almost complete converting entire project to using new canvas strategy, need to touch up the main shader to handle proper coordinates though

This commit is contained in:
Tim Anema 2014-10-22 08:37:19 -04:00
parent 0f882da300
commit fe2a135663
4 changed files with 132 additions and 272 deletions

View File

@ -190,13 +190,13 @@ function light:drawShadow(l,t,w,h,s,bodies, canvas)
end end
end end
function light:drawShine(l,t,w,h) function light:drawShine(canvas)
if self.visible then if self.visible then
love.graphics.draw(self.shine, l, t) util.drawCanvasToCanvas(self.shine, canvas)
end end
end end
function light:drawPixelShadow(l,t,w,h, normalMap) function light:drawPixelShadow(l,t,w,h, normalMap, canvas)
if self.visible then if self.visible then
if self.normalInvert then if self.normalInvert then
self.normalInvertShader:send('screenResolution', {w, h}) self.normalInvertShader:send('screenResolution', {w, h})
@ -206,7 +206,7 @@ function light:drawPixelShadow(l,t,w,h, normalMap)
self.normalInvertShader:send("lightSmooth", self.smooth) self.normalInvertShader:send("lightSmooth", self.smooth)
self.normalInvertShader:send("lightAngle", math.pi - self.angle / 2.0) self.normalInvertShader:send("lightAngle", math.pi - self.angle / 2.0)
self.normalInvertShader:send("lightDirection", self.direction) self.normalInvertShader:send("lightDirection", self.direction)
love.graphics.setShader(self.normalInvertShader) util.drawCanvasToCanvas(normalMap, canvas, {shader = self.normalInvertShader})
else else
self.normalShader:send('screenResolution', {w, h}) self.normalShader:send('screenResolution', {w, h})
self.normalShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0}) self.normalShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
@ -215,9 +215,8 @@ function light:drawPixelShadow(l,t,w,h, normalMap)
self.normalShader:send("lightSmooth", self.smooth) self.normalShader:send("lightSmooth", self.smooth)
self.normalShader:send("lightAngle", math.pi - self.angle / 2.0) self.normalShader:send("lightAngle", math.pi - self.angle / 2.0)
self.normalShader:send("lightDirection", self.direction) self.normalShader:send("lightDirection", self.direction)
love.graphics.setShader(self.normalShader) util.drawCanvasToCanvas(normalMap, canvas, {shader = self.normalShader})
end end
love.graphics.draw(normalMap, l, t)
end end
end end

View File

@ -63,120 +63,6 @@ function light_world:init(options)
self:refreshScreenSize() self:refreshScreenSize()
end end
function light_world:drawBlur(blendmode, blur, canvas, canvas2, l, t, w, h, s)
if blur <= 0 then
return
end
canvas2:clear()
self.blurv:send("steps", blur)
self.blurh:send("steps", blur)
util.drawCanvasToCanvas(canvas, canvas2, {shader = self.blurv, blendmode = blendmode})
util.drawCanvasToCanvas(canvas2, canvas, {shader = self.blurh, blendmode = blendmode})
end
function light_world:updateShine(l,t,w,h,s)
-- update shine
love.graphics.setCanvas(self.shine)
love.graphics.setColor(unpack(self.ambient))
love.graphics.setBlendMode("alpha")
love.graphics.rectangle("fill", l, t, w, h)
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("additive")
for i = 1, #self.lights do
self.lights[i]:drawShine(l,t,w,h)
end
--light_world:drawBlur("additive", self.blur, self.shine, self.shine2, l, t, w, h, s)
end
function light_world:updatePixelShadows(l,t,w,h)
-- update pixel shadow
love.graphics.setBlendMode("alpha")
-- create normal map
self.normalMap:clear()
love.graphics.setShader()
love.graphics.setCanvas(self.normalMap)
for i = 1, #self.body do
self.body[i]:drawPixelShadow(l,t,w,h)
end
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("alpha")
self.pixelShadow2:clear()
love.graphics.setCanvas(self.pixelShadow2)
