#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { public abstract class RenderPostProcessPassBase : IRenderPostProcessPass, INotifyActorDisposing { readonly Renderer renderer; readonly IShader shader; readonly IVertexBuffer buffer; readonly PostProcessPassType type; protected RenderPostProcessPassBase(string name, PostProcessPassType type) { this.type = type; renderer = Game.Renderer; shader = renderer.CreateShader(new RenderPostProcessPassShaderBindings(name)); var vertices = new RenderPostProcessPassVertex[] { new(-1, -1), new(1, -1), new(1, 1), new(1, 1), new(-1, 1), new(-1, -1) }; buffer = renderer.CreateVertexBuffer(6); buffer.SetData(ref vertices, 6); } PostProcessPassType IRenderPostProcessPass.Type => type; bool IRenderPostProcessPass.Enabled => Enabled; void IRenderPostProcessPass.Draw(WorldRenderer wr) { shader.SetTexture("WorldTexture", Game.Renderer.WorldBufferSnapshot()); PrepareRender(wr, shader); shader.PrepareRender(); renderer.DrawBatch(buffer, shader, 0, 6, PrimitiveType.TriangleList); } protected abstract bool Enabled { get; } protected abstract void PrepareRender(WorldRenderer wr, IShader shader); void INotifyActorDisposing.Disposing(Actor self) { buffer.Dispose(); } } }