Direct3D10 implementation of BaseRenderer.
Declaration Syntax
C# |
public class D3D10Renderer : BaseRenderer
Members
All Members | Methods | Properties | Events | ||
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Icon | Member | Description |
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Adapter |
Gets the graphics adapter that was used to create the renderer.
(Overrides BaseRenderer.Adapter.) |
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ApplyConcreteState(RenderState) |
Method for applying the actual platform-specific render state onto the device.
(Overrides BaseRenderer.ApplyConcreteState(RenderState).) |
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ApplyRenderState(RenderStateType, RenderState) |
Applies the render state to the device. If the state is null, then the default state for its type is used instead. If the renderer is
enforcing a state for the specified state type, that is used instead. If the state to be applied already is present in the cache, the renderer returns,
preventing redundant state switching.
It is important to let the renderer take care of state management, and not to set states directly in your shader program, in your effect pass. Otherwise,
the render states may be inconsistent to what is present in the cache.
(Inherited from BaseRenderer.) |
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BlendFactor |
Gets or sets the blend factor which is a constant color used for alpha blending. Default is Color.White. This is a "high frequency" render state,
and setting a BlendState to the renderer will override this value.
(Overrides BaseRenderer.BlendFactor.) |
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BlendState |
Gets or sets the BlendState currently active on the device and in the cache. Default is BlendState.Opaque. This is equivalent to using the
Get/ApplyRenderState methods.
(Inherited from BaseRenderer.) |
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Clear(ClearOptions, Color, Single, Int32) |
Clears all bounded render targets.
(Overrides BaseRenderer.Clear(ClearOptions, Color, Single, Int32).) |
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Clear(Color) |
Clears all bounded render targets.
(Inherited from BaseRenderer.) |
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ClearEnforcedState(RenderStateType) |
Clears the specific render state from the renderer.
(Inherited from BaseRenderer.) |
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ClearEnforcedStates()()()() |
Clears all enforced states from the renderer.
(Inherited from BaseRenderer.) |
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ClearRenderState(RenderStateType) |
Clears the state of the render.
(Inherited from BaseRenderer.) |
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ClearRenderStates()()()() |
Clears the renderer's render states, setting all state objects to their default values.
(Inherited from BaseRenderer.) |
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CurrentCamera |
Gets or sets the current camera. A camera owns a viewport and is used to perform culling.
(Inherited from BaseRenderer.) |
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DepthStencilState |
Gets or sets the DepthStencilState currently active on the device and in the cache. Default is DepthStencilState.Default. This is equivalent to
using the Get/ApplyRenderState methods.
(Inherited from BaseRenderer.) |
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Dispose(Boolean) |
Releases unmanaged and - optionally - managed resources
(Overrides BaseRenderer.Dispose(Boolean).) |
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Dispose()()()() |
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
(Inherited from BaseRenderer.) |
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Disposing |
Event for when the renderer is in the process of disposing itself, where it will clean up all resources.
(Inherited from BaseRenderer.) |
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Draw(PrimitiveType, Int32, Int32) |
Draws non-indexed geometry.
(Overrides BaseRenderer.Draw(PrimitiveType, Int32, Int32).) |
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DrawIndexed(PrimitiveType, Int32, Int32, Int32) |
Draws indexed geometry.
(Overrides BaseRenderer.DrawIndexed(PrimitiveType, Int32, Int32, Int32).) |
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DrawIndexedInstanced(PrimitiveType, Int32, Int32, Int32, Int32) |
Draws indexed, instanced geometry.
(Overrides BaseRenderer.DrawIndexedInstanced(PrimitiveType, Int32, Int32, Int32, Int32).) |
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EnforcedBlendState |
Gets or sets the enforced BlendState, this will override the cached BlendState when ApplyRenderState() is called.
This is equivalent to using the Get/SetEnforcedState methods.
(Inherited from BaseRenderer.) |
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EnforcedDepthStencilState |
Gets or sets the enforced DepthStencilState, this will override the cached DepthStencilState when ApplyRenderState() is called.
This is equivalent to using the Get/SetEnforcedState methods.
(Inherited from BaseRenderer.) |
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EnforcedMaterial |
Gets or sets the enforced material. This may or may not be ignored when the IRenderable's Render() method is called. If this is not
null, it lets the renderable know what material to use instead of its default material. Set this value to null for default behavior.
(Inherited from BaseRenderer.) |
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EnforcedRasterizerState |
Gets or sets the enforced RasterizerState, this will override the cached RasterizerState when ApplyRenderState() is called.
This is equivalent to using the Get/SetEnforcedState methods.
(Inherited from BaseRenderer.) |
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Equals(Object) |
(Inherited from Object.) |
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Finalize()()()() |
Releases unmanaged resources and performs other cleanup operations before the
D3D10Renderer is reclaimed by garbage collection.
(Overrides BaseRenderer.Finalize()()()().) |
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GetEnforcedState(RenderStateType) |
Returns the enforced state specified by its type, if it exists.
(Inherited from BaseRenderer.) |
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GetHashCode()()()() |
Serves as a hash function for a particular type. (Inherited from Object.) |
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GetIndexBuffer()()()() |
Gets the currently bound index buffer.
