Code: Select all
-- source: https://love2d.org/forums/viewtopic.php?f=4&t=3733#p38666
-- Modified to work with löve 0.9.1
local math, love = math, love
local function FindSmallestPO2(num)
return 2 ^ math.ceil(math.log(num)/math.log(2))
end
local function ScaleToPO2(xsize, ysize)
if love.graphics.isSupported("npot") then return xsize, ysize end
return FindSmallestPO2(xsize), FindSmallestPO2(ysize)
end
-- i've found xsize and ysize of 1/2 - 1/4 the screen resolution to be nice
-- smaller values make the bloom more apparent and give much better performance, but can make it look bad if too small
function CreateBloomEffect(xsize, ysize)
if not love.graphics.newShader
or not love.graphics.isSupported
or not love.graphics.isSupported("shader")
or not love.graphics.isSupported("canvas") then
return
end
local function newShader(code)
local success, result = pcall(love.graphics.newShader, code)
if success then
return result
else
print("Error compiling shader!\n"..result)
end
end
local bloom = {}
local shaders = {}
local shaders_src = {
blur_vert = [[
extern number canvas_h = 256.0;
const number offset_1 = 1.3846153846;
const number offset_2 = 3.2307692308;
const number weight_0 = 0.2270270270;
const number weight_1 = 0.3162162162;
const number weight_2 = 0.0702702703;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
vec4 texcolor = Texel(texture, texture_coords);
vec3 tc = texcolor.rgb * weight_0;
tc += Texel(texture, texture_coords + vec2(0.0, offset_1)/canvas_h).rgb * weight_1;
tc += Texel(texture, texture_coords - vec2(0.0, offset_1)/canvas_h).rgb * weight_1;
tc += Texel(texture, texture_coords + vec2(0.0, offset_2)/canvas_h).rgb * weight_2;
tc += Texel(texture, texture_coords - vec2(0.0, offset_2)/canvas_h).rgb * weight_2;
return color * vec4(tc, 1.0);
}
]],
blur_horiz = [[
extern number canvas_w = 256.0;
const number offset_1 = 1.3846153846;
const number offset_2 = 3.2307692308;
const number weight_0 = 0.2270270270;
const number weight_1 = 0.3162162162;
const number weight_2 = 0.0702702703;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
vec4 texcolor = Texel(texture, texture_coords);
vec3 tc = texcolor.rgb * weight_0;
tc += Texel(texture, texture_coords + vec2(offset_1, 0.0)/canvas_w).rgb * weight_1;
tc += Texel(texture, texture_coords - vec2(offset_1, 0.0)/canvas_w).rgb * weight_1;
tc += Texel(texture, texture_coords + vec2(offset_2, 0.0)/canvas_w).rgb * weight_2;
tc += Texel(texture, texture_coords - vec2(offset_2, 0.0)/canvas_w).rgb * weight_2;
return color * vec4(tc, 1.0);
}
]],
bloom = [[
extern number threshold = 1.0;
float luminance(vec3 color)
{
// numbers make 'true grey' on most monitors, apparently
return (0.212671 * color.r) + (0.715160 * color.g) + (0.072169 * color.b);
}
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
vec4 texcolor = Texel(texture, texture_coords);
vec3 extract = smoothstep(threshold * 0.7, threshold, luminance(texcolor.rgb)) * texcolor.rgb;
return vec4(extract, 1.0);
}
]],
combine = [[
extern Image bloomtex;
extern number basesaturation = 1.0;
extern number bloomsaturation = 1.0;
extern number baseintensity = 1.0;
extern number bloomintensity = 1.0;
vec3 AdjustSaturation(vec3 color, number saturation)
{
vec3 grey = vec3(dot(color, vec3(0.212671, 0.715160, 0.072169)));
return mix(grey, color, saturation);
}
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
vec4 basecolor = Texel(texture, texture_coords);
vec4 bloomcolor = Texel(bloomtex, texture_coords);
bloomcolor.rgb = AdjustSaturation(bloomcolor.rgb, bloomsaturation) * bloomintensity;
basecolor.rgb = AdjustSaturation(basecolor.rgb, basesaturation) * baseintensity;
basecolor.rgb *= (1.0 - clamp(bloomcolor.rgb, 0.0, 1.0));
bloomcolor.a = 0.0;
return clamp(basecolor + bloomcolor, 0.0, 1.0);
}
]]
}
for k,v in pairs(shaders_src) do
local shader = newShader(v)
if shader then
shaders[k] = shader
else
print("poop")
return
end
end
if not shaders.blur_vert or not shaders.blur_horiz or not shaders.bloom or not shaders.combine then
print( "didn't get all the shaders" )
return
end
local intensity_base, intensity_bloom = 1, 1
local saturation_base, saturation_bloom = 1, 1
local threshold_bloom = 0.5
local debugdraw = false
function bloom:refresh(xs, ys)
xs, ys = math.floor(xs+0.5), math.floor(ys+0.5)
