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, CubemapSourceComponent> Cubemaps
33 return this.enabledEntities;
42 : base(new
PropertyKey[] { CubemapSourceComponent.Key })
44 graphicsDevice = device;
49 #region Protected methods
54 base.OnEntityAdding(entity, data);
58 data.Texture = TextureCube.New(graphicsDevice, data.Size, 1, PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget);
65 base.OnEntityRemoved(entity, data);
Game entity. It usually aggregates multiple EntityComponent
Puts a cubemap at the containing entity location. This could be dynamic (runtime rendered) or static ...
CubemapSourceProcessor(GraphicsDevice device)
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.
override void OnEntityRemoved(Entity entity, CubemapSourceComponent data)
bool IsDynamic
Enables runtime cubemap creation.
Keeps tracks of the active cubemaps.
override CubemapSourceComponent GenerateAssociatedData(Entity entity)
override void OnEntityAdding(Entity entity, CubemapSourceComponent data)
A class that represents a tag propety.