580 lines
14 KiB
Markdown
580 lines
14 KiB
Markdown
# moonshine
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Chainable post-processing shaders for LÖVE.
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## Overview
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* [Getting started](#getting-started)
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* [General usage](#general-usage)
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* [List of effects](#list-of-effects)
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* [Writing effects](#writing-effects)
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* [License](#license)
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<a name="getting-started"></a>
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## Getting started
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Clone this repository into your game folder:
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git clone https://github.com/vrld/moonshine.git
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This will create the folder `moonshine`.
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In your `main.lua`, or wherever you load your libraries, add the following:
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```lua
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local moonshine = require 'moonshine'
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```
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Create and parametrize the post-processing effect in `love.load()`, for example:
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```lua
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function love.load()
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effect = moonshine(moonshine.effects.filmgrain)
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.chain(moonshine.effects.vignette)
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effect.filmgrain.size = 2
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end
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```
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Lastly, wrap the things you want to be drawn with the effect inside a function:
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```lua
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function love.draw()
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effect(function()
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love.graphics.rectangle("fill", 300,200, 200,200)
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end)
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end
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```
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When you package your game for release, you might want consider deleting the
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(hidden) `.git` folder in the moonshine directory.
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<a name="general-usage"></a>
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## General usage
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The main concept behind moonshine are chains. A chain consists of one or more
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effects. Effects that come later in the chain will be applied to the result of
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the effects that come before. In the example above, the vignette is drawn on
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top of the filmgrain.
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### Chains
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Chains are created using the `moonshine.chain` function:
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```lua
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chain = moonshine.chain(effect)
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```
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For convenience, `moonshine(effect)` is an alias to `moonshine.chain(effect)`.
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You can add new effects to a chain using
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```lua
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chain = chain.chain(another_effect)
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```
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or using `chain.next()`, which is an alias to `chain.chain()`.
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As the function returns the chain, you can specify your whole chain in one go,
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as shown in the example above.
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### Effects and effect parameters
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The effects that come bundled with moonshine (see [List of effects](#list-of-effects))
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are accessed by `chain.effects.<effect-name>`, e.g.,
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```lua
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moonshine.effects.glow
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```
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Most effects are parametrized to change how they look. In the example above,
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the size of the grains was set to 2 pixels (the default is 1 pixel).
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Effect parameters are set by first specifying the name of the effect and then
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the name of the parameter:
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```lua
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chain.<effect>.<parameter> = <value>
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```
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For example, if `chain` contained the `glow` and `crt` effects, you can set the
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glow `strength` parameter and crt `distortionFactor` parameter as such:
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```lua
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chain.glow.strength = 10
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chain.crt.distortionFactor = {1.06, 1.065}
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```
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Because you likely initialize a bunch of parameters at once, you can set all
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parameters with the special key `parameters` (or `params` or `settings`). This
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is equivalent to the above:
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```lua
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chain.parameters = {
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glow = {strength = 10},
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crt = {distortionFactor = {1.06, 1.065}},
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}
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```
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Note that this will only set the parameters specified in the table. The crt
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parameter `feather`, for example, will be left untouched.
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### Drawing effects
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Creating effects and setting parameters is fine, but not very useful on its
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own. You also need to apply it to something. This is done using `chain.draw()`:
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```lua
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chain.draw(func, ...)
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```
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This will apply the effect to everything that is drawn inside `func(...)`.
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Everything that is drawn outside of `func(...)` will not be affected. For
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example,
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```lua
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love.graphics.draw(img1, 0,0)
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chain.draw(function()
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love.graphics.draw(img2, 200,0)
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end)
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love.graphics.draw(img3, 400,0)
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```
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will apply the effect to `img2`, but not to `img1` and `img3`. Note that some
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effects (like filmgrain) draw on the whole screen. So if in this example `chain`
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would consist of a gaussianblur and filmgrain effect, `img1` will be covered
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with grain, but will not be blurred, `img2` will get both effects, and `img3`
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will be left untouched.
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Similar to chain creation, `chain(func, ...)` is an alias to the more verbose
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`chain.draw(func, ...)`.
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### Temporarily disabling effects
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You can disable effects in a chain by using `chain.disable(names...)` and
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`chain.enable(names...)`.
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For example,
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```lua
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effect = moonshine(moonshine.effects.boxblur)
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.chain(moonshine.effects.filmgrain)
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.chain(moonshine.effects.vignette)
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effect.disable("boxblur", "filmgrain")
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effect.enable("filmgrain")
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```
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would first disable the boxblur and filmgrain effect, and then enable the
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filmgrain again.
