Shader
wrapper
for
Tinman.Sky
.
sealed class
|
Sky
|
extends
|
Disposable
|
||
implements
|
IRenderable
|
public
property
|
EnvironmentMap
{
get
set
}
|
||
type
|
ITextureCube
|
||
value
|
public
property
|
Horizon
{
get
set
}
|
||
type
|
float32
|
||
value
|
Returns the lifecycle state of this object.
public
virtual
property
|
LifecycleState
{
get
}
|
||
type
|
LifecycleState
|
||
value
|
The lifecycle state. | ||
inherited
|
Disposable.LifecycleState
|
public
property
|
LightSpace
{
get
set
}
|
||
type
|
Mat3F
|
||
value
|
Uniform sky color to use if no environment map has been set.
public
property
|
UniformColor
{
get
set
}
|
||
type
|
int64
|
||
value
|
The uniform sky color. |
Remarks:
Defaults to the spectacular color of LightSkyBlue.
public
property
|
ViewProjection
{
get
set
}
|
||
type
|
Mat4F
|
||
value
|
Creates a new instance of Sky.
public
constructor
|
Sky
(IGraphicsContext context)
|
||
params
|
context
|
[not-null]
|
The graphics context to use. |
Acquires a strong reference to this disposable object.
[OwnerReturn, ThreadSafe]
|
||||
public
method
|
AcquireTry
()
|
|||
type
|
IDisposable
|
|||
returns
|
this
if
a
new
strong
reference
has
been
acquired,
null
if
this
object
is
already
being
disposed.
|
|||
inherited
|
Disposable.AcquireTry
|
Remarks:
The object will not be actually disposed by calls to Dispose when there is at least one strong reference left. Code that calls the AcquireTry method is responsible for calling the Dispose method accordingly.
This method is not intended to be used in performance-critical code. It should only be used to high-level resource management.
Releases all resources held by this object if there are no more strong references to it, decrements the reference counter by one otherwise.
[Dispose, OwnerThis, ThreadSafe]
|
||||
public
method
|
Dispose
()
|
|||
inherited
|
Disposable.Dispose
|
Remarks:
The Dispose method silently returns if the object has already been disposed.
Performs rendering.
public
method
|
Render
()
|
||
implements
|
IRenderable.Render
|
Remarks:
Implementing methods must not assume that any specific render state is in place when being called. Instead, the implementing method is responsible for setting up all state that is required for rendering.
Usually, implementing classes receive their current graphics context directly or indirectly from GraphicsContextAttach or GraphicsAttach.
In order to maximize parallelism between the CPU and GPU, only actual rendering (using the current graphics context) should be performed here. All other preparation resp. setup should be done in RenderPrepare instead.
See also:
IApplication.GraphicsContextAttachPrepares rendering.
public
method
|
RenderPrepare
()
|
||
implements
|
IRenderPreparable.RenderPrepare
|
Remarks:
This method is called before Render, when the graphics context has not yet begun to render the scene.
All setup work that does not require a graphics context (e.g. matrix computation, per-frame visibility determination) should be done here. This can help to maximize parallelism between the CPU and the GPU.