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 | ||
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Icon | Member | Description |
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EngineValueMap()()()() |
Creates a new engine value map instance.
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AspectRatio |
Gets the aspect ratio, float value equal to Width/Height of the currently active camera's
viewport.
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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).
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CameraDirection |
Gets the direction (Forward) of the currently active camera.
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CameraPosition |
Gets the position of the currently active camera in world space.
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CameraRight |
Gets the left vector of the currently active camera.
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CameraUp |
Gets the up vector of the currently active camera.
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Equals(Object) |
(Inherited from Object.) |
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FrameRate |
Gets the frames per second, which is the inverse of time per frame.
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FrustumNearFar |
Gets Near and Far values of the view frustum of the currently active camera,
represented by a Vector2. X = Near, Y = Far.
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GetHashCode()()()() |
Serves as a hash function for a particular type. (Inherited from Object.) |
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GetType()()()() |
Gets the Type of the current instance. (Inherited from Object.) |
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GetValue(EngineValue, Int32%) |
Convenience method for retrieving the int value corresponding to the specified engine value.
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GetValue(EngineValue, Single%) |
Convenience method for retrieving the float value corresponding to the specified engine value.
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GetValue(EngineValue, Vector2%) |
Convenience method for retrieving the Vector2 value corresponding to the specified engine value.
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GetValue(EngineValue, Vector3%) |
Convenience method for retrieving the Vector3 value corresponding to the specified engine value.
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GetValue(EngineValue, Vector4%) |
Convenience method for retrieving the Vector4 value corresponding to the specified engine value.
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GetValue(EngineValue, Matrix%) |
Convenience method for retrieving the Matrix value corresponding to the specified engine value.
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NextRandomInt(Int32) |
Gets the next non-negative random value less than the specified max value.
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NextRandomInt(Int32, Int32) |
Gets the next non-negative random value between the low and high values.
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ProjectionMatrix |
Gets the current camera's projection matrix.
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ProjectionMatrixInverse |
Gets the inverse of the projection matrix, which takes us from projection-space to view-space.
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Random |
Gets the random number generator.
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RandomFloat |
Gets the next random float from the engine's random value stream, between 0.0f and 1.0f.
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RandomInt |
Gets the next random int (non-negative) from the engine's random value stream.
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Resolution |
Gets the resolution of the viewport, represented by a Vector2. X = Width, Y = Height.
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SetSeedValue(Int32) |
Creates a new random number generator with the specified seed value.
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Time |
Gets the total time in seconds since the application was started (or since the game timer was set).
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TimePerFrame |
Gets the time in seconds since the last frame was rendered.
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Timer |
Gets or sets the current game timer bound to the value map. This is required to use time-related properties.
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ToString()()()() |
(Inherited from Object.) |
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ViewMatrix |
Gets the current camera's view matrix.
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ViewMatrixInverse |
Gets the inverse of the view matrix, which takes us from view-space to world-space.
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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.
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ViewProjectionMatrix |
Gets the View-Projection concatenated matrix.
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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.
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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.
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WorldMatrixInverse |
Gets the inverse of the world matrix, which takes us from world-space to model-space.
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WorldViewMatrix |
Gets the World-View concatenated matrix.
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WorldViewProjection |
Gets the World-View-Projection concatenated matrix.
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Inheritance Hierarchy
Object | |
EngineValueMap |
Assembly: Tesla (Module: Tesla) Version: 0.5.0.0 (0.5.0.0)