mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-11 01:14:26 +00:00
184 lines
6.5 KiB
Lua
184 lines
6.5 KiB
Lua
--[[
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The MIT License (MIT)
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Copyright (c) 2014 Marcus Ihde
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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]]
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local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
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local class = require(_PACKAGE..'/class')
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local util = require(_PACKAGE..'/util')
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local post_shader = class()
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post_shader.blurv = love.graphics.newShader(_PACKAGE.."/shaders/blurv.glsl")
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post_shader.blurh = love.graphics.newShader(_PACKAGE.."/shaders/blurh.glsl")
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post_shader.contrast = love.graphics.newShader(_PACKAGE.."/shaders/postshaders/contrast.glsl")
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post_shader.tilt_shift = love.graphics.newShader(_PACKAGE.."/shaders/postshaders/tilt_shift.glsl")
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local files = love.filesystem.getDirectoryItems(_PACKAGE.."/shaders/postshaders")
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local shaders = {}
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for i,v in ipairs(files) do
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local name = _PACKAGE.."/shaders/postshaders".."/"..v
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if love.filesystem.isFile(name) then
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local str = love.filesystem.read(name)
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local effect = love.graphics.newShader(name)
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local defs = {}
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for vtype, extern in str:gmatch("extern (%w+) (%w+)") do
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defs[extern] = true
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end
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local shaderName = name:match(".-([^\\|/]-[^%.]+)$"):gsub("%.glsl", "")
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shaders[shaderName] = {effect, defs}
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end
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end
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function post_shader:init()
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self:refreshScreenSize()
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self.effects = {}
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end
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function post_shader:refreshScreenSize(w, h)
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w, h = w or love.window.getWidth(), h or love.window.getHeight()
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self.render_buffer = love.graphics.newCanvas(w, h)
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self.back_buffer = love.graphics.newCanvas(w, h)
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post_shader.blurv:send("screen", {w, h})
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post_shader.blurh:send("screen", {w, h})
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for shaderName, v in pairs(shaders) do
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for def in pairs(v[2]) do
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if def == "screen" or def == "textureSize" or def == "inputSize" or def == "outputSize" then
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v[1]:send(def, {w, h})
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end
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end
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end
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self.w = w
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self.h = h
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end
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function post_shader:addEffect(shaderName, ...)
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self.effects[shaderName] = {...}
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end
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function post_shader:removeEffect(shaderName)
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self.effects[shaderName] = nil
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end
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function post_shader:toggleEffect(shaderName, ...)
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if self.effects[shaderName] ~= nil then
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self:removeEffect(shaderName)
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else
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self:addEffect(shaderName, ...)
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end
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end
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function post_shader:drawWith(canvas)
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for shader, args in pairs(self.effects) do
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if shader == "bloom" then
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self:drawBloom(canvas, args)
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elseif shader == "blur" then
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self:drawBlur(canvas, args)
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elseif shader == "tilt_shift" then
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self:drawTiltShift(canvas, args)
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else
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self:drawShader(shader, canvas, args)
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end
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end
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util.drawCanvasToCanvas(canvas)
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end
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function post_shader:drawBloom(canvas, args)
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post_shader.blurv:send("steps", args[1] or 2.0)
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post_shader.blurh:send("steps", args[1] or 2.0)
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util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = post_shader.blurv})
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util.drawCanvasToCanvas(self.back_buffer, self.back_buffer, {shader = post_shader.blurh})
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util.drawCanvasToCanvas(self.back_buffer, self.back_buffer, {shader = post_shader.contrast})
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util.drawCanvasToCanvas(canvas, canvas, {shader = post_shader.contrast})
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util.drawCanvasToCanvas(self.back_buffer, canvas, {blendmode = "additive", color = {255, 255, 255, (args[2] or 0.25) * 255}})
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end
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function post_shader:drawBlur(canvas, args)
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post_shader.blurv:send("steps", args[1] or 2.0)
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post_shader.blurh:send("steps", args[2] or 2.0)
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util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = post_shader.blurv})
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util.drawCanvasToCanvas(self.back_buffer, self.back_buffer, {shader = post_shader.blurh})
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util.drawCanvasToCanvas(self.back_buffer, canvas)
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end
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function post_shader:drawTiltShift(canvas, args)
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post_shader.blurv:send("steps", args[1] or 2.0)
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post_shader.blurh:send("steps", args[2] or 2.0)
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util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = post_shader.blurv})
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util.drawCanvasToCanvas(self.back_buffer, self.back_buffer, {shader = post_shader.blurh})
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post_shader.tilt_shift:send("imgBuffer", canvas)
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util.drawCanvasToCanvas(self.back_buffer, canvas, {shader = post_shader.tilt_shift})
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end
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function post_shader:drawShader(shaderName, canvas, args)
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local w, h = love.graphics.getWidth(), love.graphics.getHeight()
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local current_arg = 1
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local effect = shaders[shaderName]
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if effect == nil then
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print("no shader called "..shaderName)
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return
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end
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for def in pairs(effect[2]) do
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if def == "time" then
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effect[1]:send("time", love.timer.getTime())
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elseif def == "palette" then
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effect[1]:send("palette", unpack(process_palette({
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args[current_arg],
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args[current_arg + 1],
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args[current_arg + 2],
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args[current_arg + 3]
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})))
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current_arg = current_arg + 4
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elseif def == "tint" then
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effect[1]:send("tint", {process_tint(args[1], args[2], args[3])})
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current_arg = current_arg + 3
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elseif def == "imgBuffer" then
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effect[1]:send("imgBuffer", canvas)
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elseif def ~= "screen" and def ~= "textureSize" and def ~= "inputSize" and def ~= "outputSize" then
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local value = args[current_arg]
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if value ~= nil then
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effect[1]:send(def, value)
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end
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current_arg = current_arg + 1
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end
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end
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util.drawCanvasToCanvas(canvas, self.back_buffer, {shader = effect[1]})
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util.drawCanvasToCanvas(self.back_buffer, canvas)
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end
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function process_tint(r, g, b)
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return (r and r/255.0 or 1.0), (g and g/255.0 or 1.0), (b and b/255.0 or 1.0)
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end
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function process_palette(palette)
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for i = 1, #palette do
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palette[i] = {process_tint(unpack(palette[i]))}
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end
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return palette
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end
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return post_shader
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