(Overrides BaseRenderer.GetIndexBuffer()()()().) |
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GetRenderState(RenderStateType) |
Returns the current renderstate of the specified type that has been set to the device, and is present in the cache.
(Inherited from BaseRenderer.) |
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GetRenderTargets()()()() |
Gets the currently bounded render targets.
(Overrides BaseRenderer.GetRenderTargets()()()().) |
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GetType()()()() |
Gets the Type of the current instance. (Inherited from Object.) |
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GetVertexBuffers()()()() |
Gets the currently bounded vertex buffers.
(Overrides BaseRenderer.GetVertexBuffers()()()().) |
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IsDisposed |
Gets if the renderer has been disposed.
(Inherited from BaseRenderer.) |
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MemberwiseClone()()()() |
Creates a shallow copy of the current Object. (Inherited from Object.) |
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MultiSampleMask |
Gets or sets the bitmask which defines which samples can be written during multisampling. Default is -1 (0xffffffff). This is a "high frequency" render
state, and setting a BlendState to the renderer will override this value.
(Overrides BaseRenderer.MultiSampleMask.) |
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OnDispose()()()() |
Called when the renderer is disposing.
(Inherited from BaseRenderer.) |
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RasterizerState |
Gets or sets the RasterizerState currently active on the device and in the cache. Default is RasterizerState.CullBackClockwiseFront. This
is the equivalent to using the Get/ApplyRenderState methods.
(Inherited from BaseRenderer.) |
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ReferenceStencil |
Gets or sets the reference value for stencil testing. Default is zero. This is a "high frequency" render state, and setting a BlendState to the
renderer will override this value.
(Overrides BaseRenderer.ReferenceStencil.) |
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RenderQueue |
Gets or sets the render queue that will be used to place renderables, sort them, and render them to the render target.
(Inherited from BaseRenderer.) |
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SamplerStates |
Gets the sampler state collection for setting/getting sampler states used by the pixel shader.
(Overrides BaseRenderer.SamplerStates.) |
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ScissorRectangle |
Gets or sets the rectangle used for scissor testing.
(Overrides BaseRenderer.ScissorRectangle.) |
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SetEnforcedState(RenderState) |
Sets the enforced state that will override the incoming state in ApplyRenderState() method.
(Inherited from BaseRenderer.) |
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SetIndexBuffer(IndexBuffer) |
Sets the index buffer.
(Overrides BaseRenderer.SetIndexBuffer(IndexBuffer).) |
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SetRenderTarget(RenderTarget2D) |
Sets a 2D render target to the first render target slot and unbinds
all currently bound targets.
Setting this to null
unbinds all targets and sets the target to the currently active
swap chain's back buffer.
(Overrides BaseRenderer.SetRenderTarget(RenderTarget2D).) |
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SetRenderTarget(RenderTargetCube, CubeMapFace) |
Sets a Cube render target, to the first render target slot
and unbinds all currently bound targets.
Setting this to null unbinds all targets and sets the target to the currently active
swap chain's back buffer.
(Overrides BaseRenderer.SetRenderTarget(RenderTargetCube, CubeMapFace).) |
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SetRenderTargets(array<RenderTargetBinding>[]()[][]) |
Sets the array of render targets to the device and unbinds all currently
bound targets. The first target in the array is bound to the first
slot and so forth. The first render target's depth-stencil buffer is used
for all targets.
(Overrides BaseRenderer.SetRenderTargets(array<RenderTargetBinding>[]()[][]).) |
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SetVertexBuffer(VertexBuffer) |
Sets the vertex buffer to the first input slot onto the device.
(Overrides BaseRenderer.SetVertexBuffer(VertexBuffer).) |
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SetVertexBuffer(VertexBuffer, Int32) |
Sets the vertex buffer to the first input slot onto the device
(Overrides BaseRenderer.SetVertexBuffer(VertexBuffer, Int32).) |
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SetVertexBuffers(array<VertexBufferBinding>[]()[][]) |
Sets an array of vertex buffers starting from the first input slot.
(Overrides BaseRenderer.SetVertexBuffers(array<VertexBufferBinding>[]()[][]).) |
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Textures |
Gets the texture collection for setting/getting textures used by the pixel shader.
(Overrides BaseRenderer.Textures.) |
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ToString()()()() |
(Inherited from Object.) |
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VertexSamplerStates |
Gets the sampler state collection for setting/getting sampler states used by the vertex shader.
(Overrides BaseRenderer.VertexSamplerStates.) |
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VertexTextures |
Gets the texture collection for setting/getting textures used by the vertex shader.
(Overrides BaseRenderer.VertexTextures.) |
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Viewport |
Gets or sets the viewport which identifies the portion of the render target which we will be rendering onto.
(Overrides BaseRenderer.Viewport.) |
Inheritance Hierarchy
Object | ||
BaseRenderer | ||
D3D10Renderer |
Assembly: Tesla.Direct3D10 (Module: Tesla.Direct3D10) Version: 0.5.0.0 (0.5.0.0)