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Note that the effects are still in the chain, they are only not drawn.
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### Canvas size
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You can change the size of the internal canvas, for example when the window was
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resized, by calling `chain.resize(width, height)`.
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Do this anytime you want, but best not during `chain.draw()`.
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You can also specify the initial canvas size by starting the chain like this:
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```lua
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effect = moonshine(400,300, moonshine.effects.vignette)
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```
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That is, you specify the width and height before the first effect in the chain.
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### Is this efficient?
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Of course, using moonshine is not as efficient as writing your own shader that
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does all the effects you want in the least amount of passes, but moonshine
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tries to minimize the overhead.
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On the other hand, you don't waste time writing the same shader over and over
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again when using moonshine: You're trading a small amount of computation time
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for a large amount of development time.
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<a name="list-of-effects"></a>
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## List of effects
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Currently, moonshine contains the following effects (in alphabetical order):
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* [boxblur](#effect-boxblur): simple blurring
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* [chromasep](#effect-chromasep): cheap/fake chromatic aberration
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* [colorgradesimple](#effect-colorgradesimple): weighting of color channels
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* [crt](#effect-crt): crt/barrel distortion
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* [desaturate](#effect-desaturate): desaturation and tinting
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* [dmg](#effect-dmg): Gameboy and other four color palettes
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* [fastgaussianblur](#effect-fastgaussianblur): faster Gaussian blurring
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* [filmgrain](#effect-filmgrain): image noise
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* [gaussianblur](#effect-gaussianblur): Gaussian blurring
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* [glow](#effect-glow): aka (light bloom
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* [godsray](#effect-godsray): aka light scattering
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* [pixelate](#effect-pixelate): sub-sampling (for that indie look)
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* [posterize](#effect-posterize): restrict number of colors
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* [scanlines](#effect-scanlines): horizontal lines
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* [sketch](#effect-sketch): simulate pencil drawings
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* [vignette](#effect-vignette): shadow in the corners
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<a name="effect-boxblur"></a>
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### boxblur
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```lua
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moonshine.effects.boxblur
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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radius | number or table of numbers | {3,3}
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radius_x | number | 3
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radius_y | number | 3
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<a name="effect-chromasep"></a>
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### chromasep
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```lua
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moonshine.effects.chromasep
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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angle | number (in radians) | 0
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radius | number | 0
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<a name="effect-colorgradesimple"></a>
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### colorgradesimple
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```lua
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moonshine.effects.colorgradesimple
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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factors | table of numbers | {1,1,1}
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<a name="effect-crt"></a>
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### crt
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```lua
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moonshine.effects.crt
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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distortionFactor | table of numbers | {1.06, 1.065}
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x | number | 1.06
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y | number | 1.065
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scaleFactor | number or table of numbers | {1,1}
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feather | number | 0.02
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<a name="effect-desaturate"></a>
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### desaturate
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```lua
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moonshine.effects.desaturate
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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tint | color / table of numbers | {255,255,255}
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strength | number between 0 and 1 | 0.5
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<a name="effect-dmg"></a>
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### dmg
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```lua
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moonshine.effects.dmg
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```
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Name | Type | Default
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-----|------|--------
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palette | number or string or table of table of numbers | "default"
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DMG ships with 7 palettes:
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1. `default`
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2. `dark_yellow`
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3. `light_yellow`
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4. `green`
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5. `greyscale`
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6. `stark_bw`
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7. `pocket`
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Custom palettes must be in the format `{{R,G,B}, {R,G,B}, {R,G,B}, {R,G,B}}`,
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where `R`, `G`, and `B` are numbers between `0` and `255`.
