TINMAN 3D / REALTIME TERRAIN
Software Development Kit - User Manual

class ShaderEffect in Tinman.AddOns.Rendering

Wraps a GPU shader effect.

abstract class ShaderEffect extends Disposable
  implements IShaderEffect

Public / Attributes

LifecycleState

Returns the lifecycle state of this object.

public virtual property LifecycleState { get }
type LifecycleState
value The lifecycle state.
inherited Disposable.LifecycleState

Name

The name of this shader effect.

public property Name { get }
type string
value [not-null] The effect name.
implements IShaderEffect.Name

ParameterNames

Returns the names of all shader effect parameters.

public property ParameterNames { get }
type string[]
value [not-null] The list of shader effect parameter names.
implements IShaderEffect.ParameterNames

See also:

IShaderEffect.Parameter

TechniqueNames

Returns the names of all shader effect techniques.

public property TechniqueNames { get }
type string[]
value [not-null] The list of shader effect technique names.
implements IShaderEffect.TechniqueNames

See also:

IShaderEffect.Technique

Public / Methods

AcquireTry

Acquires a strong reference to this disposable object.

[OwnerReturn, ThreadSafe]
public method AcquireTry ()
type IDisposable
returns this if a new strong reference has been acquired, null if this object is already being disposed.
inherited Disposable.AcquireTry

Remarks:

The object will not be actually disposed by calls to Dispose when there is at least one strong reference left. Code that calls the AcquireTry method is responsible for calling the Dispose method accordingly.

This method is not intended to be used in performance-critical code. It should only be used to high-level resource management.

ApplyChanges

Applies all changes that have been made to the parameters of this shader effect during an active render pass.

public abstract method ApplyChanges ()
implements IShaderEffect.ApplyChanges

Remarks:

The ApplyChanges only needs to be called between calls to BeginPass and EndPass.

Dispose

Releases all resources held by this object if there are no more strong references to it, decrements the reference counter by one otherwise.

[Dispose, OwnerThis, ThreadSafe]
public method Dispose ()
inherited Disposable.Dispose

Remarks:

The Dispose method silently returns if the object has already been disposed.

HasParameter

Checks if a parameter of the given name exists.

[Pure]
public method HasParameter (string name)
type bool
params name [not-empty] The shader effect parameter name.
returns true if the parameter exists, false if not.
implements IShaderEffect.HasParameter

HasTechnique

Checks if a technique of the given name exists.

[Pure]
public method HasTechnique (string name)
type bool
params name [not-empty] The shader effect technique name.
returns true if the parameter exists, false if not.
implements IShaderEffect.HasTechnique

Parameter

Returns a parameter of this shader effect by its name.

[Pure]
public method Parameter (string name)
type IShaderParameter
params name [not-empty] The shader effect parameter name.
returns [not-null] The shader parameter.
implements IShaderEffect.Parameter

See also:

IShaderEffect.HasParameter

Exceptions:

Technique

Returns the index of the given rendering technique.

[Pure]
public method Technique (string name)
type IShaderTechnique
params name [not-empty] Name of rendering technique.
returns [0..Techniques-1] The render technique index.
implements IShaderEffect.Technique

See also:

IShaderEffect.HasTechnique

Exceptions:

Protected / Constructors

ShaderEffect

Creates a new instance of ShaderEffect.

protected constructor ShaderEffect (string name)
params name [not-empty] The shader effect name.

Protected / Methods

Add

Adds a shader parameter.

protected method Add ([Owner] IShaderParameter parameter)
params parameter [not-null] The shader parameter.

Remarks:

Subclasses call this method to populate the shader effect.


Adds a shader technique.

protected method Add ([Owner] IShaderTechnique technique)
params technique [not-null] The shader technique.

Remarks:

Subclasses call this method to populate the shader effect.

DisposeManaged

Disposes the managed resources held by a concrete subclass. This method will be called at most once per subclass.

protected override method DisposeManaged ()
overrides Disposable.DisposeManaged

Remarks:

This method will only be called when a disposable object is explicitly destroyed by user code calling the Dispose method. It will not be called when the object is collected as garbage by the system.

Overriding methods must call the DisposeManaged method of their base class. The base call should be the last statement.

The DisposeManaged method is called before the DisposeUnmanaged method.

DisposeUnmanaged

Disposes the unmanaged resources held by a concrete subclass. This method will be called exactly once per subclass.

protected virtual method DisposeUnmanaged ()
inherited Disposable.DisposeUnmanaged

Remarks:

Overriding methods must call the DisposeUnmanaged method of their base class. The base call should be the last statement.

The DisposeUnmanaged method is called after the DisposeManaged method.