Filter2to2

open class Filter2to2(shader: Shader?) : Filter(source)

A filter extension class that applies a two-source to two-target fragment shader. This class facilitates the rendering of graphical effects involving two input ColorBuffer sources and two output ColorBuffer targets, using a specified Shader for processing.

Parameters

shader

An optional Shader instance that implements the rendering logic. Pass null to rely on default behavior.

Constructors

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constructor(shader: Shader?)

Creates a Filter2to2 instance with an optional shader. The shader defines the graphics pipeline used for rendering.

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, 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()