--[[ The MIT License (MIT) Copyright (c) 2017 Tim Moore Adapted for new moonshine API by Matthias Richter 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. ]]-- -- Bilinear Gaussian blur filter as detailed here: http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -- Produces near identical results to a standard Gaussian blur by using sub-pixel sampling, -- this allows us to do ~1/2 the number of pixel lookups. -- unroll convolution loop local function build_shader(taps, offset, offset_type, sigma) taps = math.floor(taps) sigma = sigma >= 1 and sigma or (taps - 1) * offset / 6 sigma = math.max(sigma, 1) local steps = (taps + 1) / 2 -- Calculate gaussian function. local g_offsets = {} local g_weights = {} for i = 1, steps, 1 do g_offsets[i] = offset * (i - 1) -- We don't need to include the constant part of the gaussian function as we normalize later. -- 1 / math.sqrt(2 * sigma ^ math.pi) * math.exp(-0.5 * ((offset - 0) / sigma) ^ 2 ) g_weights[i] = math.exp(-0.5 * (g_offsets[i] - 0) ^ 2 * 1 / sigma ^ 2 ) end -- Calculate offsets and weights for sub-pixel samples. local offsets = {} local weights = {} for i = #g_weights, 2, -2 do local oA, oB = g_offsets[i], g_offsets[i - 1] local wA, wB = g_weights[i], g_weights[i - 1] wB = oB == 0 and wB / 2 or wB -- On center tap the middle is getting sampled twice so half weight. local weight = wA + wB offsets[#offsets + 1] = offset_type == 'center' and (oA + oB) / 2 or (oA * wA + oB * wB) / weight weights[#weights + 1] = weight end local code = {[[ extern vec2 direction; vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {]]} local norm = 0 if #g_weights % 2 == 0 then code[#code+1] = 'vec4 c = vec4( 0.0 );' else local weight = g_weights[1] norm = norm + weight code[#code+1] = ('vec4 c = %f * texture2D(tex, tc);'):format(weight) end local tmpl = 'c += %f * ( texture2D(tex, tc + %f * direction)+ texture2D(tex, tc - %f * direction));\n' for i = 1, #offsets, 1 do local offset = offsets[i] local weight = weights[i] norm = norm + weight * 2 code[#code+1] = tmpl:format(weight, offset, offset) end code[#code+1] = ('return c * vec4(%f) * color; }'):format(1 / norm) local shader = table.concat(code) return love.graphics.newShader(shader) end return function(moonshine) local taps, offset, offset_type, sigma = 7, 1, 'weighted', -1 local shader = build_shader(taps, offset, offset_type, sigma) local function draw(buffer) shader:send('direction', {1 / love.graphics.getWidth(), 0}) moonshine.draw_shader(buffer, shader) shader:send('direction', {0, 1 / love.graphics.getHeight()}) moonshine.draw_shader(buffer, shader) end local setters = {} -- Number of effective samples to take per pass. e.g. 3-tap is the current pixel and the neighbors each side. -- More taps = larger blur, but slower. setters.taps = function(v) assert(tonumber(v) >= 3, "Invalid value for `taps': Must be >= 3") assert(tonumber(v)%2 == 1, "Invalid value for `taps': Must be odd") taps = tonumber(v) shader = build_shader(taps, offset, offset_type, sigma) end -- Offset of each tap. -- For highest quality this should be <=1 but if the image has low entropy we -- can approximate the blur with a number > 1 and less taps, for better performance. setters.offset = function(v) offset = tonumber(v) or 0 shader = build_shader(taps, offset, offset_type, sigma) end -- Offset type, either 'weighted' or 'center'. -- 'weighted' gives a more accurate gaussian decay but can introduce modulation -- for high frequency details. setters.offset_type = function(v) assert(v == 'weighted' or v == 'center', "Invalid value for 'offset_type': Must be 'weighted' or 'center'.") offset_type = v shader = build_shader(taps, offset, offset_type, sigma) end -- Sigma value for gaussian distribution. You don't normally need to set this. setters.sigma = function(v) sigma = tonumber(v) or -1 shader = build_shader(taps, offset, offset_type, sigma) end return moonshine.Effect{ name = "fastgaussianblur", draw = draw, setters = setters, -- no defaults here, as we dont want the shader to be built 3 times on startup } end