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SpriteEffect Class

SpriteEffect is used to render sprites that are defined by SpriteBatch objects.
Inheritance Hierarchy
SystemObject
  Ab4d.SharpEngine.CoreComponentBase
    Ab4d.SharpEngine.CoreSceneComponent
      Ab4d.SharpEngine.EffectsEffect
        Ab4d.SharpEngine.EffectsSpriteEffect

Namespace: Ab4d.SharpEngine.Effects
Assembly: Ab4d.SharpEngine (in Ab4d.SharpEngine.dll) Version: 2.0.8956+4c7684e186ca1be74e7a284fbe739d9a1b843d3c
Syntax
C#
public class SpriteEffect : Effect

The SpriteEffect type exposes the following members.

Properties
 NameDescription
Public propertyAlwaysRenderAsTransparent 
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Methods
 NameDescription
Public methodApplyRenderingItemMaterial ApplyRenderingItemMaterial method sets the EffectTechnique, MaterialDescriptorSets and StateSortValue properties on the specified renderingItem.
(Overrides EffectApplyRenderingItemMaterial(RenderingItem, Material, RenderingContext))
Public methodCleanup Cleanup method checks all memory blocks. Memory block is freed when it is empty and freeEmptyMemoryBlocks is true or when it empty for at least EngineRuntimeOptions.FramesCountToReleaseEmptyMemoryBlock frames.
(Overrides EffectCleanup(Boolean, Boolean))
Public methodStatic memberCreateNew Creates a new instance of SpriteEffect
Protected methodDispose
(Overrides EffectDispose(Boolean))
Public methodDisposeMaterial DisposeMaterial disposes the resources that are used by the specified material. Note that this method can be called on another thread. This happen when it is called called from destructor (finalizer).
(Overrides EffectDisposeMaterial(Material))
Public methodStatic memberGetDefault Gets the default SpriteEffect
Public methodInitializeMaterial Initializes the material with this effect. This method is called when the specified material is used for the first time. This usually assigns the buffer and an index in the buffer to the material.
(Overrides EffectInitializeMaterial(Material))
Public methodOnBeginUpdate OnBeginUpdate method needs to be implemented by the effect class. The method is called from the BeginUpdate(RenderingContext) method. It can be used to read some data from the RenderingContext (for example CurrentSwapChainImageIndex). It is used with the OnEndUpdate method to prepare all the data for the next rendered frame.
(Overrides EffectOnBeginUpdate(RenderingContext))
Public methodOnEndUpdate OnEndUpdate method needs to be implemented by the effect class. The method is called from the EndUpdate method. This method can update the material's buffers in case any of the material was changed.
(Overrides EffectOnEndUpdate)
Protected methodOnInitializeDeviceResources Initializes resources with the specified GpuDevice. This method can be override and is called from InitializeDeviceResources method.
(Overrides SceneComponentOnInitializeDeviceResources(VulkanDevice))
Public methodResetPipelines ResetPipelines is called when RenderPass or some other property of Pipeline is changed so that existing pipelines need to be recreated.
(Overrides EffectResetPipelines)
Public methodUpdateMaterial UpdateMaterial method is called when the material is changed and its data need to updated.
(Overrides EffectUpdateMaterial(Material))
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See Also