public override void Execute( SceneManager sm, RenderSystem rs )
{
// Fire listener
Instance.OnMaterialRender( new CompositorInstanceMaterialEventArgs( this.PassId, Material ) );
Viewport vp = rs.Viewport;
Rectangle2D rect = (Rectangle2D)CompositorManager.Instance.TexturedRectangle2D;
if ( QuadCornerModified )
{
// ensure positions are using peculiar render system offsets
float hOffset = rs.HorizontalTexelOffset / ( 0.5f * vp.ActualWidth );
float vOffset = rs.VerticalTexelOffset / ( 0.5f * vp.ActualHeight );
rect.SetCorners( QuadLeft + hOffset, QuadTop - vOffset, QuadRight + hOffset, QuadBottom - vOffset );
}
if ( QuadFarCorners )
{
Axiom.Math.Vector3[] corners = vp.Camera.WorldSpaceCorners;
if ( QuadFarCornersViewSpace )
{
Axiom.Math.Matrix4 viewMat = vp.Camera.FrustumViewMatrix;
rect.SetNormals( viewMat * corners[ 5 ], viewMat * corners[ 6 ], viewMat * corners[ 4 ], viewMat * corners[ 7 ] );
}
else
{
rect.SetNormals( corners[ 5 ], corners[ 6 ], corners[ 4 ], corners[ 7 ] );
}
}
// Queue passes from mat
for ( int i = 0; i < Technique.PassCount; i++ )
{
Pass pass = Technique.GetPass( i );
sm.InjectRenderWithPass( pass, CompositorManager.Instance.TexturedRectangle2D, false /*don't allow replacement of shadow passes*/ );
}
}
}