemblyInfo>
  117. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  118. </AssemblyInfo>
  119. <ReturnValue>
  120. <ReturnType>Urho.CullMode</ReturnType>
  121. </ReturnValue>
  122. <Docs>
  123. <summary>Return culling mode override. If pass is not overriding culling mode (default), the illegal mode MAX_CULLMODES is returned.
  124. Or
  125. 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>
  126. <value>To be added.</value>
  127. <remarks>To be added.</remarks>
  128. </Docs>
  129. </Member>
  130. <Member MemberName="DepthTestMode">
  131. <MemberSignature Language="C#" Value="public Urho.CompareMode DepthTestMode { get; set; }" />
  132. <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.CompareMode DepthTestMode" />
  133. <MemberType>Property</MemberType>
  134. <AssemblyInfo>
  135. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  136. </AssemblyInfo>
  137. <ReturnValue>
  138. <ReturnType>Urho.CompareMode</ReturnType>
  139. </ReturnValue>
  140. <Docs>
  141. <summary>
  142. Return depth compare mode.
  143. Or
  144. Set depth compare mode.
  145. </summary>
  146. <value>To be added.</value>
  147. <remarks>To be added.</remarks>
  148. </Docs>
  149. </Member>
  150. <Member MemberName="DepthWrite">
  151. <MemberSignature Language="C#" Value="public bool DepthWrite { get; set; }" />
  152. <MemberSignature Language="ILAsm" Value=".property instance bool DepthWrite" />
  153. <MemberType>Property</MemberType>
  154. <AssemblyInfo>
  155. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  156. </AssemblyInfo>
  157. <ReturnValue>
  158. <ReturnType>System.Boolean</ReturnType>
  159. </ReturnValue>
  160. <Docs>
  161. <summary>
  162. Return depth write mode.
  163. Or
  164. Set depth write on/off.
  165. </summary>
  166. <value>To be added.</value>
  167. <remarks>To be added.</remarks>
  168. </Docs>
  169. </Member>
  170. <Member MemberName="Desktop">
  171. <MemberSignature Language="C#" Value="public bool Desktop { get; }" />
  172. <MemberSignature Language="ILAsm" Value=".property instance bool Desktop" />
  173. <MemberType>Property</MemberType>
  174. <AssemblyInfo>
  175. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  176. </AssemblyInfo>
  177. <ReturnValue>
  178. <ReturnType>System.Boolean</ReturnType>
  179. </ReturnValue>
  180. <Docs>
  181. <summary>Return whether requires desktop level hardware.</summary>
  182. <value>To be added.</value>
  183. <remarks>To be added.</remarks>
  184. </Docs>
  185. </Member>
  186. <Member MemberName="EffectivePixelShaderDefines">
  187. <MemberSignature Language="C#" Value="public string EffectivePixelShaderDefines { get; }" />
  188. <MemberSignature Language="ILAsm" Value=".property instance string EffectivePixelShaderDefines" />
  189. <MemberType>Property</MemberType>
  190. <AssemblyInfo>
  191. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  192. </AssemblyInfo>
  193. <ReturnValue>
  194. <ReturnType>System.String</ReturnType>
  195. </ReturnValue>
  196. <Docs>
  197. <summary>Return the effective pixel shader defines, accounting for excludes. Called internally by Renderer.</summary>
  198. <value>To be added.</value>
  199. <remarks>To be added.</remarks>
  200. </Docs>
  201. </Member>
  202. <Member MemberName="EffectiveVertexShaderDefines">
  203. <MemberSignature Language="C#" Value="public string EffectiveVertexShaderDefines { get; }" />
  204. <MemberSignature Language="ILAsm" Value=".property instance string EffectiveVertexShaderDefines" />
  205. <MemberType>Property</MemberType>
  206. <AssemblyInfo>
  207. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  208. </AssemblyInfo>
  209. <ReturnValue>
  210. <ReturnType>System.String</ReturnType>
  211. </ReturnValue>
  212. <Docs>
  213. <summary>Return the effective vertex shader defines, accounting for excludes. Called internally by Renderer.</summary>
