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- <Type Name="RenderPath" FullName="Urho.RenderPath">
- <TypeSignature Language="C#" Value="public class RenderPath : Urho.RefCounted" />
- <TypeSignature Language="ILAsm" Value=".class public auto ansi beforefieldinit RenderPath extends Urho.RefCounted" />
- <AssemblyInfo>
- <AssemblyName>Urho</AssemblyName>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Base>
- <BaseTypeName>Urho.RefCounted</BaseTypeName>
- </Base>
- <Interfaces />
- <Docs>
- <summary>
- Rendering path definition.
- </summary>
- <remarks>
- <para>
- <see cref="T:Urho.Scene" /> rendering and any post-processing on a Viewport is defined by its RenderPath object, which can either be read from an XML file or be created programmatically.</para>
- <para>The render path consists of rendertarget definitions and commands. The commands are executed in order to yield the rendering result. Each command outputs either to the destination rendertarget & viewport (default if output definition is omitted), or one of the named rendertargets. MRT output is also possible. If the rendertarget is a cube map,</para>
- <para>the face to render to (0-5) can also be specified.</para>
- <para>A rendertarget's size can be either absolute or multiply or divide the destination viewport size. The multiplier or divisor does not need to be an integer number. Furthermore, a rendertarget can be declared "persistent" so that it will not be mixed with other rendertargets of the same size and format, and its contents can be assumed to be available also on subsequent frames.</para>
- <para>Note that if you already have created a named rendertarget texture in code and have stored it into the resource cache by using <see cref="M:Urho.ResourceCache.AddManualResource" /> you can use it directly as an output (by referring to its name) without requiring a rendertarget definition for it.</para>
- <para></para>
- <para>The available commands are:</para>
- <list type="bullet">
- <item>
- <term>clear: Clear any of color, depth and stencil. Color clear can optionally use the fog color from the Zone visible at the far clip distance.</term>
- </item>
- <item>
- <term>scenepass: Render scene objects whose <see cref="T:Urho.Material" /> contains the specified pass. Will either be front-to-back ordered with state sorting, or back-to-front ordered with no state sorting. For deferred rendering, object lightmasks can be optionally marked to the stencil buffer. Vertex lights can optionally be handled during a pass, if it has the necessary shader combinations. Textures global to the pass can be bound to free texture units; these can either be the viewport, a named rendertarget, or a texture resource identified with its pathname.</term>
- </item>
- <item>
- <term>quad: Render a viewport-sized quad using the specified shaders and compilation defines. Textures can be bound and additionally shader parameters and the blend mode (default=replace) can be specified.</term>
- </item>
- <item>
- <term>forwardlights: Render per-pixel forward lighting for opaque objects with the specified pass name. Shadow maps are also rendered as necessary.</term>
- </item>
- <item>
- <term>lightvolumes: Render deferred light volumes using the specified shaders. G-buffer textures can be bound as necessary.</term>
- </item>
- <item>
- <term>renderui: Render the UI into the output rendertarget. Using this will cause the default %UI render to the backbuffer to be skipped.</term>
- </item>
- </list>
- <para>A render path can be loaded from a main XML file by calling <see cref="M:Urho.RenderPath.Load" />, after which other XML files (for example one for each post-processing effect) can be appended to it by calling <see cref="M:Urho.RenderPath.Append" />. Rendertargets and commands can be enabled or disabled by calling <see cref="M:Urho.RenderPath.SetEnabled" /> to switch eg. a post-processing effect on or off. To aid in this, both can be identified by tag names, for example the bloom effect uses the tag "Bloom" for all of its rendertargets and commands.</para>
