Well, you won't need that, would you?RPG wrote:but not GLSLToeffectCode?
LÖVE compiles effect code to GLSL, so if you want to use GLSL, you just have to make sure LÖVE doesn't do anything fancy with it (which is the solution slime posted).
Well, you won't need that, would you?RPG wrote:but not GLSLToeffectCode?
You seem to have misunderstood.RPG wrote:effectCodeToGLSL
but not GLSLToeffectCode?
It renames things, makes void main() use a callback function which makes things easier to remember, and locks the GLSL version at 1.20, among other things.thelinx wrote:You seem to have misunderstood.RPG wrote:effectCodeToGLSL
but not GLSLToeffectCode?
_effectCodeToGLSL is the pipe between newPixelEffect and the GLSL compiler.
By default it's defined to rename all the things from PixelEffect-language to GLSL.
However, if you rewrite it and just make it return the same code, you can input regular GLSL to newPixelEffect.
But love doesn't support (GLSL) shaders. It supports pixel effects, which are totally different things. They just happen to be implemented using GLSL shaders.RPG wrote:I don't think so. love is not the only engine in the world that supports shaders, and glsl shaders must be easily ported between engines.
Yeah, as was Cg/HLSL. Besides, as the others mentioned, effect code is basically a dumbed down version of GLSL, which you verify yourself by looking at the code conversion yourself.RPG wrote:GLSL is standart and it was developed to be the standart.
If those are functions (which I hope for your sake) you can just plug them in. No problem at all (unless you named something "effect", "number", "Image", "extern", "Texel" or "_tex0_").RPG wrote:I have 1000's lines of glsl shaders in more than 20 fragment programs.
Code: Select all
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.newPixelEffect
or not love.graphics.isSupported
or not love.graphics.isSupported("pixeleffect")
or not love.graphics.isSupported("canvas") then
return
end
local function newPixelEffect(code)
local success, result = pcall(love.graphics.newPixelEffect, code)
if success then
return result
else
print("Error compiling shader!\n"..result)
end
end
local bloom = {}
local shaders = {
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) do
local shader = newPixelEffect(v)
if shader then
shaders[k] = shader
else
return
end
end
if not shaders.blur_vert or not shaders.blur_horiz or not shaders.bloom or not shaders.combine then
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.setPixelEffect(shaders.bloom)
love.graphics.drawq(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.setPixelEffect(shaders.blur_horiz)
love.graphics.drawq(self.canvas.bloom, self.quad, 0, 0)
-- apply vertical blur shader to blurred bloom
love.graphics.setCanvas(self.canvas.blur_vert)
love.graphics.setPixelEffect(shaders.blur_vert)
love.graphics.drawq(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.setPixelEffect(shaders.combine)
love.graphics.drawq(self.canvas.scene, self.scenequad, 0, 0)
love.graphics.setPixelEffect()
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
bloom = love.graphics.newPixelEffect [[
vec2 image_size;
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 pc)
{
vec2 pixel_offset = vec2(1.0)/image_size;
color = Texel(tex, tc); // maybe add a weight here?
color += Texel(tex, tc + vec2(-offset.x, offset.y));
color += Texel(tex, tc + vec2(0, offset.y));
color += Texel(tex, tc + vec2(offset.x, offset.y));
color += Texel(tex, tc + vec2(-offset.x, 0));
color += Texel(tex, tc + vec2(0, 0));
color += Texel(tex, tc + vec2(offset.x, 0));
color += Texel(tex, tc + vec2(-offset.x, -offset.y));
color += Texel(tex, tc + vec2(0, -offset.y));
color += Texel(tex, tc + vec2(offset.x, -offset.y));
return color / 9.0; // use 10.0 for regular blurring.
}
]]
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