Namespace Graphics Module
Classes
Represents material that can be used to render particles. |
Single texture mip map entry data. |
Texture data container (used to keep data downloaded from the GPU). |
Base class for Texture, SpriteAtlas, IESProfile and other assets that can contain texture data. |
Represents material that can be used to render terrain. |
GPU texture object which can change it's resolution (quality) at runtime. |
Data storage for the skinned meshes rendering |
Represents part of the skinned model that is made of vertices and can be rendered using custom material, transformation and skeleton bones hierarchy. |
Performs hierarchical updates for skeleton nodes. |
Helper class used to map model nodes/bones from one skeleton into another. Useful for animation retargeting. |
Describes hierarchical bones in a flattened array. Bones are ordered so that parents always come first, allowing for hierarchical updates in a simple loop. |
Contains shader data that is used during creating shaders/materials |
Shaders cache manager. |
Base class for binary assets that can contain shader. |
Base class for assets that can contain shader. |
Render task which draws scene actors into the output buffer. |
Set of utilities for rendering. |
Allows to perform custom rendering using graphics pipeline. |
Utility for pooling render target resources with reusing and sharing resources during rendering. |
The scene rendering buffers container. |
Custom PostFx which can modify final image by processing it with material based filters. The base class for all post process effects used by the graphics pipeline. Allows to extend frame rendering logic and apply custom effects such as outline, night vision, contrast etc. Override this class and implement custom post fx logic. Use MainRenderTask.Instance.AddCustomPostFx(myPostFx) to attach your script to rendering or add script to camera actor. |
Represents material that can be used to render post-process effects. |
Extensions to PixelFormat. |
Represents material that can be used to render particles. |
Collection of model instance entries. |
Data container for model metadata and LODs. |
The mesh deformation utility for editing or morphing models dynamically at runtime (eg. via Blend Shapes or Cloth). |
Data container for the common model meshes data. Supports holding all types of data related to the models pipeline. |
Base class for mesh objects. |
General purpose utility for accessing mesh data (both read and write). |
Represents part of the model that is made of vertices and can be rendered using custom material and transformation. |
The material slot descriptor that specifies how to render geometry using it. |
Represents material shader that can be used to render objects, visuals or effects. Contains a dedicated shader. |
The collection of material parameters. |
Material variable object. Allows to modify material parameter value at runtime. |
The main game rendering task used by the engine. For Main Render Task its Output may be null because game can be rendered directly to the native window backbuffer. This allows to increase game rendering performance (reduced memory usage and data transfer). User should use post effects pipeline to modify the final frame.
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Interface for objects that can manage streamable texture |
Interface for material objects. |
Represents material that can be used to render GUI. |
Graphics device manager that creates, manages and releases graphics device and related objects. |
Defines input layout of vertex buffer data passed to the Vertex Shader. |
GPU texture mip upload task. |
GPU buffer upload task. |
Represents a GPU query that measures execution time of GPU operations. The query will measure any GPU operations that take place between its Begin() and End() calls. |
Defines a view for the GPUTexture surface, full resource or any of the sub-parts. Can be used to define a single subresource of the texture, volume texture or texture array. Used to render to the texture and/or use textures in the shaders. |
The GPU texture resource object. This class is able to create 2D/3D textures, volume textures and render targets. |
Graphics Device work manager. |
Describes object responsible for GPU jobs execution scheduling. |
GPU tasks context |
Describes GPU work object. |
GPU swap chain object that provides rendering to native window backbuffer. |
Vertex Shader program. |
Pixel Shader program. |
Hull Shader program. |
Geometry Shader program. |
Domain Shader program. |
Compute Shader program. |
Mini program that can run on the GPU. |
The GPU resource with shader programs that can run on the GPU and are able to perform rendering calculation using textures, vertices and other resources. |
GPU texture sampler object. |
Interface for GPU resources views. Shared base class for texture and buffer views. |
Tracking of per-resource or per-subresource state for GPU resources that require to issue resource access barriers during rendering. |
GPU Resource container utility object. |
GPU Resource container utility object. |
Describes base implementation of Graphics Device resource for rendering back-ends. DeviceType is GPU device typename, BaseType must be GPUResource type to inherit from). |
The base class for all GPU resources. |