- <para>It is legal to both write to the destination viewport and sample from it during the same command: pingpong copies of its contents will be made automatically. If the viewport has hardware multisampling on, the multisampled backbuffer will be resolved to a texture before sampling it.</para>
- <para>
- The render path XML definition looks like this:
- </para>
- <code lang="XML"><![CDATA[<renderpath>
- <rendertarget name="RTName" tag="TagName" enabled="true|false" cubemap="true|false" size="x y"|sizedivisor="x y"|sizemultiplier="x y"
- format="rgb|rgba|r32f|rgba16|rgba16f|rgba32f|rg16|rg16f|rg32f|lineardepth|readabledepth" filter="true|false" srgb="true|false" persistent="true|false" />
- <command type="clear" tag="TagName" enabled="true|false" clearcolor="r g b a|fog" cleardepth="x" clearstencil="y" output="viewport|RTName" face="0|1|2|3|4|5" depthstencil="DSName" />
- <command type="scenepass" pass="PassName" sort="fronttoback|backtofront" marktostencil="true|false" vertexlights="true|false" metadata="base|alpha|gbuffer" depthstencil="DSName">
- <output index="0" name="RTName1" face="0|1|2|3|4|5" />
- <output index="1" name="RTName2" />
- <output index="2" name="RTName3" />
- <texture unit="unit" name="viewport|RTName|TextureName" />
- </command>
- <command type="quad" vs="VertexShaderName" ps="PixelShaderName" vsdefines="DEFINE1 DEFINE2" psdefines="DEFINE3 DEFINE4" output="viewport|RTName" depthstencil="DSName" />
- <texture unit="unit" name="viewport|RTName|TextureName" />
- <parameter name="ParameterName" value="x y z w" />
- </command>
- <command type="forwardlights" pass="PassName" uselitbase="true|false" output="viewport|RTName" depthstencil="DSName" />
- <command type="lightvolumes" vs="VertexShaderName" ps="PixelShaderName" output="viewport|RTName" depthstencil="DSName" />
- <texture unit="unit" name="viewport|RTName|TextureName" />
- </command>
- <command type="renderui" output="viewport|RTName" depthstencil="DSName" />
- </renderpath>
- ]]></code>
- <para>
- For examples of renderpath definitions, see the default
- forward, deferred and light pre-pass renderpaths in the
- bin/CoreData/RenderPaths directory, and the postprocess
- renderpath definitions in the bin/Data/PostProcess
- directory.
- </para>
- <format type="text/html">
- <h2>Depth-stencil handling and reading scene depth</h2>
- </format>
- <para>
- Normally needed depth-stencil surfaces are automatically
- allocated when the render path is executed.
- </para>
- <para>
- The special "lineardepth" (synonym "depth") format is
- intended for storing scene depth in deferred rendering. It
- is not an actual hardware depth-stencil texture, but a
- 32-bit single channel (R) float rendertarget. (On OpenGL2
- it's RGBA instead, due to the limitation of all color
- buffers having to be the same format. The shader include
- file Samplers.glsl in bin/CoreData/Shaders/GLSL provides
- functions to encode and decode linear depth to RGB.)
- </para>
- <para>
- Writing depth manually to a rendertarget, while using a
- non-readable depth-stencil surface ensures best
- compatibility and prevents any conflicts from using both
- depth test and manual depth sampling at the same time.
- </para>
- <para>
- There is also a possibility to define a readable hardware
- depth texture, and instruct the render path to use it
- instead. Availability for this must first be checked with
- the function GetReadableDepthSupport(). On Direct3D9 this
- will use the INTZ "hack" format. To define a readable
- depth-stencil texture, use the format "readabledepth"
- (synonym "hwdepth") and set it as the depth-stencil by using
- the "depthstencil" attribute in render path commands. Note
- that you must set it in every command where you want to use
- it, otherwise an automatically allocated depth-stencil will
- be used. Note also that the existence of a stencil channel
- is not guaranteed, so stencil masking optimizations for
- lights normally used by the Renderer and View classes will be
- disabled.
- </para>
- <para>
- In the special case of a depth-only rendering pass you can
- set the readable depth texture directly as the "output" and
- don't need to specify the "depthstencil" attribute at all.
