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Ritchie's Abstractions 0.2
Platform abstractions that make Toolbox work
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Classes | |
| struct | BlendState |
| Structure defining how the GPU should perform blending when outputting pixels onto a surface. More... | |
| class | CacheState |
| An object that can be used to track the state of a cache. More... | |
| class | CastHelpers |
| struct | Color |
| A structure representing a single RGB color with an alpha channel, one byte per channel. More... | |
| class | ConstantBuffer |
| An area of GPU memory to store shader constants (in other words, material parameters). More... | |
| struct | DepthStencilState |
| A structure defining how a GPU should perform depth testing and stencil testing. More... | |
| class | FrameBuffer |
| A graphics frame buffer. This is a 2-dimensional surface that can both be used as a texture and used as a destination for rendering. More... | |
| class | GraphicsDevice |
| Abstraction of a 3D graphics rendering backend. More... | |
| class | GraphicsObject |
| Base class for all graphics-related objects. These objects, when constructed, are bound to the GraphicsDevice.Current. Therefore, do not create these when no device is current. More... | |
| struct | HsvColor |
| A color expressed in hue-saturation-value format. More... | |
| interface | IGraphicsContext |
| Interface representing a graphics display. More... | |
| class | IndexBuffer< TElement > |
| A graphics buffer containing vertex indices. More... | |
| interface | IPlatformResource< TFrontFacing > |
| interface | IResourceHandle |
| Interface for all platform resources. More... | |
| class | MathHelper |
| Static class containing various mathematical constants and functions. More... | |
| class | Platform |
| The base class for the foundation on which all life sits atop. More... | |
| class | PlatformConstantBuffer |
| class | PlatformFrameBuffer |
| class | PlatformIndexBuffer< TIndex > |
| class | PlatformShader |
| class | PlatformShaderPipeline |
| class | PlatformTexture |
| class | PlatformTexture2D |
| class | PlatformVertexBuffer< TElementType > |
| struct | Point |
| Structure representing a point in 2D space, usually expressed as pixel values. More... | |
| struct | RasterizerState |
| Structure containing settings for a graphics device's rasterization stage. More... | |
| struct | Rectangle |
| Structure representing a 2D axis-aligned bounding rectangle. More... | |
| class | ResourceCollection |
| A class containing a collection of unmanaged resources. | |
| struct | SamplerState |
| Structure containing settings for a texture sampler. More... | |
| class | Shader |
| Class representing a single stage within a shader pipeline (such as a single vertex shader). More... | |
| class | ShaderPipeline |
| A class representing an entire shader pipeline. More... | |
| class | Texture |
| Class representing a graphics texture. More... | |
| class | Texture2D |
| Class representing a 2D image. More... | |
| struct | VertexAttribute |
| Structure that contains information about how a graphics device should interpret a vertex type's fields. More... | |
| class | VertexBuffer< TElement > |
| A buffer of graphics memory containing structured vertex data. More... | |
| class | VertexFieldUsageAttribute |
| An attribute that can be applied to fields of a vertex structure in order to explicitly state how a graphics device should treat the field. More... | |
| class | VertexLayout |
Enumerations | |
| enum | BlendFactor { Zero , One , SourceColor , OneMinusSourceColor , DestinationColor , OneMinusDestinationColor , SourceAlpha , OneMinusSourceAlpha , DestinationAlpha , OneMinusDestinationAlpha , ConstantColor , OneMinusConstantColor , ConstantAlpha , OneMinusConstantAlpha } |
| enum | BlendFunction { Add , Subtract , ReverseSubtract , Min , Max } |
| Enum indicating how the channels of two images are to be blended together. More... | |
| enum | BufferUsage { Static , Dynamic , Stream } |
| Enum indicating how a graphics buffer should be treated by the graphics backend. More... | |
| enum | CullMode { None , Clockwise , CounterClockwise } |
| Enum representing how a graphics device should cull geometry. More... | |
| enum | DepthStencilFormat { None , Depth16 , Depth24 , Depth32 , Depth32F , Stencil8 , Depth24Stencil8 , Depth32FStencil8 } |
| There's a reason there's a multi-page joke here instead of an actual summary. More... | |
| enum | DepthStencilFunction { Always , Never , Less , Equal , LessOrEqual , Greater , GreaterOrEqual , NotEqual } |
| Enum defining different kinds of depth/stencil buffer tests. More... | |
| enum | GraphicsPlatform { OpenGL , Vulkan , Metal , DirectX } |
| Enum representing different graphics APIs. More... | |
| enum | PixelFormat { None , Rgba , Red , RedGreen , Rgb , Bgr , Bgra , Alpha , Luminance , LuminanceAlpha , RedInteger , RedGreenInteger , RgbInteger , RgbaInteger , BgraInteger , DepthComponent , StencilIndex , DepthStencil } |
| No. No I'm not documenting this. Just no. I'm too blind for understanding half of this shit. :) | |
| enum | PrimitiveType { Points , LineList , LineStrip , TriangleList , TriangleStrip , TriangleFan } |
| Enum specifying a type of graphics primitive to draw. More... | |
| enum | ShaderStage { Vertex , Geometry , Hull , Domain , Fragment } |
| Enum defining different pipeline stages within a graphics shader pipeline. More... | |
| enum | StencilOperation { Keep , Zero , Replace , Increase , IncreaseWrapped , Decrease , DecreaseWrapped , Invert } |
| Enum representing operations that can be performed during a stencil test. More... | |
| enum | SurfaceFormat { None , Color , Bgr , Rgb10A2 , Rgba16F , Rgba32F , Rgb565 , Srgb8Alpha8 , Alpha8 , R8 , Rg8 , R16F , Rg16F , R32F , Rg32F , Rgb16F , Rgba8UnsignedInt , Rgba8Int , R32UnsignedInt , Depth16 , Depth24 , Depth32 , Depth32F , Stencil8 , Depth24Stencil8 , Depth32FStencil8 } |
| Remember what I said in the PixelFormat enum's summary? Yeah. That. | |
| enum | TextureFilter { PointClamp , PointWrap , LinearClamp , LinearWrap } |
| Enum representing texture filtering types. More... | |
| enum | TextureType { Texture1D , Texture2D , Texture3D , TextureCube } |
| Enum specifying diffeent types of textures. More... | |
| enum | VertexAttributeType { Position , Color , TextureCoordinate } |
| Enum representing different types of attributes that a vertex structure may have. More... | |
| enum BlendFactor |
| enum BlendFunction |
Enum indicating how the channels of two images are to be blended together.
| enum BufferUsage |
| enum CullMode |
| enum DepthStencilFormat |
There's a reason there's a multi-page joke here instead of an actual summary.
| enum DepthStencilFunction |
Enum defining different kinds of depth/stencil buffer tests.
| enum GraphicsPlatform |
| enum PrimitiveType |
Enum specifying a type of graphics primitive to draw.
| enum ShaderStage |
Enum defining different pipeline stages within a graphics shader pipeline.
| enum StencilOperation |
| enum TextureFilter |
Enum representing texture filtering types.
| enum TextureType |
Enum specifying diffeent types of textures.
| enum VertexAttributeType |
Enum representing different types of attributes that a vertex structure may have.