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OpenRA/OpenRA.Mods.Common/Traits/World/RenderPostProcessPassBase.cs
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

61 lines
1.7 KiB
C#

#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<RenderPostProcessPassVertex> 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(vertices, false);
}
PostProcessPassType IRenderPostProcessPass.Type => type;
bool IRenderPostProcessPass.Enabled => Enabled;
void IRenderPostProcessPass.Draw(WorldRenderer wr)
{
shader.SetTexture("SourceTexture", Game.Renderer.GetRenderBufferSnapshot());
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();
}
}
}