mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
45be0c56fa
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
172 lines
7.1 KiB
Lua
172 lines
7.1 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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LOVE_POSTSHADER_BUFFER_RENDER = love.graphics.newCanvas()
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LOVE_POSTSHADER_BUFFER_BACK = love.graphics.newCanvas()
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LOVE_POSTSHADER_LAST_BUFFER = nil
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LOVE_POSTSHADER_BLURV = love.graphics.newShader(_PACKAGE.."/shaders/blurv.glsl")
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LOVE_POSTSHADER_BLURH = love.graphics.newShader(_PACKAGE.."/shaders/blurh.glsl")
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LOVE_POSTSHADER_CONTRAST = love.graphics.newShader(_PACKAGE.."/shaders/contrast.glsl")
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LOVE_POSTSHADER_CHROMATIC_ABERRATION = love.graphics.newShader(_PACKAGE.."/shaders/chromatic_aberration.glsl")
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LOVE_POSTSHADER_FOUR_COLOR = love.graphics.newShader(_PACKAGE.."/shaders/four_colors.glsl")
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LOVE_POSTSHADER_MONOCHROM = love.graphics.newShader(_PACKAGE.."/shaders/monochrom.glsl")
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LOVE_POSTSHADER_SCANLINES = love.graphics.newShader(_PACKAGE.."/shaders/scanlines.glsl")
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LOVE_POSTSHADER_TILT_SHIFT = love.graphics.newShader(_PACKAGE.."/shaders/tilt_shift.glsl")
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love.postshader = {}
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love.postshader.setBuffer = function(path)
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if path == "back" then
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love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK)
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else
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love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_RENDER)
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end
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LOVE_POSTSHADER_LAST_BUFFER = love.graphics.getCanvas()
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end
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love.postshader.addEffect = function(shader, ...)
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args = {...}
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LOVE_POSTSHADER_LAST_BUFFER = love.graphics.getCanvas()
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love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK)
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love.graphics.setBlendMode("alpha")
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if shader == "bloom" then
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-- Bloom Shader
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LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()})
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LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
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LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
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LOVE_POSTSHADER_BLURH:send("steps", args[1] or 2.0)
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love.graphics.setShader(LOVE_POSTSHADER_BLURV)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
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love.graphics.setShader(LOVE_POSTSHADER_BLURH)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
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love.graphics.setShader(LOVE_POSTSHADER_CONTRAST)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
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love.graphics.setCanvas(LOVE_POSTSHADER_LAST_BUFFER)
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love.graphics.setShader()
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
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love.graphics.setBlendMode("additive")
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love.graphics.setColor(255, 255, 255, (args[2] or 0.25) * 255)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
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love.graphics.setBlendMode("alpha")
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elseif shader == "blur" then
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-- Blur Shader
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LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()})
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LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
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LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
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LOVE_POSTSHADER_BLURH:send("steps", args[2] or 2.0)
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love.graphics.setShader(LOVE_POSTSHADER_BLURV)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
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love.graphics.setShader(LOVE_POSTSHADER_BLURH)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
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elseif shader == "chromatic" then
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-- Chromatic Shader
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LOVE_POSTSHADER_CHROMATIC_ABERRATION:send("redStrength", {args[1] or 0.0, args[2] or 0.0})
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LOVE_POSTSHADER_CHROMATIC_ABERRATION:send("greenStrength", {args[3] or 0.0, args[4] or 0.0})
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LOVE_POSTSHADER_CHROMATIC_ABERRATION:send("blueStrength", {args[5] or 0.0, args[6] or 0.0})
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love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK)
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love.graphics.setShader(LOVE_POSTSHADER_CHROMATIC_ABERRATION)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
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elseif shader == "4colors" then
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-- 4 Color Shader
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for i = 1, 4 do
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for k = 1, 3 do
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args[i][k] = args[i][k] / 255.0
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end
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end
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LOVE_POSTSHADER_FOUR_COLOR:send("palette", args[1], args[2], args[3], args[4])
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love.graphics.setShader(LOVE_POSTSHADER_FOUR_COLOR)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
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elseif shader == "monochrom" then
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-- Monochrom Shader
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for i = 1, 3 do
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if args[i] then
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args[i] = args[i] / 255.0
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end
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end
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LOVE_POSTSHADER_MONOCHROM:send("tint", {args[1] or 1.0, args[2] or 1.0, args[3] or 1.0})
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LOVE_POSTSHADER_MONOCHROM:send("fudge", args[4] or 0.1)
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LOVE_POSTSHADER_MONOCHROM:send("time", args[5] or love.timer.getTime())
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love.graphics.setShader(LOVE_POSTSHADER_MONOCHROM)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
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elseif shader == "scanlines" then
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-- Scanlines Shader
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LOVE_POSTSHADER_SCANLINES:send("screen", {love.window.getWidth(), love.window.getHeight()})
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LOVE_POSTSHADER_SCANLINES:send("strength", args[1] or 2.0)
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LOVE_POSTSHADER_SCANLINES:send("time", args[2] or love.timer.getTime())
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love.graphics.setShader(LOVE_POSTSHADER_SCANLINES)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
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elseif shader == "tiltshift" then
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-- Blur Shader
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LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
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LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
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LOVE_POSTSHADER_BLURH:send("steps", args[1] or 2.0)
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love.graphics.setShader(LOVE_POSTSHADER_BLURV)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
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love.graphics.setShader(LOVE_POSTSHADER_BLURH)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
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LOVE_POSTSHADER_TILT_SHIFT:send("imgBuffer", LOVE_POSTSHADER_BUFFER_RENDER)
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love.graphics.setShader(LOVE_POSTSHADER_TILT_SHIFT)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
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end
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if shader ~= "bloom" then
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas(LOVE_POSTSHADER_LAST_BUFFER)
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love.graphics.setShader()
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
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end
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end
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love.postshader.draw = function()
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if LOVE_POSTSHADER_LAST_BUFFER then
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love.graphics.setBackgroundColor(0, 0, 0)
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas()
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love.graphics.setShader()
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(LOVE_POSTSHADER_LAST_BUFFER)
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end
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end
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love.postshader.refreshScreenSize = function()
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LOVE_POSTSHADER_BUFFER_RENDER = love.graphics.newCanvas()
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LOVE_POSTSHADER_BUFFER_BACK = love.graphics.newCanvas()
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end
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