local renderingtoscene = false
self.xsize, self.ysize = xs, ys
self.po2xsize, self.po2ysize = ScaleToPO2(self.xsize, self.ysize) -- scales x and y to next power of 2 if npot is false
self.xres, self.yres = love.graphics.getWidth(), love.graphics.getHeight()
self.po2xres, self.po2yres = ScaleToPO2(self.xres, self.yres)
self.quad = love.graphics.newQuad(0, 0, self.xsize, self.ysize, self.po2xsize, self.po2ysize)
self.scenequad = love.graphics.newQuad(0, 0, self.xres, self.yres, self.po2xres, self.po2yres)
self.canvas = {
bloom = love.graphics.newCanvas(self.po2xsize, self.po2ysize),
blur_horiz = love.graphics.newCanvas(self.po2xsize, self.po2ysize),
blur_vert = love.graphics.newCanvas(self.po2xsize, self.po2ysize),
scene = love.graphics.newCanvas(self.po2xres, self.po2yres),
bloomscene = love.graphics.newCanvas(self.po2xres, self.po2yres),
}
for k,v in pairs(self.canvas) do
v:clear()
end
shaders.blur_horiz:send("canvas_w", self.po2xsize)
shaders.blur_vert:send("canvas_h", self.po2ysize)
self:setThreshold(self:getThreshold())
self:setIntensity(self:getIntensity())
self:setSaturation(self:getSaturation())
if renderingtoscene then
love.graphics.setCanvas(self.canvas.scene)
end
collectgarbage("collect")
end
function bloom:debugDraw(shoulddebugdraw)
debugdraw = not not shoulddebugdraw
end
function bloom:setIntensity(ibase, ibloom)
intensity_base = ibase
intensity_bloom = ibloom
shaders.combine:send("baseintensity", ibase)
shaders.combine:send("bloomintensity", ibloom)
end
function bloom:getIntensity()
return intensity_base, intensity_bloom
end
function bloom:setSaturation(sbase, sbloom)
saturation_base = sbase
saturation_bloom = sbloom
shaders.combine:send("basesaturation", sbase)
shaders.combine:send("bloomsaturation", sbloom)
end
function bloom:getSaturation()
return saturation_base, saturation_bloom
end
function bloom:setThreshold(threshold)
threshold_bloom = threshold
shaders.bloom:send("threshold", threshold)
end
function bloom:getThreshold()
return threshold_bloom
end
-- call right before drawing the stuff you want bloomed
function bloom:predraw()
for k,v in pairs(self.canvas) do
v:clear()
end
love.graphics.setCanvas(self.canvas.scene)
self.drawing = true
end
function bloom:enabledrawtobloom()
love.graphics.setCanvas(self.canvas.bloomscene)
end
-- call after drawing the stuff you want bloomed
function bloom:postdraw()
love.graphics.setColor(255, 255, 255)
local blendmode = love.graphics.getBlendMode()
love.graphics.setBlendMode("premultiplied")
love.graphics.push()
love.graphics.scale(self.po2xsize/self.po2xres, self.po2ysize/self.po2yres)
-- apply bloom extract shader
love.graphics.setCanvas(self.canvas.bloom)
love.graphics.setShader(shaders.bloom)
love.graphics.draw(self.canvas.bloomscene, self.scenequad, 0, 0)
love.graphics.pop()
-- apply horizontal blur shader to extracted bloom
love.graphics.setCanvas(self.canvas.blur_horiz)
love.graphics.setShader(shaders.blur_horiz)
love.graphics.draw(self.canvas.bloom, self.quad, 0, 0)
-- apply vertical blur shader to blurred bloom
love.graphics.setCanvas(self.canvas.blur_vert)
love.graphics.setShader(shaders.blur_vert)
love.graphics.draw(self.canvas.blur_horiz, self.quad, 0, 0)
-- render final scene combined with bloom canvas
love.graphics.setCanvas()
shaders.combine:send("bloomtex", self.canvas.blur_vert)
love.graphics.setShader(shaders.combine)
love.graphics.draw(self.canvas.scene, self.scenequad, 0, 0)
love.graphics.setShader()
if debugdraw then
-- love.graphics.setColor(255, 255, 255, 128)
love.graphics.draw(self.canvas.bloom, 0, 0)
love.graphics.draw(self.canvas.blur_horiz, self.po2xsize+4, 0)
love.graphics.draw(self.canvas.blur_vert, self.po2xsize*2+8, 0)
-- love.graphics.draw(self.canvas.blur_vert, 0, 0, 0, self.po2xres/self.po2xsize, self.po2yres/self.po2ysize)
end
love.graphics.setBlendMode(blendmode)
self.drawing = false
end
function bloom:isDrawing()
return not not self.drawing
end
bloom:refresh(xsize, ysize)
bloom:setIntensity(1, 1)
bloom:setSaturation(1, 1)
bloom:setThreshold(0.35)
return bloom
end
Code: Select all
require "bloom"
function love.load()
bloom = CreateNewBloomEffect( W/2, H/2 ) -- adjust these params to your liking
end
function love.draw()
bloom:predraw()
bloom:enabledrawtobloom()
-- Draw the things you want to be bloomed
bloom:postdraw()
end