#region CPL License /* Nuclex Framework Copyright (C) 2002-2009 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #endregion using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content; namespace Nuclex.Graphics.SpecialEffects.Masks { /// Mask that draws over the entire screen /// Type of vertices used in the mask /// /// A 'screen mask' draws over the entire screen with a polygon. This can be used /// to provide damage feedback to the player (screen flashes red or, like in some /// FPS games, the screen borders become red when the player's health is low) or /// to generate post-processing effects. /// public class ScreenMask : StaticMesh where VertexType : struct, IVertexType { /// Initializes as new skybox cube /// Graphics device the skybox cube lives on /// Effect by which the screen mask will be rendered /// Vertices that make up the screen mask public ScreenMask( GraphicsDevice graphicsDevice, Effect effect, VertexType[/*4*/] vertices ) : base(graphicsDevice, 4) { this.Effect = effect; this.Vertices = vertices; base.VertexBuffer.SetData(vertices); } /// Draws the screen mask public void Draw() { Select(); EffectTechnique technique = this.Effect.CurrentTechnique; for (int pass = 0; pass < technique.Passes.Count; ++pass) { technique.Passes[pass].Apply(); base.GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); } } /// Effect being used to render the screen mask protected Effect Effect; /// Vertices used to render the screen mask protected VertexType[/*4*/] Vertices; } } // namespace Nuclex.Graphics.SpecialEffects.Masks