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