OmegaEngine API  1.0.3
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Static Public Attributes | Protected Member Functions | Properties | List of all members
OmegaEngine.Graphics.Shaders.PostCameraShakeShader Class Reference

A post-screen shader that simulates a "shaking camera" effect. More...

Inheritance diagram for OmegaEngine.Graphics.Shaders.PostCameraShakeShader:
OmegaEngine.Graphics.Shaders.PostShader OmegaEngine.Graphics.Shaders.Shader OmegaEngine.EngineElement

Static Public Attributes

static Version MinShaderModel => new Version(2, 0)
 The minimum shader model version required to use this shader More...
 

Protected Member Functions

override void OnEngineSet ()
 Hook that is calld when Engine is set for the first time.
 
- Protected Member Functions inherited from OmegaEngine.Graphics.Shaders.PostShader
virtual void RunPasses (Action render, Size sceneSize, RenderTarget sceneMap)
 Runs the actual shader passes More...
 
- Protected Member Functions inherited from OmegaEngine.Graphics.Shaders.Shader
void ExecuteScript (IEnumerable< SasScriptCommand > script, Action render, Size sceneSize, RenderTarget sceneMap, bool passScipt)
 Executes a SAS script block More...
 
void ExecuteScript (IEnumerable< SasScriptCommand > script, Action render=null, Size sceneSize=new Size(), RenderTarget sceneMap=null)
 Executes a SAS post-screen shader technique script block More...
 
void SetShaderParameter< T > (string name, T value)
 Sets a specific shader parameter. Automatically defers the action if Effect has not been set yet. More...
 
void SetShaderParameter (string name, Color value)
 Sets a specific shader parameter. Automatically defers the action if Effect has not been set yet. More...
 
override void OnEngineSet ()
 Hook that is calld when Engine is set for the first time.
 
override void OnDispose ()
 Hook that is called when the object needs to dispose its internal resources.
 
- Protected Member Functions inherited from OmegaEngine.EngineElement
void RegisterChild (EngineElement element, bool autoDispose=true)
 Registers a child EngineElement for automatic Engine setting and Dispose calling. More...
 
void UnregisterChild (EngineElement element)
 Unregisters a child EngineElement (opposite of RegisterChild). More...
 

Properties

float Speed [get, set]
 How fast to shake the camera - values between -1 and 100 More...
 
float Shakiness [get, set]
 How erratically to shake the camera - values between 0 and 1 More...
 
float Sharpness [get, set]
 How close the the origin to keep the shaking view - values between 0 and 10 More...
 
Vector2 TimeDelta [get, set]
 
- Properties inherited from OmegaEngine.Graphics.Shaders.PostShader
bool Enabled [get, set]
 Shall this post-screen effect be applied? More...
 
- Properties inherited from OmegaEngine.Graphics.Shaders.Shader
Effect Effect [get, set]
 The Direct3D effect for this shader More...
 
- Properties inherited from OmegaEngine.EngineElement
Engine Engine [get, set]
 The Engine instance used by this object. Must be set before using the object. May not be changed once it has been set! More...
 
bool IsDisposed [get, set]
 Indicates whether this object has been disposed and can therefore no longer be used. More...
 

Additional Inherited Members

- Public Member Functions inherited from OmegaEngine.Graphics.Shaders.PostShader
virtual void Apply (Action render, Size sceneSize, RenderTarget sceneMap)
 Applies a post-screen shader to a scene More...
 
- Public Member Functions inherited from OmegaEngine.Graphics.Shaders.Shader
void LoadShaderFile (string path)
 Loads an Effect from an More...
 
void Inject (string path)
 Replaces the loaded shader with a new one loaded from a file at run time. More...
 
override string ToString ()
 
void OnLostDevice ()
 Called when the device has been lost. More...
 
void OnResetDevice ()
 Called when the device has been reset. More...
 
- Public Member Functions inherited from OmegaEngine.EngineElement
void Dispose ()
 
- Public Attributes inherited from OmegaEngine.Graphics.Shaders.PostShader
virtual bool OverlayRendering => false
 Does this post-screen shader use overlay rendering instead of a scene map? More...
 
- Public Attributes inherited from OmegaEngine.EngineElement
bool IsEngineSet => _engine != null
 true if the Engine has been set. More...
 
- Protected Attributes inherited from OmegaEngine.Graphics.Shaders.Shader
ScriptEffectType ScriptType
 The type of shader the SAS scripts were written for More...
 
IList< SasScriptCommandGlobalScript
 A list of commands composing the global SAS script More...
 
readonly Dictionary
< EffectHandle, IList
< SasScriptCommand > > 
Techniques = new Dictionary<EffectHandle, IList<SasScriptCommand>>()
 A list of techniques and their SAS scripts More...
 
readonly Dictionary
< EffectHandle, IList
< SasScriptCommand > > 
Passes = new Dictionary<EffectHandle, IList<SasScriptCommand>>()
 A list of passes and their SAS scripts More...
 
ParameterInfo[] ParameterInfos
 A list of annotated shader parameters More...
 

Detailed Description

A post-screen shader that simulates a "shaking camera" effect.

The effect is actually fake, since the perspective cannot be extended beyound the original borders of the scene. Close-up slow-motition observation would reveal the borders to be stretched or squashed.

Member Data Documentation

Version OmegaEngine.Graphics.Shaders.PostCameraShakeShader.MinShaderModel => new Version(2, 0)
static

The minimum shader model version required to use this shader

Property Documentation

float OmegaEngine.Graphics.Shaders.PostCameraShakeShader.Shakiness
getset

How erratically to shake the camera - values between 0 and 1

float OmegaEngine.Graphics.Shaders.PostCameraShakeShader.Sharpness
getset

How close the the origin to keep the shaking view - values between 0 and 10

float OmegaEngine.Graphics.Shaders.PostCameraShakeShader.Speed
getset

How fast to shake the camera - values between -1 and 100


The documentation for this class was generated from the following file: