Abstract renderer that serves as the base class for implementation specific renderers.
Declaration Syntax
C# |
public abstract class BaseRenderer : IRenderer, IDisposable
Members
All Members | Constructors | Methods | Properties | Events | |
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Icon | Member | Description |
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BaseRenderer()()()() |
Creates a new instance of BaseRenderer.
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Adapter |
Gets the graphics adapter that was used to create the renderer.
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ApplyConcreteState(RenderState) |
Method for applying the actual platform-specific render state onto the device.
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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.
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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.
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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.
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Clear(Color) |
Clears all bounded render targets.
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Clear(ClearOptions, Color, Single, Int32) |
Clears all bounded render targets.
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ClearEnforcedState(RenderStateType) |
Clears the specific render state from the renderer.
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ClearEnforcedStates()()()() |
Clears all enforced states from the renderer.
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ClearRenderState(RenderStateType) |
Clears the state of the render.
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ClearRenderStates()()()() |
Clears the renderer's render states, setting all state objects to their default values.
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CurrentCamera |
Gets or sets the current camera. A camera owns a viewport and is used to perform culling.
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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.
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Dispose()()()() |
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
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Dispose(Boolean) |
Releases unmanaged and - optionally - managed resources
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Disposing |
Event for when the renderer is in the process of disposing itself, where it will clean up all resources.
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Draw(PrimitiveType, Int32, Int32) |
Draws non-indexed geometry.
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DrawIndexed(PrimitiveType, Int32, Int32, Int32) |
Draws indexed geometry.
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DrawIndexedInstanced(PrimitiveType, Int32, Int32, Int32, Int32) |
Draws indexed, instanced geometry.
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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.
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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.
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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.
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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.
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Equals(Object) |
(Inherited from Object.) |
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Finalize()()()() |
Releases unmanaged resources and performs other cleanup operations before the
BaseRenderer is reclaimed by garbage collection.
(Overrides Object.Finalize()()()().) |
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GetEnforcedState(RenderStateType) |
Returns the enforced state specified by its type, if it exists.
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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.
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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.
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GetRenderTargets()()()() |
Gets the currently bounded render targets.
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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.
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IsDisposed |
Gets if the renderer has been disposed.
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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.
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OnDispose()()()() |
Called when the renderer is disposing.
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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.
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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.
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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.
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SamplerStates |
Gets the sampler state collection for setting/getting sampler states used by the pixel shader.
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ScissorRectangle |
Gets or sets the rectangle used for scissor testing.
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SetEnforcedState(RenderState) |
Sets the enforced state that will override the incoming state in ApplyRenderState() method.
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SetIndexBuffer(IndexBuffer) |
Sets the index buffer.
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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.
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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.
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SetRenderTargets(array<RenderTargetBinding>[]()[][]) |
Sets the 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. The first render target's depth-stencil buffer is used
for all targets.
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SetVertexBuffer(VertexBuffer) |
Sets the vertex buffer.
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SetVertexBuffer(VertexBuffer, Int32) |
Sets the vertex buffer to the first input slot onto the device
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SetVertexBuffers(array<VertexBufferBinding>[]()[][]) |
Sets an array of vertex buffers starting from the first input slot.
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Textures |
Gets the texture collection for setting/getting textures used by the pixel shader.
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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.
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VertexTextures |
Gets the texture collection for setting/getting textures used by the vertex shader.
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Viewport |
Gets or sets the viewport which identifies the portion of the render target which we will be rendering onto.
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Inheritance Hierarchy
Object | ||
BaseRenderer | ||
D3D10Renderer | ||
XNARenderer |
Assembly: Tesla (Module: Tesla) Version: 0.5.0.0 (0.5.0.0)