smrendererv3/SMCode/SM.Base/PostProcess/PostProcessEffect.cs
Michel Fedde 4c18127c88 05.01.2021
+ 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
2021-01-06 17:04:15 +01:00

53 lines
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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)
{
}
}
}