Helper class for dynamically generating Shader code
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static Effect | Parse (Engine engine, string source, bool lighting, IDictionary< string, IEnumerable< int >> controllers) |
| Parses and compiles a dynamic shader string More...
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static Effect | FromContent (Engine engine, string id, bool lighting, IDictionary< string, IEnumerable< int >> controllers) |
| Loads a dynamic shader file from a game asset source via the ContentManager. More...
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Helper class for dynamically generating Shader code
Uses partial .fx files with XML control comments as input
◆ FromContent()
static Effect OmegaEngine.Graphics.Shaders.DynamicShader.FromContent |
( |
Engine |
engine, |
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string |
id, |
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bool |
lighting, |
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IDictionary< string, IEnumerable< int >> |
controllers |
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) |
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inlinestatic |
Loads a dynamic shader file from a game asset source via the ContentManager.
- Parameters
-
engine | The Engine to compile the effect in |
id | The ID of the shader to be loaded |
lighting | Optimize the shader for lighting or no lighting |
controllers | A set of int arrays that control the counters; null if there is no sync-code in the shader |
- Returns
- The compiled effect
◆ Parse()
static Effect OmegaEngine.Graphics.Shaders.DynamicShader.Parse |
( |
Engine |
engine, |
|
|
string |
source, |
|
|
bool |
lighting, |
|
|
IDictionary< string, IEnumerable< int >> |
controllers |
|
) |
| |
|
inlinestatic |
Parses and compiles a dynamic shader string
- Parameters
-
engine | The Engine to compile the effect in |
source | The source code to be parsed and compiled |
lighting | Optimize the shader for lighting or no lighting |
controllers | A set of int arrays that control the counters; null if there is no sync-code in the shader |
- Returns
- The compiled effect
The documentation for this class was generated from the following file:
- OmegaEngine/Graphics/Shaders/DynamicShader.cs