/// <summary> /// Handles the actual drawing of the buffer to a <see cref="RenderTarget"/>. /// </summary> /// <param name="buffer">The <see cref="Image"/> of the buffer that is to be drawn to the <paramref name="target"/>.</param> /// <param name="sprite">The <see cref="SFML.Graphics.Sprite"/> set up to draw the <paramref name="buffer"/>.</param> /// <param name="target">The <see cref="RenderTarget"/> to draw the <paramref name="buffer"/> to.</param> /// <param name="camera">The <see cref="ICamera2D"/> that was used during the creation of the buffer.</param> protected override void HandleDrawBufferToTarget(Image buffer, SFML.Graphics.Sprite sprite, RenderTarget target, ICamera2D camera) { // Set up the shader DrawToTargetShader.SetTexture("ColorMap", _colorMap); DrawToTargetShader.SetTexture("NoiseMap", buffer); // Draw to the target target.Draw(sprite, DrawToTargetShader); }
/// <summary> /// Handles the actual drawing of the buffer to a <see cref="RenderTarget"/>. /// </summary> /// <param name="buffer">The <see cref="Texture"/> of the buffer that is to be drawn to the <paramref name="target"/>.</param> /// <param name="sprite">The <see cref="SFML.Graphics.Sprite"/> set up to draw the <paramref name="buffer"/>.</param> /// <param name="target">The <see cref="RenderTarget"/> to draw the <paramref name="buffer"/> to.</param> /// <param name="camera">The <see cref="ICamera2D"/> that was used during the creation of the buffer.</param> protected override void HandleDrawBufferToTarget(Texture buffer, SFML.Graphics.Sprite sprite, RenderTarget target, ICamera2D camera, RenderStates renderStates) { renderStates.BlendMode = BlendMode.None; // Set up the shader DrawToTargetShader.SetParameter("ColorMap", _colorMap); DrawToTargetShader.SetParameter("NoiseMap", buffer); base.HandleDrawBufferToTarget(buffer, sprite, target, camera, renderStates); }