love.graphics.setBlendMode("additive")
love.graphics.setShader(self.shader2)
for i = 1, #self.lights do
self.lights[i]:drawPixelShadow(l,t,w,h, self.normalMap)
end
love.graphics.setShader()
self.pixelShadow:clear(255, 255, 255)
love.graphics.setCanvas(self.pixelShadow)
love.graphics.setBlendMode("alpha")
love.graphics.draw(self.pixelShadow2, l,t)
love.graphics.setBlendMode("additive")
love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
love.graphics.rectangle("fill", l,t,w,h)
end
function light_world:updateGlow(l,t,w,h,s)
-- create glow map
self.glowMap:clear(0, 0, 0)
love.graphics.setCanvas(self.glowMap)
if self.glowDown then
self.glowTimer = math.max(0.0, self.glowTimer - love.timer.getDelta())
if self.glowTimer == 0.0 then
self.glowDown = not self.glowDown
end
else
self.glowTimer = math.min(self.glowTimer + love.timer.getDelta(), 1.0)
if self.glowTimer == 1.0 then
self.glowDown = not self.glowDown
end
end
for i = 1, #self.body do
self.body[i]:drawGlow(l,t,w,h)
end
light_world:drawBlur("alpha", self.glowBlur, self.glowMap, self.glowMap2, l, t, w, h, s)
end
function light_world:updateRefraction(l,t,w,h)
-- create refraction map
self.refractionMap:clear()
love.graphics.setCanvas(self.refractionMap)
for i = 1, #self.body do
self.body[i]:drawRefraction(l,t,w,h)
end
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(self.refractionMap2)
love.graphics.draw(self.render_buffer, l, t)
end
function light_world:updateRelfection(l,t,w,h)
-- create reflection map
self.reflectionMap:clear(0, 0, 0)
love.graphics.setCanvas(self.reflectionMap)
for i = 1, #self.body do
self.body[i]:drawReflection(l,t,w,h)
end
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(self.reflectionMap2)
love.graphics.draw(self.render_buffer, l, t)
end
function light_world:refreshScreenSize(w, h) function light_world:refreshScreenSize(w, h)
w, h = w or love.window.getWidth(), h or love.window.getHeight() w, h = w or love.window.getWidth(), h or love.window.getHeight()
@ -209,22 +95,31 @@ end
function light_world:draw(l,t,s) function light_world:draw(l,t,s)
l,t,s = (l or 0), (t or 0), s or 1 l,t,s = (l or 0), (t or 0), s or 1
local w, h = (love.graphics.getWidth() / s), (love.graphics.getHeight() / s) local w, h = love.graphics.getWidth(), love.graphics.getHeight()
util.drawto(self.render_buffer, l, t, s, function() util.drawto(self.render_buffer, l, t, s, function()
self.drawBackground( l,t,w,h,s) self.drawBackground( l,t,w,h,s)
self:drawShadow( l,t,w,h,s) self:drawShadow( l,t,w,h,s)
self.drawForground( l,t,w,h,s) self.drawForground( l,t,w,h,s)
--self:drawMaterial( l,t,w,h,s) self:drawMaterial( l,t,w,h,s)
--self:drawShine( l,t,w,h,s) self:drawShine( l,t,w,h,s)
--self:drawPixelShadow(l,t,w,h,s) self:drawPixelShadow(l,t,w,h,s)
--self:drawGlow( l,t,w,h,s) self:drawGlow( l,t,w,h,s)
--self:drawRefraction( l,t,w,h,s) self:drawRefraction( l,t,w,h,s)
--self:drawReflection( l,t,w,h,s) self:drawReflection( l,t,w,h,s)
end) end)
self.post_shader:drawWith(self.render_buffer, l, t, s)
end
util.drawCanvasToCanvas(self.render_buffer) function light_world:drawBlur(blendmode, blur, canvas, canvas2, l, t, w, h, s)
--self.post_shader:drawWith(self.render_buffer, l, t, s) if blur <= 0 then
return
end
canvas2:clear()
self.blurv:send("steps", blur)
self.blurh:send("steps", blur)
util.drawCanvasToCanvas(canvas, canvas2, {shader = self.blurv, blendmode = blendmode})
util.drawCanvasToCanvas(canvas2, canvas, {shader = self.blurh, blendmode = blendmode})
end end
-- draw shadow -- draw shadow
@ -252,13 +147,21 @@ function light_world:drawShine(l,t,w,h,s)
if not self.isShadows then if not self.isShadows then
return return
end end
self:updateShine(l,t,w,h)