  214. <value>To be added.</value>
  215. <remarks>To be added.</remarks>
  216. </Docs>
  217. </Member>
  218. <Member MemberName="Index">
  219. <MemberSignature Language="C#" Value="public uint Index { get; }" />
  220. <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 Index" />
  221. <MemberType>Property</MemberType>
  222. <AssemblyInfo>
  223. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  224. </AssemblyInfo>
  225. <ReturnValue>
  226. <ReturnType>System.UInt32</ReturnType>
  227. </ReturnValue>
  228. <Docs>
  229. <summary>
  230. Return pass index. This is used for optimal render-time pass queries that avoid map lookups.
  231. </summary>
  232. <value>To be added.</value>
  233. <remarks>To be added.</remarks>
  234. </Docs>
  235. </Member>
  236. <Member MemberName="LightingMode">
  237. <MemberSignature Language="C#" Value="public Urho.PassLightingMode LightingMode { get; set; }" />
  238. <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.PassLightingMode LightingMode" />
  239. <MemberType>Property</MemberType>
  240. <AssemblyInfo>
  241. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  242. </AssemblyInfo>
  243. <ReturnValue>
  244. <ReturnType>Urho.PassLightingMode</ReturnType>
  245. </ReturnValue>
  246. <Docs>
  247. <summary>
  248. Return pass lighting mode.
  249. Or
  250. Set pass lighting mode, affects what shader variations will be attempted to be loaded.
  251. </summary>
  252. <value>To be added.</value>
  253. <remarks>To be added.</remarks>
  254. </Docs>
  255. </Member>
  256. <Member MemberName="MarkShadersLoaded">
  257. <MemberSignature Language="C#" Value="public void MarkShadersLoaded (uint frameNumber);" />
  258. <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void MarkShadersLoaded(unsigned int32 frameNumber) cil managed" />
  259. <MemberType>Method</MemberType>
  260. <AssemblyInfo>
  261. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  262. </AssemblyInfo>
  263. <ReturnValue>
  264. <ReturnType>System.Void</ReturnType>
  265. </ReturnValue>
  266. <Parameters>
  267. <Parameter Name="frameNumber" Type="System.UInt32" />
  268. </Parameters>
  269. <Docs>
  270. <param name="frameNumber">To be added.</param>
  271. <summary>
  272. Mark shaders loaded this frame.
  273. </summary>
  274. <remarks>To be added.</remarks>
  275. </Docs>
  276. </Member>
  277. <Member MemberName="Name">
  278. <MemberSignature Language="C#" Value="public string Name { get; }" />
  279. <MemberSignature Language="ILAsm" Value=".property instance string Name" />
  280. <MemberType>Property</MemberType>
  281. <AssemblyInfo>
  282. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  283. </AssemblyInfo>
  284. <ReturnValue>
  285. <ReturnType>System.String</ReturnType>
  286. </ReturnValue>
  287. <Docs>
  288. <summary>
  289. Return pass name.
  290. </summary>
  291. <value>To be added.</value>
  292. <remarks>To be added.</remarks>
  293. </Docs>
  294. </Member>
  295. <Member MemberName="PixelShader">
  296. <MemberSignature Language="C#" Value="public string PixelShader { get; set; }" />
  297. <MemberSignature Language="ILAsm" Value=".property instance string PixelShader" />
  298. <MemberType>Property</MemberType>
  299. <AssemblyInfo>
  300. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  301. </AssemblyInfo>
  302. <ReturnValue>
  303. <ReturnType>System.String</ReturnType>
  304. </ReturnValue>
  305. <Docs>
  306. <summary>
  307. Return pixel shader name.
  308. Or
  309. Set pixel shader name.
  310. </summary>
  311. <value>To be added.</value>
  312. <remarks>To be added.</remarks>
  313. </Docs>
  314. </Member>
  315. <Member MemberName="PixelShaderDefineExcludes">
  316. <MemberSignature Language="C#" Value="public string PixelShaderDefineExcludes { get; set; }" />
  317. <MemberSignature Language="ILAsm" Value=".property instance string PixelShaderDefineExcludes" />
  318. <MemberType>Property</MemberType>
  319. <AssemblyInfo>
  320. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  321. </AssemblyInfo>
  322. <ReturnValue>
  323. <ReturnType>System.String</ReturnType>
  324. </ReturnValue>
  325. <Docs>
  326. <summary>Return pixel shader define excludes.
  327. Or
  328. Set pixel shader define excludes. Use to mark defines that the shader code will not recognize, to prevent compiling redundant shader variations.</summary>
  329. <value>To be added.</value>
  330. <remarks>To be added.</remarks>
  331. </Docs>
  332. </Member>
  333. <Member MemberName="PixelShaderDefines">
  334. <MemberSignature Language="C#" Value="public string PixelShaderDefines { get; set; }" />
  335. <MemberSignature Language="ILAsm" Value=".property instance string PixelShaderDefines" />
