Filter2to1

open class Filter2to1(shader: Shader? = null, watcher: ShaderWatcher? = null) : Filter(source)

A class representing a 2-to-1 filter that applies a shader operation using two input sources and a single target output.

Parameters

shader

An optional shader instance, defining the filter's processing logic.

watcher

An optional shader watcher instance to track and manage shader changes.

Inheritors

Constructors

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

Creates a new instance of the Filter2to1 class.

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(source0: ColorBuffer, source1: ColorBuffer, target: ColorBuffer, clip: Rectangle? = null)

Applies a shader-based operation to two input color buffers and writes the result to a target color buffer.

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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()