love.graphics.setCanvas(self.render_buffer) -- update shine
love.graphics.setColor(255, 255, 255) util.drawto(self.shine, l, t, s, function()
love.graphics.setBlendMode("multiplicative") love.graphics.setColor(unpack(self.ambient))
love.graphics.setShader()
love.graphics.draw(self.shine, l, t)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.rectangle("fill", l, t, w, h)
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("additive")
for i = 1, #self.lights do
self.lights[i]:drawShine(self.shine)
end
end)
--light_world:drawBlur("additive", self.blur, self.shine, self.shine2, l, t, w, h, s)
util.drawCanvasToCanvas(self.shine, self.render_buffer, {blendmode = "multiplicative"})
end end
-- draw pixel shadow -- draw pixel shadow
@ -266,13 +169,29 @@ function light_world:drawPixelShadow(l,t,w,h,s)
if not self.isShadows then if not self.isShadows then
return return
end end
self:updatePixelShadows(l,t,w,h) -- update pixel shadow
love.graphics.setCanvas(self.render_buffer) -- create normal map
love.graphics.setColor(255, 255, 255) self.normalMap:clear()
love.graphics.setBlendMode("multiplicative") util.drawto(self.normalMap, l, t, s, function()
love.graphics.setShader() for i = 1, #self.body do
love.graphics.draw(self.pixelShadow, l, t) self.body[i]:drawPixelShadow(l,t,w,h)
love.graphics.setBlendMode("alpha") end
end)
self.pixelShadow2:clear()
for i = 1, #self.lights do
self.lights[i]:drawPixelShadow(l,t,w,h, self.normalMap, self.pixelShadow2)
end
self.pixelShadow:clear(255, 255, 255)
util.drawCanvasToCanvas(self.pixelShadow2, self.pixelShadow, {blendmode = "alpha"})
util.drawto(self.pixelShadow, l, t, s, function()
love.graphics.setBlendMode("additive")
love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
love.graphics.rectangle("fill", l,t,w,h)
end)
util.drawCanvasToCanvas(self.pixelShadow, self.render_buffer, {blendmode = "multiplicative"})
end end
-- draw material -- draw material
@ -287,26 +206,48 @@ function light_world:drawGlow(l,t,w,h,s)
if not self.isShadows then if not self.isShadows then
return return
end end
self:updateGlow(l,t,w,h)
love.graphics.setCanvas(self.render_buffer) -- create glow map
love.graphics.setColor(255, 255, 255) self.glowMap:clear(0, 0, 0)
love.graphics.setBlendMode("additive") util.drawto(self.glowMap, l, t, s, function()
love.graphics.setShader() if self.glowDown then
love.graphics.draw(self.glowMap, l,t) self.glowTimer = math.max(0.0, self.glowTimer - love.timer.getDelta())
love.graphics.setBlendMode("alpha") if self.glowTimer == 0.0 then
self.glowDown = not self.glowDown
end
else
self.glowTimer = math.min(self.glowTimer + love.timer.getDelta(), 1.0)
if self.glowTimer == 1.0 then
self.glowDown = not self.glowDown
end
end
for i = 1, #self.body do
self.body[i]:drawGlow(l,t,w,h)
end
end)
light_world:drawBlur("alpha", self.glowBlur, self.glowMap, self.glowMap2, l, t, w, h, s)
util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "additive"})
end end
-- draw refraction -- draw refraction
function light_world:drawRefraction(l,t,w,h,s) function light_world:drawRefraction(l,t,w,h,s)
if not self.isRefraction then if not self.isRefraction then
return return
end end
self:updateRefraction(l,t,w,h)
love.graphics.setCanvas(self.render_buffer) -- create refraction map
self.refractionMap:clear()
util.drawto(self.refractionMap, l, t, s, function()
for i = 1, #self.body do
self.body[i]:drawRefraction(l,t,w,h)
end
end)
util.drawCanvasToCanvas(self.render_buffer, self.refractionMap2)
self.refractionShader:send("backBuffer", self.refractionMap2) self.refractionShader:send("backBuffer", self.refractionMap2)
self.refractionShader:send("refractionStrength", self.refractionStrength) self.refractionShader:send("refractionStrength", self.refractionStrength)
