Tesla Graphics Engine Documentation (January 2012)
EngineValueMap Class
TeslaTesla.CoreEngineValueMap
Encapsulates the engine value properties, which is a centralized way of binding and serving shader uniform data. For this data map to properly work, a camera and timer must be set before values are requested.
Declaration Syntax
C#
public sealed class EngineValueMap
Members
All Members Constructors Methods Properties



Icon Member Description
EngineValueMap()()()()
Creates a new engine value map instance.

AspectRatio
Gets the aspect ratio, float value equal to Width/Height of the currently active camera's viewport.

Camera
Gets or sets the current camera bound to the value map. This is required to use any view or projection matrix related properties (e.g. rendering geometry).

CameraDirection
Gets the direction (Forward) of the currently active camera.

CameraPosition
Gets the position of the currently active camera in world space.

CameraRight
Gets the left vector of the currently active camera.

CameraUp
Gets the up vector of the currently active camera.

Equals(Object)
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
FrameRate
Gets the frames per second, which is the inverse of time per frame.

FrustumNearFar
Gets Near and Far values of the view frustum of the currently active camera, represented by a Vector2. X = Near, Y = Far.

GetHashCode()()()()
Serves as a hash function for a particular type.
(Inherited from Object.)
GetType()()()()
Gets the Type of the current instance.
(Inherited from Object.)
GetValue(EngineValue, Int32%)
Convenience method for retrieving the int value corresponding to the specified engine value.

GetValue(EngineValue, Single%)
Convenience method for retrieving the float value corresponding to the specified engine value.

GetValue(EngineValue, Vector2%)
Convenience method for retrieving the Vector2 value corresponding to the specified engine value.

GetValue(EngineValue, Vector3%)
Convenience method for retrieving the Vector3 value corresponding to the specified engine value.

GetValue(EngineValue, Vector4%)
Convenience method for retrieving the Vector4 value corresponding to the specified engine value.

GetValue(EngineValue, Matrix%)
Convenience method for retrieving the Matrix value corresponding to the specified engine value.

NextRandomInt(Int32)
Gets the next non-negative random value less than the specified max value.

NextRandomInt(Int32, Int32)
Gets the next non-negative random value between the low and high values.

ProjectionMatrix
Gets the current camera's projection matrix.

ProjectionMatrixInverse
Gets the inverse of the projection matrix, which takes us from projection-space to view-space.

Random
Gets the random number generator.

RandomFloat
Gets the next random float from the engine's random value stream, between 0.0f and 1.0f.

RandomInt
Gets the next random int (non-negative) from the engine's random value stream.

Resolution
Gets the resolution of the viewport, represented by a Vector2. X = Width, Y = Height.

SetSeedValue(Int32)
Creates a new random number generator with the specified seed value.

Time
Gets the total time in seconds since the application was started (or since the game timer was set).

TimePerFrame
Gets the time in seconds since the last frame was rendered.

Timer
Gets or sets the current game timer bound to the value map. This is required to use time-related properties.

ToString()()()()
Returns a String that represents the current Object.
(Inherited from Object.)
ViewMatrix
Gets the current camera's view matrix.

ViewMatrixInverse
Gets the inverse of the view matrix, which takes us from view-space to world-space.

Viewport
Gets the dimensions of the currently active viewport, represented by a Vector4. X = Viewport.X, Y = Viewport.Width, Z = Viewport.Y, W = Viewport.Height.

ViewProjectionMatrix
Gets the View-Projection concatenated matrix.

WorldInverseTranspose
Gets the World matrix's inverse transpose, otherwise known as the Normal Matrix that is used to correctly transform Normal vectors to world space when non-uniform scaling is used for lighting.

WorldMatrix
Gets or sets the current world matrix. Set this before geometry is to be rendered in order for it to be used in sending data to the shader.

WorldMatrixInverse
Gets the inverse of the world matrix, which takes us from world-space to model-space.

WorldViewMatrix
Gets the World-View concatenated matrix.

WorldViewProjection
Gets the World-View-Projection concatenated matrix.

Inheritance Hierarchy
Object
EngineValueMap

Assembly: Tesla (Module: Tesla) Version: 0.5.0.0 (0.5.0.0)