C# 클래스 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.
상속: GIObject, IUnaryTextureProcessor
파일 보기 프로젝트 열기: Wiladams/NewTOAPIA 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
FixedFrag string
FixedVert string

공개 메소드들

메소드 설명
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

보호된 메소드들

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

메소드 상세

BindBaseTexture() 보호된 메소드

protected BindBaseTexture ( ) : void
리턴 void

BindRenderTarget() 보호된 메소드

protected BindRenderTarget ( ) : void
리턴 void

BindShaderProgram() 보호된 메소드

protected BindShaderProgram ( ) : void
리턴 void

CreateOutputTexture() 보호된 메소드

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

CreateRenderTarget() 공개 메소드

public CreateRenderTarget ( ) : GLRenderTarget
리턴 GLRenderTarget

ProcessTexture() 공개 메소드

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

RenderGeometry() 보호된 메소드

protected RenderGeometry ( ) : void
리턴 void

SetUniformVariables() 보호된 메소드

protected SetUniformVariables ( ) : void
리턴 void

UnaryTextureProcessor() 공개 메소드

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

UnaryTextureProcessor() 공개 메소드

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

UnbindBaseTexture() 보호된 메소드

protected UnbindBaseTexture ( ) : void
리턴 void

UnbindRenderTarget() 보호된 메소드

protected UnbindRenderTarget ( ) : void
리턴 void

UnbindShaderProgram() 보호된 메소드

protected UnbindShaderProgram ( ) : void
리턴 void

프로퍼티 상세

FixedFrag 공개적으로 정적으로 프로퍼티

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

FixedVert 공개적으로 정적으로 프로퍼티

public static string FixedVert
리턴 string