Namespace Stride.Rendering
Classes
- BackToFrontSortMode
Sort elements according to the pattern: [RenderFeature Sort Key 8 bits] [Distance back to front 32 bits] [RenderObject states 24 bits]
- CameraKeys
Keys used by transformations.
- DrawEffect
The base class in charge of applying and drawing an effect.
- DynamicEffectInstance
Represents an instance of an Effect that can be dynamically compiled in different permutations according to the permutation parameters set in its Parameters.
- EffectInstance
Represents an instance of an Effect, including its values and Graphics Resources to bind (such as Textures, Buffers, or SamplerStates).
- EffectParameterUpdaterLayout
Defines the layout used by EffectParameterUpdater to update several ResourceGroups from a Stride.Rendering.ParameterCollection.
- EffectSystem
The effect system.
- EffectSystemExtensions
Extensions for EffectSystem
- FrameResourceGroupLayout
Implementation of RenderSystemResourceGroupLayout specifically for PerFrame cbuffer of RenderSystem.
- FrontToBackSortMode
Sort elements according to the pattern: [RenderFeature Sort Key 8 bits] [Distance front to back 16 bits] [RenderObject states 32 bits]
- GraphicsRendererCollectionBase<T>
A collection of IGraphicsRenderer that is itself a IGraphicsRenderer handling automatically Initialize(RenderContext) and Unload().
- GraphicsRendererCollection<T>
A collection of IGraphicsRenderer that is itself a IGraphicsRenderer handling automatically Initialize(RenderContext) and Unload().
- LightingKeys
Keys used for lighting.
- LogicalGroupExtensions
Various extension methods usedful to use with LogicalGroup.
- Material
A compiled version of MaterialDescriptor.
- MaterialAssetKeys
Defines keys associated with mesh used for compiling assets.
- MaterialInstance
A Material instance.
- MaterialPass
Describes a single rendering pass of a Material.
- MaterialPassCollection
A collection of MaterialPass.
- MeshKeys
Defines keys associated with mesh used for compiling assets.
- MeshPipelineProcessor
Pipeline processor for RenderMesh with materials. It will set blend and depth-stencil state for transparent objects, and properly set culling according to material and negative scaling.
- MeshRenderFeature
Renders RenderMesh.
- MeshSkinningDefinition
Describes skinning for a Mesh, through a collection of MeshBoneDefinition.
- MeshVelocityRenderFeature
Output per-pixel motion vectors to a separate render target
- Model
Collection of Mesh, each one usually being a different LOD of the same Model. The effect system will select the appropriate LOD depending on distance, current pass, and other effect-specific requirements.
- ProfilingKeys
Various ProfilingKey used to measure performance across some part of the effect system.
- RenderContext
Rendering context.
- RenderDrawContext
Rendering context used during Draw(RenderDrawContext).
- RenderEffect
Instantiation of an Effect for a given EffectObjectNodeReference.
- RenderEffectReflection
Describes an effect as used by a RenderNode.
- RenderFeature
Entry-point for implementing rendering feature.
- RenderGroupMaskExtensions
Extensions for RenderGroupMask
- RenderInstancing
Contains information for model instancing. Used by the InstancingRenderFeature
- RenderMesh
Used by MeshRenderFeature to render a Mesh.
- RenderModel
Contains information related to the Model so that the RenderMesh can access it.
- RenderObject
Describes something that can be rendered by a RootRenderFeature.
- RenderObjectCollection
A collection of RenderObject.
- RenderStage
Represents a way to instantiate a given RenderObject for rendering, esp. concerning effect selection and permutation.
- RenderStageFilter
Defines a way to filter RenderObject.
- RenderStageSelector
Defines how a RenderObject gets assigned to specific RenderStage.
- RenderSystem
Facility to perform rendering: extract rendering data from scene, determine effects and GPU states, compute and prepare data (i.e. matrices, buffers, etc...) and finally draw it.
- RenderSystemResourceGroupLayout
Implementation of ResourceGroupLayout specifically for RenderSystem use (contains some extra information).
- RenderTargetKeys
Keys used for render target settings.
- RenderView
Defines a view used during rendering. This is usually a frustum and some camera parameters.
- RenderViewFeature
Describes a specific RenderView and RootRenderFeature combination.
- RendererBase
Base implementation of IGraphicsRenderer
- RendererCoreBase
Base implementation of IGraphicsRenderer
- ResourceResolver
Resolves a render target from one render pass to be used as an input resource to another render pass
- RootEffectRenderFeature
A root render feature that can manipulate effects.
