本文整理汇总了C#中BuildContext.TargetStream方法的典型用法代码示例。如果您正苦于以下问题:C# BuildContext.TargetStream方法的具体用法?C# BuildContext.TargetStream怎么用?C# BuildContext.TargetStream使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BuildContext
的用法示例。
在下文中一共展示了BuildContext.TargetStream方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Build
/// <summary>
/// Builds asset
/// </summary>
/// <param name="buildContext"></param>
public override void Build( BuildContext buildContext )
{
string tempFileName = buildContext.GetTempFileName( AssetPath, ".fnt", false );
string tempFileNameR = buildContext.GetTempFileName( AssetPath, ".fnt", true );
string resolvedPath = buildContext.Resolve( SourcePath );
// Launch 'bmfont.com' with temporary output file :
buildContext.RunTool( @"bmfont.com", string.Format("-c \"{0}\" -o \"{1}\"", resolvedPath, tempFileNameR ) );
// load temporary output :
SpriteFont.FontFile font;
using ( var stream = File.OpenRead( tempFileNameR ) ) {
font = SpriteFont.FontLoader.Load( stream );
}
// perform some checks :
if (font.Common.Pages!=1) {
throw new ContentException("Only one page of font image is supported");
}
// patch font description and add children (e.g. "secondary") content :
foreach (var p in font.Pages) {
var newAssetPath = Path.Combine( AssetPath, "Page#" + p.ID.ToString() );
var newSrcPath = Path.Combine( Path.GetDirectoryName(tempFileName), p.File );
if ( Path.GetExtension( newSrcPath ).ToLower() == ".dds" ) {
var asset = buildContext.AddAsset<RawFileAsset>( newAssetPath );
asset.SourceFile = newSrcPath;
asset.BuildOrder = BuildOrder + 1;
} else {
var asset = buildContext.AddAsset<ImageFileTextureAsset>( newAssetPath );
asset.SourceFile = newSrcPath;
asset.BuildOrder = BuildOrder + 1;
}
p.File = newAssetPath;
}
using ( var stream = buildContext.TargetStream( this ) ) {
SpriteFont.FontLoader.Save( stream, font );
}
}
示例2: Build
/// <summary>
///
/// </summary>
/// <param name="buildContext"></param>
public override void Build( BuildContext buildContext )
{
using ( var target = buildContext.TargetStream( this ) ) {
buildContext.CopyTo( SourceFile, target );
}
}
示例3: Build
public override void Build( BuildContext buildContext )
{
var src = buildContext.Resolve( SourceFile );
var dst = buildContext.GetTempFileName( Hash, ".dds", true );
RunNVCompress( buildContext, src, dst, NoMips, Fast, ToNormal, Color, Alpha, Normal, Compression );
using ( var target = buildContext.TargetStream( this ) ) {
buildContext.CopyTo( dst, target );
}
}
示例4: Build
/// <summary>
///
/// </summary>
/// <param name="buildContext"></param>
public override void Build( BuildContext buildContext )
{
Misc.SaveObjectToXml( this, GetType(), buildContext.TargetStream( this ) );
}
示例5: Build
/// <summary>
///
/// </summary>
/// <param name="buildContext"></param>
public override void Build( BuildContext buildContext )
{
var fileNames = buildContext.ExpandAndResolveSearchPatterns( Dependencies );
var images = fileNames
.Select( fn => Image.LoadTga( fn ) )
.OrderByDescending( img0 => img0.Width * img0.Height )
.ThenByDescending( img1 => img1.Width )
.ThenByDescending( img2 => img2.Height )
.ToList();
if (!images.Any()) {
throw new InvalidOperationException("At least one subimage must be added to teh texture atlas");
}
//
// Pack atlas :
//
AtlasNode root = new AtlasNode(0,0, Width, Height, Padding );
foreach ( var img in images ) {
var n = root.Insert( img );
if (n==null) {
throw new InvalidOperationException("No enough room to place image");
}
}
//
// Create image and fill it with atlas elements :
//
var targetImage = new Image( Width, Height );
targetImage.Fill( FillColor );
root.WriteImages( targetImage );
//
// Save and compress :
//
var tgaOutput = buildContext.GetTempFileName( AssetPath, ".tga", true );
var ddsOutput = buildContext.GetTempFileName( AssetPath, ".dds", true );
Image.SaveTga( targetImage, tgaOutput );
var compression = UseDXT ? ImageFileTextureAsset.TextureCompression.BC3 : ImageFileTextureAsset.TextureCompression.RGB;
ImageFileTextureAsset.RunNVCompress( buildContext, tgaOutput, ddsOutput, NoMips, false, false, true, true, false, compression );
//
// Write binary blob (text + dds texture):
//
using ( var fs = buildContext.TargetStream( this ) ) {
var bw = new BinaryWriter( fs );
bw.Write(new[]{'A','T','L','S'});
bw.Write( images.Count );
root.WriteLayout( bw );
bw.Write( (int)(new FileInfo(ddsOutput).Length) );
using ( var dds = File.OpenRead( ddsOutput ) ) {
dds.CopyTo( fs );
}
}
}
示例6: Build
/// <summary>
///
/// </summary>
