smrendererv3/SMCode/SM.Base/PostProcess/PostProcessEffect.cs
Michel Fedde 03b3942732 Holidays 12.10. -> 25.10.2020
~ Moved code around in files.

SM.Base:
+ PostProcessing-system
+ OnInitialization() for Scenes.
+ Shader-Extensions
+ Added option to not react while unfocused to the window.
+ Added Screenshots to the window.
+ Connected the log system to the SM.OGL-action system.

~ Replaced IShader with abstract MaterialShader.
~ When a log compression folder doesn't exist, it will create one.

SM.OGL:
+ Added support for UniformArrays
+ Added ShaderPreProcessing
+ Added Shader Extensions.
+ Added Debug actions.
+ SM.OGL settings

~ Framebuffer Size is automaticly changed, when the window and scale is set.

SM2D:
+ Added easy shader drawing.
2020-10-24 15:10:36 +02:00

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C#

using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using SM.Base.Objects.Static;
using SM.OGL.Framebuffer;
using SM.OGL.Shaders;
namespace SM.Base.PostProcess
{
public abstract class PostProcessEffect
{
internal static Matrix4 Mvp;
public virtual ICollection<Framebuffer> RequiredFramebuffers { get; }
public virtual void Init() {}
public virtual void Init(Framebuffer main)
{
Init();
}
public virtual void Draw(Framebuffer main)
{
}
}
}