love.graphics.setShader(self.refractionShader) util.drawCanvasToCanvas(self.refractionMap, self.render_buffer, {shader = self.refractionShader})
love.graphics.draw(self.refractionMap, l, t)
love.graphics.setShader()
end end
-- draw reflection -- draw reflection
@ -314,14 +255,20 @@ function light_world:drawReflection(l,t,w,h,s)
if not self.isReflection then if not self.isReflection then
return return
end end
self:updateRelfection(l,t,w,h)
love.graphics.setCanvas(self.render_buffer) -- create reflection map
self.reflectionMap:clear(0, 0, 0)
util.drawto(self.reflectionMap, l, t, s, function()
for i = 1, #self.body do
self.body[i]:drawReflection(l,t,w,h)
end
end)
util.drawCanvasToCanvas(self.render_buffer, self.reflectionMap2)
self.reflectionShader:send("backBuffer", self.reflectionMap2) self.reflectionShader:send("backBuffer", self.reflectionMap2)
self.reflectionShader:send("reflectionStrength", self.reflectionStrength) self.reflectionShader:send("reflectionStrength", self.reflectionStrength)
self.reflectionShader:send("reflectionVisibility", self.reflectionVisibility) self.reflectionShader:send("reflectionVisibility", self.reflectionVisibility)
love.graphics.setShader(self.reflectionShader) util.drawCanvasToCanvas(self.reflectionMap, self.render_buffer, {shader = self.reflectionShader})
love.graphics.draw(self.reflectionMap, l, t)
love.graphics.setShader()
end end
-- new light -- new light

View File

@ -23,6 +23,7 @@ SOFTWARE.
]] ]]
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or "" local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local class = require(_PACKAGE..'/class') local class = require(_PACKAGE..'/class')
local util = require(_PACKAGE..'/util')
local post_shader = class() local post_shader = class()
post_shader.blurv = love.graphics.newShader(_PACKAGE.."/shaders/blurv.glsl") post_shader.blurv = love.graphics.newShader(_PACKAGE.."/shaders/blurv.glsl")
@ -69,7 +70,7 @@ function post_shader:toggleEffect(shaderName, ...)
end end
end end
function post_shader:drawWith(canvas, l, t, scale) function post_shader:drawWith(canvas)
for shader, args in pairs(self.effects) do for shader, args in pairs(self.effects) do
if shader == "bloom" then if shader == "bloom" then
self:drawBloom(canvas, args) self:drawBloom(canvas, args)
@ -89,154 +90,72 @@ function post_shader:drawWith(canvas, l, t, scale)
self:drawTest(canvas, args) self:drawTest(canvas, args)
end end
end end
util.drawCanvasToCanvas(canvas)
love.graphics.setBackgroundColor(0, 0, 0)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas()
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(canvas, l or 0, t or 0)
end end
function post_shader:drawBloom(canvas, args) function post_shader:drawBloom(canvas, args)
love.graphics.setCanvas(self.back_buffer)
love.graphics.setBlendMode("alpha")
post_shader.blurv:send("steps", args[1] or 2.0) post_shader.blurv:send("steps", args[1] or 2.0)
post_shader.blurh:send("steps", args[1] or 2.0) post_shader.blurh:send("steps", args[1] or 2.0)
util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = post_shader.blurv})
love.graphics.setShader(post_shader.blurv) util.drawCanvasToCanvas(self.back_buffer, self.back_buffer, {shader = post_shader.blurh})
love.graphics.draw(canvas) util.drawCanvasToCanvas(self.back_buffer, self.back_buffer, {shader = post_shader.contrast})
util.drawCanvasToCanvas(canvas, canvas, {shader = post_shader.contrast})
love.graphics.setShader(post_shader.blurh) util.drawCanvasToCanvas(self.back_buffer, canvas, {blendmode = "additive", color = {255, 255, 255, (args[2] or 0.25) * 255}})
love.graphics.draw(self.back_buffer)
love.graphics.setShader(post_shader.contrast)