/// <param name="buildContext"></param>
public override void Build( BuildContext buildContext )
{
//
// Get combinations :
//
var combDecl = File.ReadAllLines( buildContext.Resolve( SourceFile ) )
.Where( line0 => line0.Trim().StartsWith("$ubershader") )
.ToList();
var defineList = new List<string>();
foreach ( var comb in combDecl ) {
var ue = new UbershaderEnumerator( comb.Trim(), "$ubershader" );
defineList.AddRange( ue.DefineList );
}
//
// Start listing builder :
//
ListingPath = buildContext.GetTempFileName( AssetPath, ".html", true );
var htmlBuilder = new StringBuilder();
htmlBuilder.AppendFormat("<pre>");
htmlBuilder.AppendLine("<b>Ubershader assembly listing</b>");
htmlBuilder.AppendLine("");
htmlBuilder.AppendLine("<b>Source:</b> <i>" + AssetPath + "</i>" );
htmlBuilder.AppendLine("");
htmlBuilder.AppendLine("<b>Declarations:</b>");
foreach ( var comb in combDecl ) {
htmlBuilder.AppendLine(" <i>" + comb + "</i>");
}
htmlBuilder.AppendLine("");
var usdb = new List<UsdbEntry>();
//
// Build all :
//
foreach ( var defines in defineList ) {
var id = defineList.IndexOf( defines );
var psbc = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".PS.dxbc", true );
var vsbc = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".VS.dxbc", true );
var gsbc = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".GS.dxbc", true );
var hsbc = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".HS.dxbc", true );
var dsbc = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".DS.dxbc", true );
var csbc = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".CS.dxbc", true );
var pshtm = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".PS.html", true );
var vshtm = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".VS.html", true );
var gshtm = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".GS.html", true );
var hshtm = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".HS.html", true );
var dshtm = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".DS.html", true );
var cshtm = buildContext.GetTempFileName(AssetPath, "." + id.ToString("D4") + ".CS.html", true );
var ps = Compile( buildContext, SourceFile, "ps_5_0", PSEntryPoint, defines, psbc, pshtm );
var vs = Compile( buildContext, SourceFile, "vs_5_0", VSEntryPoint, defines, vsbc, vshtm );
var gs = Compile( buildContext, SourceFile, "gs_5_0", GSEntryPoint, defines, gsbc, gshtm );
var hs = Compile( buildContext, SourceFile, "hs_5_0", HSEntryPoint, defines, hsbc, hshtm );
var ds = Compile( buildContext, SourceFile, "ds_5_0", DSEntryPoint, defines, dsbc, dshtm );
var cs = Compile( buildContext, SourceFile, "cs_5_0", CSEntryPoint, defines, csbc, cshtm );
htmlBuilder.AppendFormat( (vs.Length==0) ? ".. " : "<a href=\"{0}\">vs</a> ", Path.GetFileName(vshtm) );
htmlBuilder.AppendFormat( (ps.Length==0) ? ".. " : "<a href=\"{0}\">ps</a> ", Path.GetFileName(pshtm) );
htmlBuilder.AppendFormat( (hs.Length==0) ? ".. " : "<a href=\"{0}\">hs</a> ", Path.GetFileName(hshtm) );
htmlBuilder.AppendFormat( (ds.Length==0) ? ".. " : "<a href=\"{0}\">ds</a> ", Path.GetFileName(dshtm) );
htmlBuilder.AppendFormat( (gs.Length==0) ? ".. " : "<a href=\"{0}\">gs</a> ", Path.GetFileName(gshtm) );
htmlBuilder.AppendFormat( (cs.Length==0) ? ".. " : "<a href=\"{0}\">cs</a> ", Path.GetFileName(cshtm) );
htmlBuilder.Append( "[" + defines + "]<br>" );
usdb.Add( new UsdbEntry( defines, ps, vs, gs, hs, ds, cs ) );
}
File.WriteAllText( buildContext.GetTempFileName(AssetPath, ".html", true), htmlBuilder.ToString() );
//
// Write ubershader :
//
using ( var fs = buildContext.TargetStream( this ) ) {
using ( var bw = new BinaryWriter( fs ) ) {
bw.Write( new[]{'U','S','D','B'});
bw.Write( usdb.Count );
foreach ( var entry in usdb ) {
bw.Write( entry.Defines );
bw.Write( new[]{'P','S','B','C'});
bw.Write( entry.PSBytecode.Length );
bw.Write( entry.PSBytecode );
//.........这里部分代码省略.........
示例7: Build
/// <summary>
/// Builds asset
/// </summary>
/// <param name="buildContext"></param>
public override void Build( BuildContext buildContext )
{
var resolvedPath = buildContext.Resolve( SourceFile );
var destPath = buildContext.GetTempFileName( Hash, ".scene", true );
var cmdLine = string.Format("\"{0}\" /out:\"{1}\" /merge:{2} /base:\"{3}\" {4} {5}",
resolvedPath, destPath,
MergeTolerance,
buildContext.ContentDirectory,
ImportAnimation ? "/anim":"",
ImportGeometry ? "/geom":""
);
buildContext.RunTool( "FbxTool.exe", cmdLine );
using ( var target = buildContext.TargetStream( this ) ) {
buildContext.CopyTo( destPath, target );
}
}