C# Class NewTOAPIA.GL.Imaging.UnaryTextureProcessor

This class serves as a base class for all image processors that follow a particular pattern. That pattern is there is a single fragment shader that is executed across the entirety of the image. Grayscale conversion would be one example. I takes care of drawing into a Quad to ensure each texel of the source image is operated on. A subclasser need only supply the fragment shader string. This class will allocate a texture object based on the width and height specified and return that texture object to the caller during the ProcessImage() call.
Inheritance: GIObject, IUnaryTextureProcessor
Afficher le fichier Open project: Wiladams/NewTOAPIA Class Usage Examples

Méthodes publiques

Свойство Type Description
FixedFrag string
FixedVert string

Méthodes publiques

Méthode Description
CreateRenderTarget ( ) : GLRenderTarget
ProcessTexture ( GLTexture2D baseTexture ) : GLTexture2D

Peform conversion to grayscale

UnaryTextureProcessor ( GraphicsInterface gi, int width, int height ) : System
UnaryTextureProcessor ( GraphicsInterface gi, int width, int height, string fragmentString ) : System

Méthodes protégées

Méthode Description
BindBaseTexture ( ) : void
BindRenderTarget ( ) : void
BindShaderProgram ( ) : void
CreateOutputTexture ( int width, int height ) : GLTexture2D
RenderGeometry ( ) : void
SetUniformVariables ( ) : void
UnbindBaseTexture ( ) : void
UnbindRenderTarget ( ) : void
UnbindShaderProgram ( ) : void

Method Details

BindBaseTexture() protected méthode

protected BindBaseTexture ( ) : void
Résultat void

BindRenderTarget() protected méthode

protected BindRenderTarget ( ) : void
Résultat void

BindShaderProgram() protected méthode

protected BindShaderProgram ( ) : void
Résultat void

CreateOutputTexture() protected méthode

protected CreateOutputTexture ( int width, int height ) : GLTexture2D
width int
height int
Résultat GLTexture2D

CreateRenderTarget() public méthode

public CreateRenderTarget ( ) : GLRenderTarget
Résultat GLRenderTarget

ProcessTexture() public méthode

Peform conversion to grayscale
public ProcessTexture ( GLTexture2D baseTexture ) : GLTexture2D
baseTexture GLTexture2D
Résultat GLTexture2D

RenderGeometry() protected méthode

protected RenderGeometry ( ) : void
Résultat void

SetUniformVariables() protected méthode

protected SetUniformVariables ( ) : void
Résultat void

UnaryTextureProcessor() public méthode

public UnaryTextureProcessor ( GraphicsInterface gi, int width, int height ) : System
gi GraphicsInterface
width int
height int
Résultat System

UnaryTextureProcessor() public méthode

public UnaryTextureProcessor ( GraphicsInterface gi, int width, int height, string fragmentString ) : System
gi GraphicsInterface
width int
height int
fragmentString string
Résultat System

UnbindBaseTexture() protected méthode

protected UnbindBaseTexture ( ) : void
Résultat void

UnbindRenderTarget() protected méthode

protected UnbindRenderTarget ( ) : void
Résultat void

UnbindShaderProgram() protected méthode

protected UnbindShaderProgram ( ) : void
Résultat void

Property Details

FixedFrag public_oe static_oe property

This string represents a fragment shader that is a pass-through when you have a texture object.
public static string FixedFrag
Résultat string

FixedVert public_oe static_oe property

public static string FixedVert
Résultat string