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visLU.Engine Class Reference

Render engine. Implenets a Windows Forms Control More...

Inheritance diagram for visLU.Engine:
visLU.VisXnaConrol

Public Member Functions

 Engine ()
 Constructor Creates data and 4 cameras (one for each view: 3D, front, top, side). More...
 
void DrawVolume (int side)
 Draws the Texture3D onto a cube and sets necessary EffectParameters for the shader. More...
 

Public Attributes

VolumeShader shader
 
VolumeShader CVDshader
 
TFWeightsShader tfWeightsShader
 
RecolorShader rGBtoLab_Shader
 
RecolorShader contrastLoss_Shader
 
RecolorShader predominantComponent_Shader
 
RecolorShader eigenVector_Shader
 
RecolorShader projection_Shader
 
RecolorShader maxProjectionEffect_Shader
 
RecolorShader enhanceContrast_Shader
 
RecolorShader labToRGB_Shader
 
RecolorShader sim_RGBtoLab_Shader
 
RecolorShader lMSShader
 
RecolorShader sim_LabToRGB_Shader
 
- Public Attributes inherited from visLU.VisXnaConrol
bool swapBuffers = true
 

Protected Member Functions

override void Initialize ()
 Allows the game component to perform any initialization it needs to before starting to run. This is where it can query for any required services and load content. Initialzes cameras with position, target and up-vector. More...
 
override void LoadContent ()
 Creates spriteBatch to display current view name. Calls initializeTextureFilter(). More...
 
override void Update ()
 UnloadContent will be called once per game and is the place to unload all content. More...
 
override void Draw ()
 
override void OnSizeChanged (EventArgs e)
 
- Protected Member Functions inherited from visLU.VisXnaConrol
override void OnCreateControl ()
 
override void Dispose (bool disposing)
 Disposes the control. More...
 
override void OnInvalidated (InvalidateEventArgs e)
 
override void OnPaint (PaintEventArgs e)
 Redraws the control in response to a WinForms paint message. More...
 
virtual void PaintUsingSystemDrawing (Graphics graphics, string text)
 If we do not have a valid graphics device (for instance if the device is lost, or if we are running inside the Form designer), we must use regular System.Drawing method to display a status message. More...
 
override void OnPaintBackground (PaintEventArgs pevent)
 Ignores WinForms paint-background messages. The default implementation would clear the control to the current background color, causing flickering when our OnPaint implementation then immediately draws some other color over the top using the XNA Framework GraphicsDevice. More...
 
override void OnSizeChanged (EventArgs e)
 

Properties

Data Input [get, set]
 
- Properties inherited from visLU.VisXnaConrol
GraphicsDevice GraphicsDevice [get]
 
VisServiceContainer Services [get]
 

Detailed Description

Render engine. Implenets a Windows Forms Control

Definition at line 28 of file Engine.cs.

Constructor & Destructor Documentation

visLU.Engine.Engine ( )

Constructor Creates data and 4 cameras (one for each view: 3D, front, top, side).

Parameters
_game

Definition at line 118 of file Engine.cs.

Member Function Documentation

void visLU.Engine.DrawVolume ( int  side)

Draws the Texture3D onto a cube and sets necessary EffectParameters for the shader.

Parameters
gameTime
side

Definition at line 1218 of file Engine.cs.

override void visLU.Engine.Initialize ( )
protectedvirtual

Allows the game component to perform any initialization it needs to before starting to run. This is where it can query for any required services and load content. Initialzes cameras with position, target and up-vector.

Implements visLU.VisXnaConrol.

Definition at line 158 of file Engine.cs.

override void visLU.Engine.LoadContent ( )
protectedvirtual

Creates spriteBatch to display current view name. Calls initializeTextureFilter().

Implements visLU.VisXnaConrol.

Definition at line 210 of file Engine.cs.

override void visLU.Engine.Update ( )
protectedvirtual

UnloadContent will be called once per game and is the place to unload all content.

Allows the game component to update itself.

Parameters
gameTimeProvides a snapshot of timing values.

(GameProperties.Instance.recolor) && drawcount > 5

Implements visLU.VisXnaConrol.

Definition at line 334 of file Engine.cs.


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