- </para>
- <para>
- After the readable depth texture has been filled, it can be
- bound to a texture unit in any subsequent commands. Pixel
- shaders should use the ReconstructDepth() helper function to
- reconstruct a linear depth value between 0-1 from the
- nonlinear hardware depth value. When the readable depth
- texture is bound for sampling, depth write is automatically
- disabled, as both modifying and sampling the depth would be
- undefined.
- </para>
- <para>
- An example render path for readable hardware depth exists in
- bin/CoreData/RenderPaths/ForwardHWDepth.xml:
- </para>
- <code lang="XML"><![CDATA[
- <renderpath>
- <rendertarget name="depth" sizedivisor="1 1" format="readabledepth" />
- <command type="clear" depth="1.0" output="depth" />
- <command type="scenepass" pass="shadow" output="depth" />
- <command type="clear" color="fog" depthstencil="depth" />
- <command type="scenepass" pass="base" vertexlights="true" metadata="base" depthstencil="depth" />
- <command type="forwardlights" pass="light" depthstencil="depth" />
- <command type="scenepass" pass="postopaque" depthstencil="depth" />
- <command type="scenepass" pass="refract" depthstencil="depth">
- <texture unit="environment" name="viewport" />
- </command>
- <command type="scenepass" pass="alpha" vertexlights="true" sort="backtofront" metadata="alpha" depthstencil="depth" />
- <command type="scenepass" pass="postalpha" sort="backtofront" depthstencil="depth" />
- </renderpath>
- ]]></code>
- <para>
- The render path starts by allocating a readable depth-stencil
- texture the same size as the destination viewport, clearing
- its depth, then rendering a depth-only pass to it. Next the
- destination color rendertarget is cleared normally, while the
- readable depth texture is used as the depth-stencil for that
- and all subsequent commands. Any command after the depth
- render pass could now bind the depth texture to an unit for
- sampling, for example for smooth particle or SSAO effects.
- </para>
- <para>
- The ForwardDepth.xml render path does the same, but using a
- linear depth rendertarget instead of a hardware depth
- texture. The advantage is better compatibility (guaranteed to
- work without checking <see cref="P:Urho.Graphics.ReadableDepthSupport" />) but it has
- worse performance as it will fill the hardware depth-stencil
- twice.
- </para>
- <format type="text/html">
- <h2>Special Considerations for Forward Lighting</h2>
- </format>
- <para>
- Otherwise fully customized scene render passes can be
- specified, but there are a few things to remember related to
- forward lighting:
- </para>
- <para>
- The opaque base pass must be tagged with metadata
- "base". When forward lighting logic does the lit base pass
- optimization, it will search for a pass with the word "lit"
- prepended, ie. if your custom opaque base pass is called
- "custombase", the corresponding lit base pass would be
- "litcustombase".
- </para>
- <para>
- The transparent base pass must be tagged with metadata
- "alpha". For lit transparent objects, the forward lighting
- logic will look for a pass with the word "lit" prepended,
- ie. if the custom alpha base pass is called "customalpha", the
- corresponding lit pass is "litcustomalpha". The lit drawcalls
- will be interleaved with the transparent base pass, and the
- scenepass command should have back-to-front sorting enabled.
- </para>
- <para>
- If forward and deferred lighting are mixed, the G-buffer
- writing pass must be tagged with metadata "gbuffer" to prevent
- geometry being double-lit also with forward lights.
- </para>
- <para>
- Remember to mark the lighting mode (per-vertex / per-pixel)
- into the techniques which define custom passes, as the lighting
- mode can be guessed automatically only for the known default
- passes.
- </para>
- <para>
- The forwardlights command can optionally disable the
- lit base pass optimization without having to touch the material
- tech iques, if a separate opaque ambient-only base pass is needed. B default the optimization is enabled.