love.graphics.draw(self.back_buffer)
love.graphics.setCanvas(canvas)
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(canvas)
love.graphics.setBlendMode("additive")
love.graphics.setColor(255, 255, 255, (args[2] or 0.25) * 255)
love.graphics.draw(self.back_buffer)
love.graphics.setBlendMode("alpha")
end end
function post_shader:drawBlur(canvas, args) function post_shader:drawBlur(canvas, args)
love.graphics.setCanvas(self.back_buffer)
love.graphics.setBlendMode("alpha")
post_shader.blurv:send("steps", args[1] or 2.0) post_shader.blurv:send("steps", args[1] or 2.0)
post_shader.blurh:send("steps", args[2] or 2.0) post_shader.blurh:send("steps", args[2] or 2.0)
util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = post_shader.blurv})
love.graphics.setShader(post_shader.blurv) util.drawCanvasToCanvas(self.back_buffer, self.back_buffer, {shader = post_shader.blurh})
love.graphics.draw(canvas) util.drawCanvasToCanvas(self.back_buffer, canvas)
love.graphics.setShader(post_shader.blurh)
love.graphics.draw(self.back_buffer)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(canvas)
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.back_buffer)
end end
function post_shader:drawChromatic(canvas, args) function post_shader:drawChromatic(canvas, args)
love.graphics.setCanvas(self.back_buffer)
love.graphics.setBlendMode("alpha")
post_shader.chromatic_aberration:send("redStrength", {args[1] or 0.0, args[2] or 0.0}) post_shader.chromatic_aberration:send("redStrength", {args[1] or 0.0, args[2] or 0.0})
post_shader.chromatic_aberration:send("greenStrength", {args[3] or 0.0, args[4] or 0.0}) post_shader.chromatic_aberration:send("greenStrength", {args[3] or 0.0, args[4] or 0.0})
post_shader.chromatic_aberration:send("blueStrength", {args[5] or 0.0, args[6] or 0.0}) post_shader.chromatic_aberration:send("blueStrength", {args[5] or 0.0, args[6] or 0.0})
love.graphics.setCanvas(self.back_buffer) util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = post_shader.chromatic_aberration})
love.graphics.setShader(post_shader.chromatic_aberration) util.drawCanvasToCanvas(self.back_buffer, canvas)
love.graphics.draw(canvas)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(canvas)
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.back_buffer)
end end
function post_shader:draw4Color(canvas, args) function post_shader:draw4Color(canvas, args)
love.graphics.setCanvas(self.back_buffer)
love.graphics.setBlendMode("alpha")
local palette = {{unpack(args[1])}, {unpack(args[2])}, {unpack(args[3])}, {unpack(args[4])}} local palette = {{unpack(args[1])}, {unpack(args[2])}, {unpack(args[3])}, {unpack(args[4])}}
for i = 1, 4 do for i = 1, 4 do
for k = 1, 3 do for k = 1, 3 do
palette[i][k] = args[i][k] / 255.0 palette[i][k] = args[i][k] / 255.0
end end
end end
self.four_color:send("palette", palette[1], palette[2], palette[3], palette[4]) self.four_color:send("palette", palette[1], palette[2], palette[3], palette[4])
love.graphics.setShader(self.four_color) util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = post_shader.four_color})
love.graphics.draw(canvas) util.drawCanvasToCanvas(self.back_buffer, canvas)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(canvas)
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.back_buffer)
end end
function post_shader:drawMonochome(canvas, args) function post_shader:drawMonochome(canvas, args)
love.graphics.setCanvas(self.back_buffer)
love.graphics.setBlendMode("alpha")
local tint = {args[1], args[2], args[3]} local tint = {args[1], args[2], args[3]}
for i = 1, 3 do for i = 1, 3 do
if tint[i] then if tint[i] then
tint[i] = tint[i] / 255.0 tint[i] = tint[i] / 255.0
end end
end end
