4 using SiliconStudio.Core;
5 using SiliconStudio.Core.Mathematics;
6 using SiliconStudio.Paradox.Graphics;
8 namespace SiliconStudio.
Paradox.Effects
17 if (serviceRegistry == null)
throw new ArgumentNullException(
"serviceRegistry");
18 if (effectName == null)
throw new ArgumentNullException(
"effectName");
20 var renderSystem = serviceRegistry.GetSafeServiceAs<
RenderSystem>();
23 var mainPipeline = renderSystem.Pipeline;
25 mainPipeline.Renderers.Add(
new CameraSetter(serviceRegistry));
28 ClearColor = clearColor,
29 RenderTarget = graphicsService.GraphicsDevice.BackBuffer,
30 DepthStencil = graphicsService.GraphicsDevice.DepthStencilBuffer
32 mainPipeline.Renderers.Add(
new ModelRenderer(serviceRegistry, effectName));
38 CreateSimple(game.
Services, effectName, clearColor);
Helper class to easily setup various predefined RenderPipeline, using RenderPipeline.Pipeline.
Service providing method to access GraphicsDevice life-cycle.
A renderable texture view.
This Renderer is responsible to prepare and render sprites for a specific pass.
A service registry is a IServiceProvider that provides methods to register and unregister services...
A processor that updates camera view and projection along the setup of RenderTargetSetter ...
ServiceRegistry Services
Gets the service container.
Renders its RenderSystem.Pipeline, which will usually result in drawing all meshes, UI, etc...
Represents a 32-bit color (4 bytes) in the form of RGBA (in byte order: R, G, B, A).
This Renderer is responsible to prepare and render meshes for a specific pass.
static void CreateSimple(Game game, string effectName, Color clearColor)
A processor that setup a RenderTarget and a DepthStencil on a RenderPass.
static void CreateSimple(IServiceRegistry serviceRegistry, string effectName, Color clearColor)