- </para>
- <format type="text/html">
- <h2>Special Considerations for Post-Processing Effects </h2>
- </format>
- <para>
- Post-processing effects are usually implemented by using the
- quad command. When using intermediate rendertargets that are
- of different size than the viewport rendertarget, it is
- necessary in shaders to reference their (inverse) size and the
- half-pixel offset for Direct3D9. These shader uniforms are
- automatically generated for named rendertargets. For an
- example look at the bloom postprocess shaders: the
- rendertarget called HBlur will define the shader uniforms
- cHBlurInvSize and cHBlurOffsets (both Vector2.)
- </para>
- <para>
- In OpenGL post-processing shaders it is important to
- distinguish between sampling a rendertarget texture and a
- regular texture resource, because intermediate rendertargets
- (such as the G-buffer) may be vertically inverted. Use the
- GetScreenPos() or GetQuadTexCoord() functions to get
- rendertarget UV coordinates from the clip coordinates; this
- takes flipping into account automatically. For sampling a
- regular texture, use GetQuadTexCoordNoFlip() function, which
- requires world coordinates instead of clip coordinates.
- </para>
- </remarks>
- </Docs>
- <Members>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="public RenderPath ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor() cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Parameters />
- <Docs>
- <summary>To be added.</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="public RenderPath (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.RenderPath, 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="protected RenderPath (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="AddCommand">
- <MemberSignature Language="C#" Value="public void AddCommand (Urho.RenderPathCommand command);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void AddCommand(valuetype Urho.RenderPathCommand command) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="command" Type="Urho.RenderPathCommand" />
- </Parameters>
- <Docs>
- <param name="command">To be added.</param>
- <summary>To be added.</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Append">
- <MemberSignature Language="C#" Value="public bool Append (Urho.Resources.XmlFile file);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance bool Append(class Urho.Resources.XmlFile file) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="file" Type="Urho.Resources.XmlFile" />
- </Parameters>
- <Docs>
- <param name="file">To be added.</param>
- <summary>To be added.</summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Clone">
- <MemberSignature Language="C#" Value="public Urho.RenderPath Clone ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.RenderPath Clone() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderPath</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Clone the rendering path.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetCommand">
- <MemberSignature Language="C#" Value="public Urho.RenderPathCommand* GetCommand (uint index);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance valuetype Urho.RenderPathCommand* GetCommand(unsigned int32 index) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderPathCommand*</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="index" Type="System.UInt32" />
- </Parameters>
- <Docs>
- <param name="index">To be added.</param>
- <summary>
- Return command at index, or null if does not exist.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="InsertCommand">
- <MemberSignature Language="C#" Value="public void InsertCommand (uint index, Urho.RenderPathCommand command);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void InsertCommand(unsigned int32 index, valuetype Urho.RenderPathCommand command) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="index" Type="System.UInt32" />
- <Parameter Name="command" Type="Urho.RenderPathCommand" />
- </Parameters>
- <Docs>
- <param name="index">To be added.</param>
- <param name="command">To be added.</param>
- <summary>To be added.</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Load">
- <MemberSignature Language="C#" Value="public bool Load (Urho.Resources.XmlFile file);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance bool Load(class Urho.Resources.XmlFile file) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="file" Type="Urho.Resources.XmlFile" />
- </Parameters>
- <Docs>
- <param name="file">To be added.</param>
- <summary>To be added.</summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="NumCommands">
- <MemberSignature Language="C#" Value="public uint NumCommands { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 NumCommands" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return number of commands.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="NumRenderTargets">
- <MemberSignature Language="C#" Value="public uint NumRenderTargets { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 NumRenderTargets" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return number of rendertargets.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="RemoveCommand">
- <MemberSignature Language="C#" Value="public void RemoveCommand (uint index);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void RemoveCommand(unsigned int32 index) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="index" Type="System.UInt32" />
- </Parameters>
- <Docs>
- <param name="index">To be added.</param>
- <summary>
- Remove a command by index.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="RemoveCommands">
- <MemberSignature Language="C#" Value="public void RemoveCommands (string tag);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void RemoveCommands(string tag) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="tag" Type="System.String" />
- </Parameters>
- <Docs>
- <param name="tag">To be added.</param>
- <summary>
- Remove commands by tag name.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="RemoveRenderTarget">
- <MemberSignature Language="C#" Value="public void RemoveRenderTarget (string name);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void RemoveRenderTarget(string name) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <summary>
- Remove a rendertarget by name.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="RemoveRenderTarget">
