Filter System
Please ensure you have PixelsWorld
v3.6.0+
The filter system is an encapsulation of rectangle shaders, allowing you to quickly develop post-processing shaders for overall image effects.
Through this chapter, you can quickly understand and learn how to use the filter system of PixelsWorld
.
- newFilter Create Filter
- runFilter Run Filter
- delFilter Delete Filter
- setFilterUniform Set Filter Uniforms
- setFilterDrawto Set Output Image
- newFilterModule Create Filter Module
- Advanced Application
Create Filter
Use newFilter(glslCode)
to create a filter program.
- Return: A random integer representing the filter program (Filter ID)
glslCode
will be inserted into the following context:
glslcode_context.glsl
#version 330 core
in vec2 uv;
out vec4 outColor;
// Your glslCode here!
Example
Note: In Lua, we use double square brackets
[[...]]
to denote multiline strings
newFilter.lua
version3()
filterID = newFilter([[
void main(){
outColor = vec4(uv,0,1);
}
]])
Run Filter
Use runFilter(filterID)
to run a filter program.
Example
runFilter.lua
version3()
filterID = newFilter([[
void main(){
outColor = vec4(uv,0,1);
}
]])
runFilter(filterID)
Delete Filter
Use delFilter(filterID)
to delete a filter.
Usually, you don't need to delete filters, as PixelsWorld automatically deletes all filters at the end of each frame. However, it's still a good practice to delete a filter when it's no longer needed.
Example
delFilter.lua
version3()
filterID = newFilter([[
void main(){
outColor = vec4(uv,0,1);
}
]])
delFilter(filterID)
Set Filter Uniforms
Use setFilterUniform(filterID, uniformType, uniformName, data0, data1, data2, ...)
to set the uniform
properties you defined in a filter.
filterID
: Filter ID, integer.uniformType
: String representing the variable type. Supports one-dimensional data ("int","float","bool"
), vectors ("vec2","vec3","vec4","ivec2"...
), matrices ("mat2, mat4x3, ..."
), textures ("sampler2D"
)uniformName
: Variable name string.data0,data1,...
: Floating point data. (See example for details)
Example
setFilterUniform.lua
version3()
filterID = newFilter([[
uniform float myfloat;
uniform vec2 myvec;
uniform mat3x2 mymat;
uniform sampler2D mytex1;
void main(){
outColor = vec4(myfloat,myvec[0],mymat[0][1],1) + texture(mytex1,uv);
}
]])
setFilterUniform(filterID, "float", "myfloat", math.sin(time)*0.5 + 0.5)
setFilterUniform(filterID, "vec2", "myvec", 1,2)
-- Column major, namely mymat[0][0]==1, mymat[0][1]==slider(0), mymat[0][2]==2, mymat[1][0]==3, ...
setFilterUniform(filterID, "mat3x2", "mymat", 1, slider(0), 2, 3, 4, 5)
-- Use INPUT texture as mytex1
setFilterUniform(filterID, "sampler2D", "mytex1", INPUT)
-- ** You can also set the texture you created as mytex1 **
-- myInputTexID = newTex(512,256)
-- setFilterUniform(filterID, "sampler2D", "mytex1", myInputTexID)
runFilter(filterID)
Set Output Image
Use setFilterDrawto(filterID, texID)
to specify which texture the result of the filter should be placed on. For texID
, refer to the Texture System.
The default output texture is
OUTPUT
.
You can even perform iterative shading on an image.
See Advanced Application for details.
Create Filter Module
Use newFilterModule(glslCode)
to create a filter module.
- Return: A table containing the filter ID and some utility functions.
The purpose of a filter module is to simplify your code.
If you do not use a filter module, normally you need to write a filter like this:
no_module.lua
version3()
filterID = newFilter([[
uniform float myfloat;
void main(){
outColor = vec4(myfloat,0,0,1);
}
]])
setFilterUniform(filterID, "float", "myfloat", math.sin(time)*0.5 + 0.5)
setFilterDrawto(filterID, OUTPUT)
runFilter(filterID)
delFilter(filterID)
With a filter module, you can write it like this:
no_module.lua
version3()
filter = newFilterModule([[
uniform float myfloat;
void main(){
outColor = vec4(myfloat,0,0,1);
}
]])
filter.set("float", "myfloat", math.sin(time)*0.5 + 0.5)
filter.drawto(OUTPUT)
filter.run()
filter.del()
Advanced Application
Below is a code example for channel blur:
slider 0
: Blur intensitylayer 0
: Blur mask
iterateFilter.lua
version3()
-- Create a temporary texture
tempTexID = newTex(width, height)
-- Copy input to temp texture
castTex(tempTexID, INPUT)
-- Blur code
blurGLSLCode = [[
uniform sampler2D in_tex;
uniform mat3 kernel;
uniform vec2 resolution;
void main()
{
vec2 xy = resolution * uv;
vec4 res = vec4(0,0,0,0);
for(int x = 0; x < 3; x++)
{
for(int y = 0; y < 3; y++)
{
vec2 curxy = xy + vec2(x-1,y-1);
res += texture(in_tex,curxy/resolution) * kernel[x][y];
}
}
outColor = res;
}
]]
-- Combine code
combineGLSLCode = [[
uniform sampler2D images[4];
uniform sampler2D masktex;
uniform mat2 uvcoord;
void main()
{
vec2 newuv = floor(uvcoord * uv * 128);
float maskv = clamp(texture(masktex, uv).r,0,1);
int maski = int(floor(maskv * images.length()));
float maskw = fract(maskv * images.length());
if(maski == images.length) maski--;
vec4 c1 = texture(images[maski], uv);
vec4 c2 = c1;
if(maski+1<images.length)
c2 = texture(images[maski+1], uv);
outColor = mix(c1, c2, maskw);
}
]]
blurFilter = newFilterModule(blurGLSLCode)
-- Set the kernel data of 3x3 Gaussian blur
-- The data can be found at https://en.wikipedia.org/wiki/Kernel_(image_processing)
blurFilter.set("mat3", "kernel",
1.0/16, 2.0/16, 1.0/16, -- kernel[0][0], kernel[0][1], kernel[0][2]
2.0/16, 4.0/16, 2.0/16, -- kernel[1][0], kernel[1][1], kernel[1][2]
1.0/16, 2.0/16, 1.0/16) -- kernel[2][0], kernel[2][1], kernel[2][2]
blurFilter.set("vec2", "resolution", width, height)
-- Set temp texture as in_tex
blurFilter.set("sampler2D", "in_tex", tempTexID)
-- Set the temp texture as the Drawto
blurFilter.drawto(tempTexID)
middleResultTex = {}
for i=1,3 do
middleResultTex[i] = newTex(width, height)
end
-- Blur power
substep = slider(0)
-- Iterate filter 3*substep times
for i=1, 3*substep do
blurFilter.run()
if i % substep == 0 then
castTex(middleResultTex[i//substep], tempTexID)
end
end
combineFilter = newFilterModule(combineGLSLCode)
combineFilter.set("sampler2D", "images",
INPUT,
middleResultTex[1],
middleResultTex[2],
middleResultTex[3]
)
combineFilter.set("sampler2D", "masktex", PARAM0)
combineFilter.drawto(OUTPUT)
combineFilter.run()