  336. <MemberType>Property</MemberType>
  337. <AssemblyInfo>
  338. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  339. </AssemblyInfo>
  340. <ReturnValue>
  341. <ReturnType>System.String</ReturnType>
  342. </ReturnValue>
  343. <Docs>
  344. <summary>
  345. Return pixel shader defines.
  346. Or
  347. Set pixel shader defines.
  348. </summary>
  349. <value>To be added.</value>
  350. <remarks>To be added.</remarks>
  351. </Docs>
  352. </Member>
  353. <Member MemberName="ReleaseShaders">
  354. <MemberSignature Language="C#" Value="public void ReleaseShaders ();" />
  355. <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ReleaseShaders() cil managed" />
  356. <MemberType>Method</MemberType>
  357. <AssemblyInfo>
  358. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  359. </AssemblyInfo>
  360. <ReturnValue>
  361. <ReturnType>System.Void</ReturnType>
  362. </ReturnValue>
  363. <Parameters />
  364. <Docs>
  365. <summary>
  366. Reset shader pointers.
  367. </summary>
  368. <remarks>To be added.</remarks>
  369. </Docs>
  370. </Member>
  371. <Member MemberName="SetIsDesktop">
  372. <MemberSignature Language="C#" Value="public void SetIsDesktop (bool enable);" />
  373. <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetIsDesktop(bool enable) cil managed" />
  374. <MemberType>Method</MemberType>
  375. <AssemblyInfo>
  376. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  377. </AssemblyInfo>
  378. <ReturnValue>
  379. <ReturnType>System.Void</ReturnType>
  380. </ReturnValue>
  381. <Parameters>
  382. <Parameter Name="enable" Type="System.Boolean" />
  383. </Parameters>
  384. <Docs>
  385. <param name="enable">To be added.</param>
  386. <summary>
  387. Set whether requires desktop level hardware.
  388. </summary>
  389. <remarks>To be added.</remarks>
  390. </Docs>
  391. </Member>
  392. <Member MemberName="ShadersLoadedFrameNumber">
  393. <MemberSignature Language="C#" Value="public uint ShadersLoadedFrameNumber { get; }" />
  394. <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 ShadersLoadedFrameNumber" />
  395. <MemberType>Property</MemberType>
  396. <AssemblyInfo>
  397. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  398. </AssemblyInfo>
  399. <ReturnValue>
  400. <ReturnType>System.UInt32</ReturnType>
  401. </ReturnValue>
  402. <Docs>
  403. <summary>
  404. Return last shaders loaded frame number.
  405. </summary>
  406. <value>To be added.</value>
  407. <remarks>To be added.</remarks>
  408. </Docs>
  409. </Member>
  410. <Member MemberName="VertexShader">
  411. <MemberSignature Language="C#" Value="public string VertexShader { get; set; }" />
  412. <MemberSignature Language="ILAsm" Value=".property instance string VertexShader" />
  413. <MemberType>Property</MemberType>
  414. <AssemblyInfo>
  415. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  416. </AssemblyInfo>
  417. <ReturnValue>
  418. <ReturnType>System.String</ReturnType>
  419. </ReturnValue>
  420. <Docs>
  421. <summary>
  422. Return vertex shader name.
  423. Or
  424. Set vertex shader name.
  425. </summary>
  426. <value>To be added.</value>
  427. <remarks>To be added.</remarks>
  428. </Docs>
  429. </Member>
  430. <Member MemberName="VertexShaderDefineExcludes">
  431. <MemberSignature Language="C#" Value="public string VertexShaderDefineExcludes { get; set; }" />
  432. <MemberSignature Language="ILAsm" Value=".property instance string VertexShaderDefineExcludes" />
  433. <MemberType>Property</MemberType>
  434. <AssemblyInfo>
  435. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  436. </AssemblyInfo>
  437. <ReturnValue>
  438. <ReturnType>System.String</ReturnType>
  439. </ReturnValue>
  440. <Docs>
  441. <summary>Return vertex shader define excludes.
  442. Or
  443. Set vertex shader define excludes. Use to mark defines that the shader code will not recognize, to prevent compiling redundant shader variations.</summary>
  444. <value>To be added.</value>
  445. <remarks>To be added.</remarks>
  446. </Docs>
  447. </Member>
  448. <Member MemberName="VertexShaderDefines">
  449. <MemberSignature Language="C#" Value="public string VertexShaderDefines { get; set; }" />
  450. <MemberSignature Language="ILAsm" Value=".property instance string VertexShaderDefines" />
  451. <MemberType>Property</MemberType>
  452. <AssemblyInfo>
  453. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  454. </AssemblyInfo>
  455. <ReturnValue>
  456. <ReturnType>System.String</ReturnType>
  457. </ReturnValue>
  458. <Docs>
  459. <summary>
  460. Return vertex shader defines.
  461. Or
  462. Set vertex shader defines.
  463. </summary>
  464. <value>To be added.</value>
  465. <remarks>To be added.</remarks>
  466. </Docs>
  467. </Member>
  468. </Members>
  469. </Type>