GPUPipelineStatePermutationsPs
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Describes full graphics pipeline state within single object. |
Graphics device object for rendering on GPU. |
GPU subresource copy task. |
GPU resource copy task. |
Interface for GPU device context that can record and send graphics commands to the GPU in a sequence. |
Constant Buffer object used to pass parameters to the shaders on GPU. |
Defines a view for the GPUBuffer. Used to bind buffer to the shaders (for input as shader resource or for input/output as unordered access). |
All-in-one GPU buffer class. This class is able to create index buffers, vertex buffers, structured buffer and argument buffers. |
Interface for GPU device adapter. |
Represents material that can be used to render objects with Forward Rendering. |
Dynamic vertex buffer that allows to render any vertices during single frame (supports dynamic resizing) |
Dynamic Typed buffer that allows to upload data to the GPU from CPU (supports dynamic resizing). |
Dynamic structured buffer that allows to upload data to the GPU from CPU (supports dynamic resizing). |
Dynamic index buffer that allows to render any indices during single frame (supports dynamic resizing) |
Dynamic GPU buffer that allows to update and use GPU data (index/vertex/other) during single frame (supports dynamic resizing). |
Represents material that can be used to render objects that can be deformed. |
Represents material that can be used to render objects to GBuffer. |
Default implementation for GPU async job execution |
Represents material that can be used to render decals. |
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Helper container used for detailed triangle mesh intersections tests. |
Data container for the blend shape. |
Structs
Contains settings for Tone Mapping effect rendering. |
Old texture header structure (was not fully initialized to zero). |
Texture header structure. |
Model texture resource descriptor. |
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Describes a single skeleton node data. Used by the runtime. |
Describes a single skeleton bone data. Used by the runtime. Skeleton bones are subset of the skeleton nodes collection that are actually used by the skinned model meshes. |
Shader macro definition structure |
The shader program metadata container. Contains description about resources used by the shader. |
Structure of serialized material parameter data. |
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ScreenSpaceReflectionsSettings Contains settings for Screen Space Reflections effect rendering. |
Rendering view description that defines how to render the objects (camera placement, rendering properties, etc.). |
The high-level renderer context batch that encapsulates multiple rendering requests within a single task (eg. optimize main view scene rendering and shadow projections at once). |
The high-level renderer context. Used to collect the draw calls for the scene rendering. Can be used to perform a custom rendering. |
Contains settings for rendering advanced visual effects and post effects. |
Contains settings for custom PostFx materials rendering. |
Utility for writing and reading from different pixels formats within a single code path. |
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Contains settings for Motion Blur effect rendering. |
Data container for LOD metadata and sub meshes. |
The model instance entry that describes how to draw it. |
Data container for model hierarchy node. |
The mesh deformation data container. |
Model material slot entry that describes model mesh appearance. |
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Material info structure - version 9 [Deprecated on 13.07.2022, expires on 13.07.2024] |
Material info structure - version 8 [Deprecated on 24.07.2019, expires on 10.05.2021] |
Structure with basic information about the material surface. It describes how material is reacting on light and which graphical features of it requires to render. |
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Contains settings for Lens Flares effect rendering. |
A common description for all GPU textures. |
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A common description for all samplers. |
Graphics Device limits and constraints descriptor. |
The GPU draw indirect command arguments data. |
The GPU draw indexed indirect command arguments data. |
The GPU dispatch indirect command arguments data. |
Utility structure to safety graphics device locking. |
A common description for all GPU buffers. |
Contains settings for Global Illumination effect rendering. |
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The features exposed for a particular format. |
Contains settings for Eye Adaptation effect rendering. |
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Contains settings for Depth Of Field effect rendering. |
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Contains settings for Color Grading effect rendering. |
Contains settings for Camera Artifacts effect rendering. |
Contains settings for Bloom effect rendering. |
The blend shape vertex data optimized for runtime meshes morphing. |
Render target blending mode descriptor. |
Contains settings for Anti Aliasing effect rendering. |
Contains settings for Ambient Occlusion effect rendering. |