java.lang.Object
gaiasky.util.gdx.contrib.postprocess.filters.Filter<T>
All Implemented Interfaces:
com.badlogic.gdx.utils.Disposable
Direct Known Subclasses:
AccumulationBlurFilter, AnaglyphFilter, Bias, CameraBlur, ChromaticAberrationFilter, Combine, Convolve1D, Copy, CrtScreen, CubemapProjectionsFilter, DepthBufferFilter, FilmGrainFilter, FxaaFilter, GlowFilter, GravitationalDistortionFilter, LensDirt, LensFlareFilter, LevelsFilter, Luma, MosaicFilter, NfaaFilter, PseudoLensFlareFilter, RadialBlur, RadialDistortion, ReprojectionFilter, Scattering, Threshold, UnsharpMaskFilter, Vignetting, WarpingMeshFilter, XBRZUpscale, Zoom

public abstract class Filter<T> extends Object implements com.badlogic.gdx.utils.Disposable
  • Field Details

    • quad

      protected static final FullscreenQuad quad
    • u_texture0

      protected static final int u_texture0
      See Also:
    • u_texture1

      protected static final int u_texture1
      See Also:
    • u_texture2

      protected static final int u_texture2
      See Also:
    • u_texture3

      protected static final int u_texture3
      See Also:
    • inputTexture

      protected com.badlogic.gdx.graphics.Texture inputTexture
    • inputBuffer

      protected com.badlogic.gdx.graphics.glutils.FrameBuffer inputBuffer
    • outputBuffer

      protected com.badlogic.gdx.graphics.glutils.FrameBuffer outputBuffer
    • program

      protected com.badlogic.gdx.graphics.glutils.ShaderProgram program
  • Constructor Details

    • Filter

      protected Filter(com.badlogic.gdx.graphics.glutils.ShaderProgram program)
  • Method Details

    • setInput

      public T setInput(com.badlogic.gdx.graphics.Texture input)
    • setInput

      public T setInput(com.badlogic.gdx.graphics.glutils.FrameBuffer input)
    • setOutput

      public T setOutput(com.badlogic.gdx.graphics.glutils.FrameBuffer output)
    • updateProgram

      public void updateProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram program)
      Caution, disposes of the current program and updates it with the new one. Run synchronously after render().
      Parameters:
      program - The new shader program.
    • dispose

      public void dispose()
      Specified by:
      dispose in interface com.badlogic.gdx.utils.Disposable
    • rebind

      public abstract void rebind()
    • setParam

      protected void setParam(Filter.Parameter param, int value)
    • setParam

      protected void setParam(Filter.Parameter param, float value)
    • setParam

      protected void setParam(Filter.Parameter param, com.badlogic.gdx.math.Vector2 value)
    • setParam

      protected void setParam(Filter.Parameter param, com.badlogic.gdx.math.Vector3 value)
    • setParam

      protected T setParam(Filter.Parameter param, com.badlogic.gdx.math.Matrix3 value)
    • setParam

      protected T setParam(Filter.Parameter param, com.badlogic.gdx.math.Matrix4 value)
    • setParamv

      protected T setParamv(Filter.Parameter param, float[] values, int offset, int length)
    • setParams

      protected T setParams(Filter.Parameter param, float value)
      Sets the parameter to the specified value for this filter. When you are finished building the batch you shall signal it by invoking endParams().
    • setParams

      protected T setParams(Filter.Parameter param, int value)
    • setParams

      protected T setParams(Filter.Parameter param, com.badlogic.gdx.math.Vector2 value)
    • setParams

      protected T setParams(Filter.Parameter param, com.badlogic.gdx.math.Vector3 value)
    • setParams

      protected T setParams(Filter.Parameter param, com.badlogic.gdx.math.Matrix3 value)
    • setParams

      protected T setParams(Filter.Parameter param, com.badlogic.gdx.math.Matrix4 value)
    • setParamsv

      protected T setParamsv(Filter.Parameter param, float[] values, int offset, int length)
    • endParams

      protected void endParams()
      Should be called after any one or more setParams method calls.
    • onBeforeRender

      protected abstract void onBeforeRender()
      This method will get called just before a rendering operation occurs.
    • render

      public final void render()
    • realRender

      protected void realRender()