Modelowanie_Wirtualnych_Swi.../Library/PackageCache/com.unity.postprocessing@3.1.1/PostProcessing/Runtime/PostProcessEffectRenderer.cs
2021-07-10 09:33:09 +02:00

79 lines
2.8 KiB
C#

namespace UnityEngine.Rendering.PostProcessing
{
/// <summary>
/// The base abstract class for all effect renderer types. If you're writing your own effect you
/// should rather use <see cref="PostProcessEffectRenderer{T}"/>.
/// </summary>
/// <seealso cref="PostProcessEffectRenderer{T}"/>
public abstract class PostProcessEffectRenderer
{
/// <summary>
/// This member is set to <c>true</c> when <see cref="PostProcessLayer.ResetHistory"/> is
/// called by the user to reset temporal effects and other history-based effects.
/// </summary>
protected bool m_ResetHistory = true;
/// <summary>
/// Called when the renderer is created and its associated settings have been set.
/// </summary>
/// <seealso cref="PostProcessEffectRenderer{T}.settings"/>
public virtual void Init()
{
}
/// <summary>
/// Override this method if your renderer needs access to any of the buffers defined in
/// <see cref="DepthTextureMode"/>.
/// </summary>
/// <returns>The currently set depth texture modes</returns>
/// <seealso cref="DepthTextureMode"/>
public virtual DepthTextureMode GetCameraFlags()
{
return DepthTextureMode.None;
}
/// <summary>
/// Resets the history state for this renderer. This is automatically called when
/// <see cref="PostProcessLayer.ResetHistory"/> is called by the user.
/// </summary>
public virtual void ResetHistory()
{
m_ResetHistory = true;
}
/// <summary>
/// Override this method to release any resource allocated by your renderer.
/// </summary>
public virtual void Release()
{
ResetHistory();
}
/// <summary>
/// The render method called by <see cref="PostProcessLayer"/> when the effect is rendered.
/// </summary>
/// <param name="context">A context object</param>
public abstract void Render(PostProcessRenderContext context);
internal abstract void SetSettings(PostProcessEffectSettings settings);
}
/// <summary>
/// The base abstract class for all effect renderer types.
/// </summary>
/// <typeparam name="T">The associated type of settings for this renderer</typeparam>
public abstract class PostProcessEffectRenderer<T> : PostProcessEffectRenderer
where T : PostProcessEffectSettings
{
/// <summary>
/// The current state of the effect settings associated with this renderer.
/// </summary>
public T settings { get; internal set; }
internal override void SetSettings(PostProcessEffectSettings settings)
{
this.settings = (T)settings;
}
}
}