- <MemberSignature Language="C#" Value="public void RemoveRenderTarget (uint index);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void RemoveRenderTarget(unsigned int32 index) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="index" Type="System.UInt32" />
- </Parameters>
- <Docs>
- <param name="index">To be added.</param>
- <summary>
- Remove a rendertarget by index.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="RemoveRenderTargets">
- <MemberSignature Language="C#" Value="public void RemoveRenderTargets (string tag);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void RemoveRenderTargets(string tag) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="tag" Type="System.String" />
- </Parameters>
- <Docs>
- <param name="tag">To be added.</param>
- <summary>
- Remove rendertargets by tag name.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetCommand">
- <MemberSignature Language="C#" Value="public void SetCommand (uint index, Urho.RenderPathCommand command);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetCommand(unsigned int32 index, valuetype Urho.RenderPathCommand command) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="index" Type="System.UInt32" />
- <Parameter Name="command" Type="Urho.RenderPathCommand" />
- </Parameters>
- <Docs>
- <param name="index">To be added.</param>
- <param name="command">To be added.</param>
- <summary>To be added.</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetEnabled">
- <MemberSignature Language="C#" Value="public void SetEnabled (string tag, bool active);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetEnabled(string tag, bool active) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="tag" Type="System.String" />
- <Parameter Name="active" Type="System.Boolean" />
- </Parameters>
- <Docs>
- <param name="tag">To be added.</param>
- <param name="active">To be added.</param>
- <summary>
- Enable/disable commands and rendertargets by tag.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, int value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, int32 value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="System.Int32" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>
- Set a shader parameter in all commands that define it.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, float value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, float32 value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="System.Single" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>
- Set a shader parameter in all commands that define it.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, string value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, string value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="System.String" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>
- Set a shader parameter in all commands that define it.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, Urho.Color value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, valuetype Urho.Color value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="Urho.Color" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>
- Set a shader parameter in all commands that define it.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, Urho.IntRect value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, valuetype Urho.IntRect value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="Urho.IntRect" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>
- Set a shader parameter in all commands that define it.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, Urho.IntVector2 value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, valuetype Urho.IntVector2 value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="Urho.IntVector2" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>
- Set a shader parameter in all commands that define it.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, Urho.Matrix3x4 value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, valuetype Urho.Matrix3x4 value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="Urho.Matrix3x4" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>To be added.</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, Urho.Matrix4 value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, valuetype Urho.Matrix4 value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="Urho.Matrix4" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>To be added.</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, Urho.Quaternion value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, valuetype Urho.Quaternion value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="Urho.Quaternion" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>
- Set a shader parameter in all commands that define it.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, Urho.Vector2 value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, valuetype Urho.Vector2 value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="Urho.Vector2" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>
- Set a shader parameter in all commands that define it.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, Urho.Vector3 value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, valuetype Urho.Vector3 value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>
- Set a shader parameter in all commands that define it.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetShaderParameter">
- <MemberSignature Language="C#" Value="public void SetShaderParameter (string name, Urho.Vector4 value);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetShaderParameter(string name, valuetype Urho.Vector4 value) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="name" Type="System.String" />
- <Parameter Name="value" Type="Urho.Vector4" />
- </Parameters>
- <Docs>
- <param name="name">To be added.</param>
- <param name="value">To be added.</param>
- <summary>
- Set a shader parameter in all commands that define it.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ToggleEnabled">
- <MemberSignature Language="C#" Value="public void ToggleEnabled (string tag);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ToggleEnabled(string tag) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="tag" Type="System.String" />
- </Parameters>
- <Docs>
- <param name="tag">To be added.</param>
- <summary>
- Toggle enabled state of commands and rendertargets by tag.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- </Members>
- </Type>
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