OverlayRenderSystem
- Namespace: Turian.Engine.Core
- Source File: OverlayRenderSystem.cs
Composites a single texture over the frame with a fullscreen triangle and straight-alpha blending, inside the same render pass as the scene and after every solid and gizmo system. The engine's screen-space GUI feeds it the rasterized UI each frame; it is otherwise a generic "draw this texture on top" pass.
Remarks
Source is expected to change rarely — a resize hands over a new texture instance and callers recreate this system on resize anyway — so the descriptor set is rewritten in place (behind a device-idle wait) only when the instance actually changes.
Properties
Source
(Texture?) { get; set }: The texture to composite, or null to draw nothing. Setting a different instance schedules a descriptor rewrite on the next Render.
Public Methods
Render
public void Render(FrameInfo frameInfo, GlobalUbo ubo)
Parameters:
frameInfo(FrameInfo)ubo(GlobalUbo)
Dispose
public void Dispose()