- RootRenderFeature
A top-level renderer that work on a specific kind of RenderObject, such as Mesh, Particle, Sprite, etc...
- ShadowMeshPipelineProcessor
Pipline processor for RenderMesh that cast shadows, to properly disable culling and depth clip.
- Skeleton
Describes hiderarchical nodes in a flattened array.
- SkeletonUpdater
Performs hierarchical updates for a given Model.
- SkinningRenderFeature
Computes and uploads skinning info.
- SortMode
Defines a way to sort RenderObject.
- SortModeDistance
Helper class to sort objects based on distance.
- StateChangeSortMode
Sort elements according to the pattern: [RenderFeature Sort Key 8 bits] RenderObject states 32 bits] [Distance front to back 16 bits]
- SubRenderFeature
A render feature used inside another one (i.e. RenderFeatures.
- TexturingKeys
Common keys used for texturing in Stride rendering.
- TransformRenderFeature
A render feature that computes and upload World, View and Projection matrices for each views and for each objects.
- TransformationKeys
Keys used by transformations.
- ViewResourceGroupLayout
Implementation of RenderSystemResourceGroupLayout specifically for PerView cbuffer of RenderSystem.
- VisibilityGroup
Represents a group of visible RenderObject.
Structs
- ConstantBufferOffsetReference
Handle used to query what's the actual offset of a given variable in a constant buffer, through GetConstantBufferOffset(ConstantBufferOffsetReference).
- EffectDescriptorSetReference
Handle used to query what's the actual offset of a given variable in a constant buffer, through GetConstantBufferOffset(ConstantBufferOffsetReference).
- EffectObjectNode
Represents a RenderObject drawn with a specific RenderEffect, with attached properties.
- EffectParameterUpdater
Helper class to update several ResourceGroup from a Stride.Rendering.ParameterCollection.
- EffectPermutationSlot
Defines an effect permutation slot for a RootRenderFeature.
- EffectValidator
How to use: BeginEffectValidation(); ValidateParameter(key1, value1); ValidateParameter(key2, value2); ... EndEffectValidation(); //returns true if same as last time, false if something changed You can use EffectValues to actually compile the effect.
- LogicalGroup
Defines a group of descriptors and cbuffer range that are updated together. It can be declared in shader using the syntax
cbuffer PerView.LogicalGroupName(also works withrgroup).
- LogicalGroupReference
Handle used to query logical group information.
- MeshBoneDefinition
Describes a bone cluster inside a Mesh.
- ModelNodeDefinition
Describes a single transformation node, usually in a Model node hierarchy.
- ObjectNode
Represents a RenderObject and allows to attach properties every frame.
- PipelinePluginContext
Context used by PipelinePluginManager.
- RenderDataHolder
Holds associated data used during rendering.
- RenderNode
Represents an single render operation of a RenderObject from a specific view with a specific effect, with attached properties.
- RenderViewFeatureStage
Describes a specific RenderView, RootRenderFeature and RenderStage combination.
- RenderViewStage
Stage-specific data for a RenderView.
- SortKey
Sort key used
- TransformTRS
Stores transformation in a TRS format (Position, Rotation and Scale).
- ViewObjectNode
Represents a RenderObject from a specific view.
Interfaces
- IEffectMixinProvider
Defines the interface to provide an effect mixin for a CameraRendererMode.
- IEntityComponentRenderProcessor
An EntityProcessor dedicated for rendering.
- IGraphicsRenderer
A graphics renderer.
- IGraphicsRendererCore
The core interface of a renderer.
- IImageEffectRenderer
Renderer interface for a end-user ImageEffect accessible from SceneEffectRenderer. See remarks.
- IModelInstance
Instance of a model with its parameters.
Enums
- CameraCullingMode
Culling mode of a RenderView.
- ClearRendererFlags
Flags used to clear a render frame.
- ModelNodeFlags
Flags describing state of a ModelNodeDefinition.
- RenderEffectState
Describes the state of a RenderEffect.
- RenderGroup
An entity group.
- RenderGroupMask
A mask for RenderGroup.
- RenderStageDepthAccess
How pipelines in a RenderStage access the depth-stencil attachment.
- ResolutionStretch
Enumerates the different ways to interpret a visual resolution value.
- StrideTessellationMethod
Describe the different tessellation methods used in Stride.