Filter1to1

open class Filter1to1(shader: Shader? = null, watcher: ShaderWatcher? = null) : Filter(source)

A filter that processes a single input texture and outputs a single result.

This class is a specialized type of Filter that operates with a one-to-one relationship between the input and output. It uses an optional Shader and an optional ShaderWatcher to manage and apply the desired GPU shader effects.

Parameters

shader

The Shader instance used for applying the visual effect. Can be null if no specific shader functionality is needed.

watcher

An optional ShaderWatcher instance that monitors the shader.

Inheritors

Constructors

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constructor(shader: Shader? = null, watcher: ShaderWatcher? = null)

Creates a Filter1to1 with the specified shader and watcher.

Properties

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parameter map

Functions

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open fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>, clip: Rectangle? = null)

Applies a filter operation using the given source and target arrays of ColorBuffer. Optionally, a clipping rectangle can be used to define the region for the filter operation.

fun apply(source: Array<ColorBuffer>, target: ColorBuffer, clip: Rectangle? = null)

Applies a filter operation using the given source array of ColorBuffer and the target ColorBuffer. Optionally, a clipping rectangle can be used to define the region for the filter operation.

fun apply(source: Array<ColorBuffer>, target: RenderTarget, clip: Rectangle? = null)

Applies a filter operation using the given source and target using a shader program. Optionally, a clipping rectangle can be used to define the region for the filter operation. Custom shader parameters are applied where applicable.

fun apply(source: ColorBuffer, target: Array<ColorBuffer>, clip: Rectangle? = null)

Applies a filter operation using the given source ColorBuffer and target array of ColorBuffer. Optionally, a clipping rectangle can be used to define the region for the filter operation.

fun apply(source: ColorBuffer, target: ColorBuffer, clip: Rectangle? = null)
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open override fun close()
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open fun destroy()

Releases resources associated with this filter, including those allocated for the shader. This method should be called when the filter is no longer needed to ensure proper cleanup and avoid resource leaks.

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fun untrack()