本文整理汇总了C#中ContentProcessorContext.BuildAsset方法的典型用法代码示例。如果您正苦于以下问题:C# ContentProcessorContext.BuildAsset方法的具体用法?C# ContentProcessorContext.BuildAsset怎么用?C# ContentProcessorContext.BuildAsset使用的例子?那么, 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ContentProcessorContext
的用法示例。
在下文中一共展示了ContentProcessorContext.BuildAsset方法的15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: BuildTileSetTextures
/// <summary>
/// Iterates all of the tile sets and builds external references to the textures. Useful if you want to just
/// load the resulting map and not have to also load up textures. The external reference is stored on the
/// TileSet's Texture field so make sure you serialize that if you call this method.
/// </summary>
public static void BuildTileSetTextures(MapContent input, ContentProcessorContext context, string textureRoot = "")
{
foreach (var tileSet in input.TileSets)
{
// get the real path to the image
string path = Path.Combine(textureRoot, tileSet.Image);
// the asset name is the entire path, minus extension, after the content directory
string asset = string.Empty;
if (path.StartsWith(Directory.GetCurrentDirectory()))
asset = path.Remove(tileSet.Image.LastIndexOf('.')).Substring(Directory.GetCurrentDirectory().Length + 1);
else
asset = Path.GetFileNameWithoutExtension(path);
// build the asset as an external reference
OpaqueDataDictionary data = new OpaqueDataDictionary();
data.Add("GenerateMipmaps", false);
data.Add("ResizeToPowerOfTwo", false);
data.Add("TextureFormat", TextureProcessorOutputFormat.Color);
data.Add("ColorKeyEnabled", tileSet.ColorKey.HasValue);
data.Add("ColorKeyColor", tileSet.ColorKey.HasValue ? tileSet.ColorKey.Value : Microsoft.Xna.Framework.Color.Magenta);
tileSet.Texture = context.BuildAsset<Texture2DContent, Texture2DContent>(
new ExternalReference<Texture2DContent>(path), null, data, null, asset);
}
}
示例2: BuildEffect
protected override ExternalReference<CompiledEffectContent> BuildEffect(ExternalReference<EffectContent> effect, ContentProcessorContext context)
{
OpaqueDataDictionary processorParameters = new OpaqueDataDictionary();
if (context.Parameters.ContainsKey("Defines"))
processorParameters.Add("Defines", context.Parameters["Defines"]);
return context.BuildAsset<EffectContent, CompiledEffectContent>(effect, "DeferredRendererFXProcessor", processorParameters, "EffectImporter", effect.Name);
}
示例3: BuildTexture
protected override ExternalReference<TextureContent> BuildTexture(string textureName, ExternalReference<TextureContent> texture, ContentProcessorContext context)
{
// Named textures will each have their own custom processor
switch (textureName) {
case HMModelProcessor.SPECULAR_MAP_KEY:
return context.BuildAsset<TextureContent, TextureContent>(texture, typeof (HMSpecularProcessor).Name);
default:
// Default processing for all others
return base.BuildTexture(textureName, texture, context);
}
}
示例4: buildTextures
private int torso_frames; //animation offset, for legs
#endregion Fields
#region Methods
public void buildTextures(ContentProcessorContext context)
{
Dictionary<string, ExternalReference<TextureContent>>.Enumerator e = materials_list.GetEnumerator();
built_textures = new List<ExternalReference<TextureContent>>();
while (e.MoveNext())
{
ExternalReference<TextureContent> t = e.Current.Value;
ExternalReference<TextureContent> builtTexture = context.BuildAsset<TextureContent, TextureContent>(t, "TextureProcessor");
builtTexture.Name = e.Current.Key;
built_textures.Add(builtTexture);
}
}
示例5: BuildTexture
protected override ExternalReference<TextureContent> BuildTexture(string textureName, ExternalReference<TextureContent> texture,
ContentProcessorContext context)
{
if (textureName == NormalMappingModelProcessor.NormalMapKey)
{
// put the normal map through the special NormalMapTextureProcessor,
// which will convert it to a signed format.
return context.BuildAsset<TextureContent, TextureContent>(texture,
typeof(NormalMapTextureProcessor).Name);
}
// Apply default processing to all other textures.
