4 using System.Collections.Generic;
6 using SiliconStudio.Core;
7 using SiliconStudio.Paradox.Engine;
8 using SiliconStudio.Paradox.EntityModel;
9 using SiliconStudio.Paradox.Graphics;
11 namespace SiliconStudio.
Paradox.Effects.Modules.Processors
18 #region Private members
24 #region Public properties
29 public Dictionary<Entity, CubemapBlendComponent> Cubemaps
33 return this.enabledEntities;
42 : base(new
PropertyKey[] { CubemapBlendComponent.Key })
44 graphicsDevice = device;
49 #region Protected methods
54 base.OnEntityAdding(entity, data);
55 data.Texture = TextureCube.New(graphicsDevice, data.Size, 1, PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget);
60 model.Parameters.Set(data.TextureKey ?? TexturingKeys.TextureCube0, data.Texture);
66 base.OnEntityRemoved(entity, data);
override void OnEntityRemoved(Entity entity, CubemapBlendComponent data)
Game entity. It usually aggregates multiple EntityComponent
Entity processor, triggered on various EntitySystem events such as Entity and Component additions and...
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. See The+GraphicsDevice+class to learn more about the class.
CubemapBlendProcessor(GraphicsDevice device)
Add a Model to an Entity, that will be used during rendering.
Performs a blend at the location of the containing entity. When enabled, takes the up to the MaxBlend...
override void OnEntityAdding(Entity entity, CubemapBlendComponent data)
A class that represents a tag propety.
Keeps track of active cubemap blending locations.
override CubemapBlendComponent GenerateAssociatedData(Entity entity)