light_world.lua/lib/postshader.lua
Tim Anema 45be0c56fa refactoring,
taking out unused variables and redundant code, also took out debug variables. also moved the shaders in to the lib folder
for better portablility of the library
2014-09-29 10:03:34 -04:00

172 lines
7.1 KiB
Lua

--[[
The MIT License (MIT)
Copyright (c) 2014 Marcus Ihde
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local class = require(_PACKAGE..'/class')
LOVE_POSTSHADER_BUFFER_RENDER = love.graphics.newCanvas()
LOVE_POSTSHADER_BUFFER_BACK = love.graphics.newCanvas()
LOVE_POSTSHADER_LAST_BUFFER = nil
LOVE_POSTSHADER_BLURV = love.graphics.newShader(_PACKAGE.."/shaders/blurv.glsl")
LOVE_POSTSHADER_BLURH = love.graphics.newShader(_PACKAGE.."/shaders/blurh.glsl")
LOVE_POSTSHADER_CONTRAST = love.graphics.newShader(_PACKAGE.."/shaders/contrast.glsl")
LOVE_POSTSHADER_CHROMATIC_ABERRATION = love.graphics.newShader(_PACKAGE.."/shaders/chromatic_aberration.glsl")
LOVE_POSTSHADER_FOUR_COLOR = love.graphics.newShader(_PACKAGE.."/shaders/four_colors.glsl")
LOVE_POSTSHADER_MONOCHROM = love.graphics.newShader(_PACKAGE.."/shaders/monochrom.glsl")
LOVE_POSTSHADER_SCANLINES = love.graphics.newShader(_PACKAGE.."/shaders/scanlines.glsl")
LOVE_POSTSHADER_TILT_SHIFT = love.graphics.newShader(_PACKAGE.."/shaders/tilt_shift.glsl")
love.postshader = {}
love.postshader.setBuffer = function(path)
if path == "back" then
love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK)
else
love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_RENDER)
end
LOVE_POSTSHADER_LAST_BUFFER = love.graphics.getCanvas()
end
love.postshader.addEffect = function(shader, ...)
args = {...}
LOVE_POSTSHADER_LAST_BUFFER = love.graphics.getCanvas()
love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK)
love.graphics.setBlendMode("alpha")
if shader == "bloom" then
-- Bloom Shader
LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()})
LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
LOVE_POSTSHADER_BLURH:send("steps", args[1] or 2.0)
love.graphics.setShader(LOVE_POSTSHADER_BLURV)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
love.graphics.setShader(LOVE_POSTSHADER_BLURH)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
love.graphics.setShader(LOVE_POSTSHADER_CONTRAST)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
love.graphics.setCanvas(LOVE_POSTSHADER_LAST_BUFFER)
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
love.graphics.setBlendMode("additive")
love.graphics.setColor(255, 255, 255, (args[2] or 0.25) * 255)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
love.graphics.setBlendMode("alpha")
elseif shader == "blur" then
-- Blur Shader
LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()})
LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
LOVE_POSTSHADER_BLURH:send("steps", args[2] or 2.0)
love.graphics.setShader(LOVE_POSTSHADER_BLURV)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
love.graphics.setShader(LOVE_POSTSHADER_BLURH)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
elseif shader == "chromatic" then
-- Chromatic Shader
LOVE_POSTSHADER_CHROMATIC_ABERRATION:send("redStrength", {args[1] or 0.0, args[2] or 0.0})
LOVE_POSTSHADER_CHROMATIC_ABERRATION:send("greenStrength", {args[3] or 0.0, args[4] or 0.0})
LOVE_POSTSHADER_CHROMATIC_ABERRATION:send("blueStrength", {args[5] or 0.0, args[6] or 0.0})
love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK)
love.graphics.setShader(LOVE_POSTSHADER_CHROMATIC_ABERRATION)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
elseif shader == "4colors" then
-- 4 Color Shader
for i = 1, 4 do
for k = 1, 3 do
args[i][k] = args[i][k] / 255.0
end
end
LOVE_POSTSHADER_FOUR_COLOR:send("palette", args[1], args[2], args[3], args[4])
love.graphics.setShader(LOVE_POSTSHADER_FOUR_COLOR)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
elseif shader == "monochrom" then
-- Monochrom Shader
for i = 1, 3 do
if args[i] then
args[i] = args[i] / 255.0
end
end
LOVE_POSTSHADER_MONOCHROM:send("tint", {args[1] or 1.0, args[2] or 1.0, args[3] or 1.0})
LOVE_POSTSHADER_MONOCHROM:send("fudge", args[4] or 0.1)
LOVE_POSTSHADER_MONOCHROM:send("time", args[5] or love.timer.getTime())
love.graphics.setShader(LOVE_POSTSHADER_MONOCHROM)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
elseif shader == "scanlines" then
-- Scanlines Shader
LOVE_POSTSHADER_SCANLINES:send("screen", {love.window.getWidth(), love.window.getHeight()})
LOVE_POSTSHADER_SCANLINES:send("strength", args[1] or 2.0)
LOVE_POSTSHADER_SCANLINES:send("time", args[2] or love.timer.getTime())
love.graphics.setShader(LOVE_POSTSHADER_SCANLINES)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
elseif shader == "tiltshift" then
-- Blur Shader
LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
LOVE_POSTSHADER_BLURH:send("steps", args[1] or 2.0)
love.graphics.setShader(LOVE_POSTSHADER_BLURV)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
love.graphics.setShader(LOVE_POSTSHADER_BLURH)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
LOVE_POSTSHADER_TILT_SHIFT:send("imgBuffer", LOVE_POSTSHADER_BUFFER_RENDER)
love.graphics.setShader(LOVE_POSTSHADER_TILT_SHIFT)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
end
if shader ~= "bloom" then
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(LOVE_POSTSHADER_LAST_BUFFER)
love.graphics.setShader()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
end
end
love.postshader.draw = function()
if LOVE_POSTSHADER_LAST_BUFFER then
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(LOVE_POSTSHADER_LAST_BUFFER)
end
end
love.postshader.refreshScreenSize = function()
LOVE_POSTSHADER_BUFFER_RENDER = love.graphics.newCanvas()
LOVE_POSTSHADER_BUFFER_BACK = love.graphics.newCanvas()
end