+ Bloom effect + PixelInformation + Many Summaries + Add-methods for CVectors + Exposure-Field in GenericCamera for HDR. ~ ColorAttachments now can have PixelInformation ~ Transformed MeshAttributes to a own class ~ Fixed the non-applying of transformations at texts ~ Added more information to the context ~ Improved Pipeline-Process. ~ Changed how Uniform takes arrays - Light system
53 lines
No EOL
1.3 KiB
C#
53 lines
No EOL
1.3 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using OpenTK;
|
|
using OpenTK.Graphics.OpenGL4;
|
|
using SM.Base.Contexts;
|
|
using SM.Base.Objects.Static;
|
|
using SM.Base.Scene;
|
|
using SM.OGL.Framebuffer;
|
|
using SM.OGL.Shaders;
|
|
|
|
namespace SM.Base.PostProcess
|
|
{
|
|
/// <summary>
|
|
/// Basis for a post process effect
|
|
/// </summary>
|
|
public abstract class PostProcessEffect
|
|
{
|
|
internal static Matrix4 Mvp;
|
|
internal static Matrix4 Model;
|
|
|
|
protected RenderPipeline Pipeline;
|
|
|
|
/// <summary>
|
|
/// Initialize the effect.
|
|
/// </summary>
|
|
/// <param name="pipeline"></param>
|
|
public void Initilize(RenderPipeline pipeline)
|
|
{
|
|
Pipeline = pipeline;
|
|
InitProcess();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Method, to initialize the shader.
|
|
/// </summary>
|
|
protected virtual void InitProcess() {}
|
|
|
|
|
|
/// <summary>
|
|
/// Method to draw the actual effect.
|
|
/// </summary>
|
|
public abstract void Draw(DrawContext context);
|
|
|
|
/// <summary>
|
|
/// Event, when the scene changed.
|
|
/// </summary>
|
|
public virtual void SceneChanged(GenericScene scene)
|
|
{
|
|
|
|
}
|
|
}
|
|
} |