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<a name="effect-fastgaussianblur"></a>
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### fastgaussianblur
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```lua
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moonshine.effects.fastgaussianblur
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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taps | odd number >= 3 | 7 | (amount of blur)
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offset | number | 1
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sigma | number | -1
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<a name="effect-filmgrain"></a>
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### filmgrain
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```lua
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moonshine.effects.filmgrain
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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opacity | number | 0.3
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size | number | 1
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<a name="effect-gaussianblur"></a>
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### gaussianblur
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```lua
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moonshine.effects.gaussianblur
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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sigma | number | 1 | (amount of blur)
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<a name="effect-glow"></a>
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### glow
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```lua
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moonshine.effects.glow
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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min_luma | number between 0 and 1 | 0.7
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strength | number >= 0 | 5
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<a name="effect-godsray"></a>
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### godsray
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```lua
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moonshine.effects.godsray
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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exposire | number between 0 and 1 | 0.5
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decay | number between 0 and 1 | 0.95
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density | number between 0 and 1 | 0.05
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weight | number between 0 and 1 | 0.5
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light_position | table of two numbers | {0.5, 0.5}
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light_x | number | 0.5
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light_y | number | 0.5
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samples | number >= 1 | 70
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<a name="effect-pixelate"></a>
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### pixelate
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```lua
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moonshine.effects.pixelate
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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size | number or table of two numbers | {5,5}
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feedback | number between 0 and 1 | 0
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<a name="effect-posterize"></a>
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### posterize
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```lua
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moonshine.effects.posterize
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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num_bands | number >= 1 | 3
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<a name="effect-scanlines"></a>
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### scanlines
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```lua
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moonshine.effects.scanlines
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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width | number | 2
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frequency | number | screen-height
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phase | number | 0
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thickness | number | 1
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opacity | number | 1
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color | color / table of numbers | {0,0,0}
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<a name="effect-sketch"></a>
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### sketch
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```lua
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moonshine.effects.sketch
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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amp | number | 0.0007
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center | table of numbers | {0,0}
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<a name="effect-vignette"></a>
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### vignette
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```lua
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moonshine.effects.vignette
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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radius | number > 0 | 0.8
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softness | number > 0 | 0.5
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opacity | number > 0 | 0.5
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color | color / table of numbers | {0,0,0}
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<a name="effect-fog"></a>
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### fog
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```lua
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moonshine.effects.fog
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```
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**Parameters:**
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Name | Type | Default
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-----|------|--------
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fog_color | color/table of numbers | {0.35, 0.48, 0.95}
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octaves | number > 0 | 4
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speed | vec2/table of numbers | {0.5, 0.5}
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<a name="writing-effects"></a>
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## Writing effects
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An effect is essentially a function that returns a `moonshine.Effect{}`, which
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must specify at least a `name` and a `shader` or a `draw` function.
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It may also specify a `setters` table that contains functions that set the
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effect parameters and a `defaults` table with the corresponding default values.
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The default values will be set when the effect is instantiated.
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A good starting point to see how to write effects is the `colorgradesimple`
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effect, which uses the `shader`, `setters` and `defaults` fields.
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Moonshine uses double buffering to draw the effects. A function to swap and
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access the buffers is provided to the `draw(buffer)` function of your effect:
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```lua
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front, back = buffer() -- swaps front and back buffer and returns both
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```
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You don't have to care about canvases or restoring defaults, moonshine handles
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all that for you.
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If you only need a custom draw function because your effect needs multiple
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shader passes, moonshine provides the `draw_shader(buffer, shader)` function.
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As you might have guessed, this function uses `shader` to draw the front buffer
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to the back buffer. The `boxblur` effect gives a simple example how to use this
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function.
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If for some reason you need more than two buffer, you are more or less on your
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own. You can do everything, but make sure that the blend mode and the order of
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back and front buffer is the same before and after your custom `draw` function.
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The `glow` effect gives an example of a more complicated `draw` function.
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<a name="license"></a>
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## License
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See [here](https://github.com/vrld/moonshine/graphs/contributors) for a list of
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contributors.
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The main library can freely be used under the following conditions:
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The MIT License (MIT)
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Copyright (c) 2017 Matthias Richter
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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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Most of the effects are public domain (see comments inside the files):
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* boxblur.lua
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* chromasep.lua
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* colorgradesimple.lua
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* crt.lua
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* desaturate.lua
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* filmgrain.lua
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* gaussianblur.lua
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* glow.lua
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* pixelate.lua
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* posterize.lua
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* scanlines.lua
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* vignette.lua
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These effects are MIT-licensed with multiple authors:
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* dmg.lua: Joseph Patoprsty, Matthias Richter
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* fastgaussianblur.lua: Tim Moore, Matthias Richter
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* godsray.lua: Joseph Patoprsty, Matthias Richter. Based on work by ioxu, Fabien Sanglard, Kenny Mitchell and Jason Mitchell.
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* sketch.lua: Martin Felis, Matthias Richter
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* fog.lua: Brandon Blanker Lim-it. Based on work by Gonkee.
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