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