post_shader.monochrome:send("tint", {tint[1] or 1.0, tint[2] or 1.0, tint[3] or 1.0}) post_shader.monochrome:send("tint", {tint[1] or 1.0, tint[2] or 1.0, tint[3] or 1.0})
post_shader.monochrome:send("fudge", args[4] or 0.1) post_shader.monochrome:send("fudge", args[4] or 0.1)
post_shader.monochrome:send("time", args[5] or love.timer.getTime()) post_shader.monochrome:send("time", args[5] or love.timer.getTime())
love.graphics.setShader(post_shader.monochrome) util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = post_shader.monochrome})
love.graphics.draw(canvas) util.drawCanvasToCanvas(self.back_buffer, canvas)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(canvas)
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.back_buffer)
end end
function post_shader:drawScanlines(canvas, args) function post_shader:drawScanlines(canvas, args)
love.graphics.setCanvas(self.back_buffer)
love.graphics.setBlendMode("alpha")
post_shader.scanlines:send("strength", args[1] or 2.0) post_shader.scanlines:send("strength", args[1] or 2.0)
post_shader.scanlines:send("time", args[2] or love.timer.getTime()) post_shader.scanlines:send("time", args[2] or love.timer.getTime())
love.graphics.setShader(post_shader.scanlines) util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = post_shader.scanlines})
love.graphics.draw(canvas) util.drawCanvasToCanvas(self.back_buffer, canvas)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(canvas)
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.back_buffer)
end end
function post_shader:drawTiltshift(canvas, args) function post_shader:drawTiltshift(canvas, args)
love.graphics.setCanvas(self.back_buffer)
love.graphics.setBlendMode("alpha")
post_shader.tilt_shift:send("imgBuffer", canvas) post_shader.tilt_shift:send("imgBuffer", canvas)
love.graphics.setShader(post_shader.tilt_shift) util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = post_shader.tilt_shift})
love.graphics.draw(self.back_buffer) util.drawCanvasToCanvas(self.back_buffer, canvas)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(canvas)
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.back_buffer)
end end
local files = love.filesystem.getDirectoryItems(_PACKAGE.."/shaders/postshaders/test") local files = love.filesystem.getDirectoryItems(_PACKAGE.."/shaders/postshaders/test")
@ -265,23 +184,15 @@ function post_shader:drawTest(canvas, args)
time = love.timer.getTime() time = love.timer.getTime()
} }
love.graphics.setCanvas(self.back_buffer)
love.graphics.setBlendMode("alpha")
local effect = testShaders[args[1]] local effect = testShaders[args[1]]
for def in pairs(effect[2]) do for def in pairs(effect[2]) do
if defaults[def] then if defaults[def] then
effect[1]:send(def, defaults[def]) effect[1]:send(def, defaults[def])
end end
end end
love.graphics.setShader(effect[1])
love.graphics.draw(canvas)
love.graphics.setBlendMode("alpha") util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = effect[1]})
love.graphics.setCanvas(canvas) util.drawCanvasToCanvas(self.back_buffer, canvas)
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.back_buffer)
end end
return post_shader return post_shader

View File

@ -13,6 +13,9 @@ function util.drawCanvasToCanvas(canvas, other_canvas, options)
if options["shader"] then if options["shader"] then
love.graphics.setShader(options["shader"]) love.graphics.setShader(options["shader"])
end end
if options["color"] then
love.graphics.setColor(unpack(options["color"]))
end
love.graphics.setColor(255,255,255) love.graphics.setColor(255,255,255)
love.graphics.draw(canvas,0,0) love.graphics.draw(canvas,0,0)
love.graphics.setCanvas(last_buffer) love.graphics.setCanvas(last_buffer)