Table of Contents

Class PBRMaterialVariable

Namespace
HelixToolkit.SharpDX.Model
Assembly
HelixToolkit.SharpDX.dll

Physics based rendering material

public class PBRMaterialVariable : MaterialVariable, IDisposable
Inheritance
PBRMaterialVariable
Implements
Inherited Members

Constructors

PBRMaterialVariable(IEffectsManager, IRenderTechnique, PBRMaterialCore, string)

public PBRMaterialVariable(IEffectsManager manager, IRenderTechnique technique, PBRMaterialCore core, string defaultPassName = "PhysicsBasedRendering")

Parameters

manager IEffectsManager
technique IRenderTechnique
core PBRMaterialCore
defaultPassName string

Properties

DepthPass

public ShaderPass DepthPass { get; }

Property Value

ShaderPass

EnableTessellation

public bool EnableTessellation { get; }

Property Value

bool

MaterialPass

public ShaderPass MaterialPass { get; }

Property Value

ShaderPass

OITDepthPeeling

public ShaderPass OITDepthPeeling { get; }

Property Value

ShaderPass

OITDepthPeelingInit

public ShaderPass OITDepthPeelingInit { get; }

Property Value

ShaderPass

OITPass

public ShaderPass OITPass { get; }

Property Value

ShaderPass

ShadowPass

public ShaderPass ShadowPass { get; }

Property Value

ShaderPass

TessellationOITDPPass

public ShaderPass TessellationOITDPPass { get; }

Property Value

ShaderPass

TessellationOITPass

public ShaderPass TessellationOITPass { get; }

Property Value

ShaderPass

TessellationPass

public ShaderPass TessellationPass { get; }

Property Value

ShaderPass

WireframeOITDPPass

public ShaderPass WireframeOITDPPass { get; }

Property Value

ShaderPass

WireframeOITPass

public ShaderPass WireframeOITPass { get; }

Property Value

ShaderPass

WireframePass

public ShaderPass WireframePass { get; }

Property Value

ShaderPass

Methods

BindMaterialResources(RenderContext, DeviceContextProxy, ShaderPass)

Binds the material textures, samplers, etc,.

public override bool BindMaterialResources(RenderContext context, DeviceContextProxy deviceContext, ShaderPass shaderPass)

Parameters

context RenderContext
deviceContext DeviceContextProxy

The device context.

shaderPass ShaderPass

The shader pass.

Returns

bool

Draw(DeviceContextProxy, IAttachableBufferModel, int)

Draws the specified device context.

public override void Draw(DeviceContextProxy deviceContext, IAttachableBufferModel bufferModel, int instanceCount)

Parameters

deviceContext DeviceContextProxy

The device context.

bufferModel IAttachableBufferModel

Geometry buffer model.

instanceCount int

The instance count.

GetDepthPass(RenderType, RenderContext)

Gets the depth pass.

public override ShaderPass GetDepthPass(RenderType renderType, RenderContext context)

Parameters

renderType RenderType

Type of the render.

context RenderContext

The context.

Returns

ShaderPass

GetPass(RenderType, RenderContext)

Gets the pass.

public override ShaderPass GetPass(RenderType renderType, RenderContext context)

Parameters

renderType RenderType

Type of the render.

context RenderContext

The context.

Returns

ShaderPass

GetShadowPass(RenderType, RenderContext)

Gets the shadow pass.

public override ShaderPass GetShadowPass(RenderType renderType, RenderContext context)

Parameters

renderType RenderType
context RenderContext

The context.

Returns

ShaderPass

GetWireframePass(RenderType, RenderContext)

Gets the wireframe pass.

public override ShaderPass GetWireframePass(RenderType renderType, RenderContext context)

Parameters

renderType RenderType
context RenderContext

The context.

Returns

ShaderPass

OnDispose(bool)

protected override void OnDispose(bool disposeManagedResources)

Parameters

disposeManagedResources bool

OnInitialPropertyBindings()

protected override void OnInitialPropertyBindings()