return base.BuildTexture(textureName, texture, context);
}
示例6: ConvertMaterial
protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context)
{
if (string.IsNullOrEmpty(StitchedEffect))
throw new Exception("Stitched Effect property must be set for StitchUp Model Processor.");
string fullPath = Path.GetFullPath(Path.Combine(new FileInfo(material.Identity.SourceFilename).DirectoryName, StitchedEffect));
context.AddDependency(fullPath);
EffectMaterialContent effectMaterial = new EffectMaterialContent
{
CompiledEffect = context.BuildAsset<StitchedEffectContent, CompiledEffectContent>(new ExternalReference<StitchedEffectContent>(fullPath), typeof(StitchedEffectProcessor).Name),
Identity = material.Identity,
Name = material.Name
};
return effectMaterial;
}
示例7: ConvertMaterial
protected override MaterialContent ConvertMaterial(MaterialContent material,
ContentProcessorContext context)
{
EffectMaterialContent lppMaterial = new EffectMaterialContent();
OpaqueDataDictionary processorParameters = new OpaqueDataDictionary();
processorParameters["ColorKeyColor"] = this.ColorKeyColor;
processorParameters["ColorKeyEnabled"] = this.ColorKeyEnabled;
processorParameters["TextureFormat"] = this.TextureFormat;
processorParameters["GenerateMipmaps"] = this.GenerateMipmaps;
processorParameters["ResizeTexturesToPowerOfTwo"] = this.ResizeTexturesToPowerOfTwo;
processorParameters["PremultiplyTextureAlpha"] = false;
processorParameters["ColorKeyEnabled"] = false;
lppMaterial.Effect = new ExternalReference<EffectContent>("shaders/LPPMainEffect.fx");
lppMaterial.CompiledEffect = context.BuildAsset<EffectContent, CompiledEffectContent>(lppMaterial.Effect, "EffectProcessor");
//extract the extra parameters
ExtractDefines(lppMaterial, material, context);
// copy the textures in the original material to the new normal mapping
// material. this way the diffuse texture is preserved. The
// PreprocessSceneHierarchy function has already added the normal map
// texture to the Textures collection, so that will be copied as well.
foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture
in material.Textures)
{
lppMaterial.Textures.Add(texture.Key, texture.Value);
}
try
{
lppMaterial.OpaqueData.Add("DiffuseColor", new Vector4((Vector3)material.OpaqueData["DiffuseColor"], (float)material.OpaqueData["Alpha"]));
lppMaterial.OpaqueData.Add("SpecularColor", material.OpaqueData["SpecularColor"]);
lppMaterial.OpaqueData.Add("SpecularPower", material.OpaqueData["SpecularPower"]);
}
catch (Exception ex)
{
Console.WriteLine(ex);
}
// and convert the material using the NormalMappingMaterialProcessor,
// who has something special in store for the normal map.
return context.Convert<MaterialContent, MaterialContent>
(lppMaterial, typeof(LightPrePassMaterialProcessor).Name, processorParameters);
}
示例8: BuildTexture
protected override ExternalReference<TextureContent> BuildTexture(string textureName, ExternalReference<TextureContent> texture, ContentProcessorContext context)
{
// Fallback if we aren't buiding for iOS.
var platform = ContentHelper.GetMonoGamePlatform();
if (platform != MonoGamePlatform.iOS)
return base.BuildTexture(textureName, texture, context);
var processorParameters = new OpaqueDataDictionary();
processorParameters.Add("ColorKeyColor", this.ColorKeyColor);
processorParameters.Add("ColorKeyEnabled", this.ColorKeyEnabled);
processorParameters.Add("TextureFormat", this.TextureFormat);
processorParameters.Add("GenerateMipmaps", this.GenerateMipmaps);
processorParameters.Add("ResizeToPowerOfTwo", this.ResizeTexturesToPowerOfTwo);
processorParameters.Add("PremultiplyAlpha", this.PremultiplyTextureAlpha);
return context.BuildAsset<TextureContent, TextureContent>(texture, typeof(MGTextureProcessor).Name, processorParameters, null, null);
}
示例9: LoadTexture
public static ExternalReference<Texture2DContent> LoadTexture(string imagePath, Color? color_key, ContentProcessorContext context, string textureRoot = "")
{
string path = Path.Combine(textureRoot, imagePath);
// the asset name is the entire path, minus extension, after the content directory
string asset = string.Empty;
if (path.StartsWith(Directory.GetCurrentDirectory()))
asset = path.Remove(imagePath.LastIndexOf('.')).Substring(Directory.GetCurrentDirectory().Length + 1);
else
asset = Path.GetFileNameWithoutExtension(path);
// build the asset as an external reference
OpaqueDataDictionary data = new OpaqueDataDictionary();
data.Add("GenerateMipmaps", false);
data.Add("ResizeToPowerOfTwo", false);
data.Add("TextureFormat", TextureProcessorOutputFormat.Color);
data.Add("ColorKeyEnabled", color_key.HasValue);
data.Add("ColorKeyColor", color_key.HasValue ? color_key.Value : Microsoft.Xna.Framework.Color.Magenta);
