Filter1to2

open class Filter1to2(shader: Shader?) : Filter(source)

A filter class that applies a processing step using a shader and takes a single input color buffer. The processing result is written to two output color buffers.

This class extends the functionality of the base Filter class by supporting an input of one ColorBuffer and producing outputs to two ColorBuffer instances. It allows an optional rectangular clipping region to be defined for the output targets.

Parameters

shader

A Shader instance to use for the filter. Defaults to null.

Constructors

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constructor(shader: Shader?)

Creates a Filter1to2 instance.

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)
fun apply(source: ColorBuffer, target0: ColorBuffer, target1: 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()