return context.BuildAsset<Texture2DContent, Texture2DContent>(
new ExternalReference<Texture2DContent>(path), null, data, null, asset);
}
示例10: OnBuildMaterial
protected virtual ExternalReference<DRMaterialContent> OnBuildMaterial(ExternalReference<DRMaterialContent> material, ContentProcessorContext context)
{
return context.BuildAsset<DRMaterialContent, DRMaterialContent>(material, typeof(DRMaterialProcessor).Name, null, typeof(DRMaterialImporter).Name, null);
}
示例11: BuildFontExternal
public static string BuildFontExternal(ContentProcessorContext context, string fontPath)
{
var dir = Path.GetDirectoryName(fontPath);
return Path.Combine(dir, Path.GetFileNameWithoutExtension(context.BuildAsset<FontDescription, SpriteFontContent>(new ExternalReference<FontDescription>(fontPath), "FontDescriptionProcessor").Filename));
}
示例12: ConvertMaterial
protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context)
{
EffectMaterialContent deferredShadingMaterial = new EffectMaterialContent();
deferredShadingMaterial.Effect = new ExternalReference<EffectContent>("../../GraphicsLibrary/GraphicsContent/Shaders/Deferred Rendering/RenderGBuffer.fx");
deferredShadingMaterial.CompiledEffect = context.BuildAsset<EffectContent, CompiledEffectContent>(deferredShadingMaterial.Effect, "EffectProcessor");
// copy the textures in the original material to the new normal mapping
// material, if they are relevant to our renderer. The
// LookUpTextures function has added the normal map and specular map
// textures to the Textures collection, so that will be copied as well.
foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture in material.Textures)
{
if (texture.Key.Contains("DiffuseMap") || texture.Key.Contains("Texture"))
deferredShadingMaterial.Textures.Add(texture.Key, texture.Value);
if (texture.Key.Contains("NormalMap"))
deferredShadingMaterial.Textures.Add(texture.Key, texture.Value);
if (texture.Key.Contains("SpecularMap"))
deferredShadingMaterial.Textures.Add(texture.Key, texture.Value);
if (texture.Key.Contains("EmissiveMap"))
deferredShadingMaterial.Textures.Add(texture.Key, texture.Value);
}
//extract the extra parameters
ExtractDefines(deferredShadingMaterial, material, context);
// Return material
return context.Convert<MaterialContent, MaterialContent>(deferredShadingMaterial, typeof(DeferredRendererMaterialProcessor).Name);
}
示例13: BuildTexture
/// <summary>
/// Builds a texture for use by this material.
/// </summary>
protected override ExternalReference<TextureContent> BuildTexture(
string textureName,
ExternalReference<TextureContent> texture,
ContentProcessorContext context)
{
// Use our custom CubemapProcessor for the environment map texture.
if (textureName == "EnvironmentMap")
{
return context.BuildAsset<TextureContent,
TextureContent>(texture, "CubemapProcessor");
}
// Apply default processing to all other textures.
return base.BuildTexture(textureName, texture, context);
}
示例14: ConvertMaterial
protected override MaterialContent ConvertMaterial(MaterialContent material,
ContentProcessorContext context)
{
EffectMaterialContent lppMaterial = new EffectMaterialContent();
OpaqueDataDictionary processorParameters = new OpaqueDataDictionary();
processorParameters["ColorKeyColor"] = this.ColorKeyColor;
processorParameters["ColorKeyEnabled"] = false;
processorParameters["TextureFormat"] = this.TextureFormat;
processorParameters["GenerateMipmaps"] = this.GenerateMipmaps;
processorParameters["ResizeTexturesToPowerOfTwo"] = this.ResizeTexturesToPowerOfTwo;
processorParameters["PremultiplyTextureAlpha"] = false;
processorParameters["ColorKeyEnabled"] = false;
lppMaterial.Effect = new ExternalReference<EffectContent>(_customFx.Length == 0 ? "shaders/LPPMainEffect.fx" : _customFx);
lppMaterial.CompiledEffect = context.BuildAsset<EffectContent, CompiledEffectContent>(lppMaterial.Effect, "EffectProcessor");
// copy the textures in the original material to the new lpp
// material
ExtractTextures(lppMaterial, material);
//extract the extra parameters
ExtractDefines(lppMaterial, material, context);
// and convert the material using the NormalMappingMaterialProcessor,
// who has something special in store for the normal map.
return context.Convert<MaterialContent, MaterialContent>
(lppMaterial, typeof(LightPrePassMaterialProcessor).Name, processorParameters);
}
示例15: BuildTextureExternal
public static string BuildTextureExternal(ContentProcessorContext context, string texPath)
{
var dir = Path.GetDirectoryName(texPath);
return Path.Combine(dir, Path.GetFileNameWithoutExtension(context.BuildAsset<TextureContent, TextureContent>(new ExternalReference<TextureContent>(texPath), "TextureProcessor").Filename));
}