Files
DramaticShapeVoxelMod/lib/TiltShift.lua
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2026-08-01 13:29:51 +02:00

180 lines
6.8 KiB
Lua

-- Voxel world mode: tilt-shift post-process (the miniature-diorama look).
--
-- A depth-of-field fake that reads perfectly on a tilted voxel scene: a
-- horizontal band through the view centre (where the camera focuses -- the
-- player) stays sharp, and the frame blurs progressively toward the top
-- and bottom edges, with a slight saturation lift to sell the model-photo
-- feel. It runs on the finished voxel canvas as two separable gaussian
-- passes, so it costs two fullscreen draws and touches nothing in the 3D
-- pass itself.
--
-- This is a render pipeline in its own right -- a worldPresent pass, which
-- is the stage that post-processes the finished world BEFORE the UI
-- composites over it. That placement is the whole point: a miniature-photo
-- blur belongs on the diorama, not on the dialog box in front of it.
--
-- The engine owns the level: the T-SHIFT options row, its hotkey, the
-- OFF -> 1 -> 2 -> 3 -> OFF ladder and persistence in
-- save.options.pipelines all come from the render_pipelines record in
-- main.lua, and the current level arrives through update(). Each step
-- narrows the sharp band, deepens the blur and pushes the saturation a
-- little further.
--
-- Because worldPresent only runs when some pipeline rendered the world,
-- this draws over the voxel scene and nothing else. With it off (or on any
-- failure -- headless, no shader support) apply() hands the canvas back
-- untouched, so every other path is byte-for-byte what it always was.
local V = ...
local TiltShift = {}
TiltShift.level = 0
TiltShift.LABELS = { "OFF", "1", "2", "3" }
-- The strength ladder. `spacing` is the gap between the gaussian's taps
-- at full blur, as a fraction of the canvas height (so the miniature
-- reads the same in a window and fullscreen; the blur's reach is 4x the
-- spacing per pass, and the two passes compound). `band` is the
-- half-height of the fully sharp zone and `range` the ramp to full blur,
-- both in canvas-uv units. The focus line sits at the vertical centre
-- because that is where the voxel camera parks the player.
TiltShift.FOCUS_Y = 0.5
TiltShift.PRESETS = {
[1] = { spacing = 0.0016, band = 0.14, range = 0.42, saturation = 1.10 },
[2] = { spacing = 0.0028, band = 0.10, range = 0.36, saturation = 1.18 },
[3] = { spacing = 0.0042, band = 0.07, range = 0.30, saturation = 1.28 },
}
local SHADER = [[
uniform vec2 dir; // one texel step along the axis being blurred
uniform float focusY;
uniform float band;
uniform float range;
uniform float spacing; // gap between taps at full blur, in texels
uniform float boost; // 0 = plain blur pass, 1 = final pass (color pop)
uniform float saturation;
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
float d = abs(tc.y - focusY) - band;
float s = clamp(d / range, 0.0, 1.0);
s = s * s; // ease in, so the band edge has no visible seam
// 9 taps a small step apart: dense enough that even the strongest
// preset blurs smoothly instead of ghosting into streaks
vec2 o = dir * (s * spacing);
vec4 sum = Texel(tex, tc) * 0.2270270270;
sum += (Texel(tex, tc + o) + Texel(tex, tc - o)) * 0.1945945946;
sum += (Texel(tex, tc + 2.0 * o) + Texel(tex, tc - 2.0 * o)) * 0.1216216216;
sum += (Texel(tex, tc + 3.0 * o) + Texel(tex, tc - 3.0 * o)) * 0.0540540541;
sum += (Texel(tex, tc + 4.0 * o) + Texel(tex, tc - 4.0 * o)) * 0.0162162162;
if (boost > 0.5) {
float luma = dot(sum.rgb, vec3(0.299, 0.587, 0.114));
sum.rgb = mix(vec3(luma), sum.rgb, saturation);
}
return sum * color;
}
]]
local shader = nil -- nil = untried, false = unavailable
local ping, pong, cw, ch = nil, nil, 0, 0
local function getShader()
if shader == nil then
local ok, sh = pcall(function() return love.graphics.newShader(SHADER) end)
shader = (ok and sh) or false
end
return shader or nil
end
local function getCanvases(w, h)
if not ping or cw ~= w or ch ~= h then
local PixelCanvas = V.require("PixelCanvas")
local ok, a = PixelCanvas.new(w, h)
if not ok then return nil end
local okB, b = PixelCanvas.new(w, h)
if not okB then return nil end
-- the gaussian's fractional tap offsets need linear filtering
a:setFilter("linear", "linear")
b:setFilter("linear", "linear")
ping, pong, cw, ch = a, b, w, h
end
return ping, pong
end
function TiltShift.setLevel(level)
level = math.floor(tonumber(level) or 0)
if level < 0 then level = 0 end
if level > 3 then level = 3 end
TiltShift.level = level
end
-- The pipeline's per-frame tick: the engine hands over the level the
-- player has the T-SHIFT row set to. No tween -- unlike the camera angle,
-- a blur strength has nothing to ease through.
function TiltShift.update(_, level)
TiltShift.setLevel(level)
end
function TiltShift.levelLabel(level)
return TiltShift.LABELS[(level or TiltShift.level) + 1] or "OFF"
end
function TiltShift.active()
return TiltShift.level > 0
end
function TiltShift.reset()
TiltShift.level = 0
end
-- Run the effect over `canvas` and return the processed canvas. Returns
-- the input unchanged when the effect is off or cannot run (headless, no
-- shader support), so the caller composites exactly what it was handed.
function TiltShift.apply(canvas)
local preset = TiltShift.PRESETS[TiltShift.level]
if not (preset and canvas) then return canvas end
local sh = getShader()
if not sh then return canvas end
local w, h = canvas:getDimensions()
local a, b = getCanvases(w, h)
if not a then return canvas end
local spacing = math.max(0.75, math.min(3, h * preset.spacing))
local prevBlend, prevAlpha = love.graphics.getBlendMode()
-- the voxel canvas filters nearest for its 1:1 blit; the blur taps need
-- linear, restored below so the composite path sees what it expects
canvas:setFilter("linear", "linear")
love.graphics.setShader(sh)
love.graphics.setColor(1, 1, 1, 1)
-- replace, not alpha-blend: these are image-processing copies
love.graphics.setBlendMode("replace", "premultiplied")
pcall(sh.send, sh, "focusY", TiltShift.FOCUS_Y)
pcall(sh.send, sh, "band", preset.band)
pcall(sh.send, sh, "range", preset.range)
pcall(sh.send, sh, "spacing", spacing)
pcall(sh.send, sh, "saturation", preset.saturation)
local ok = pcall(function()
love.graphics.setCanvas(a)
pcall(sh.send, sh, "dir", { 1 / w, 0 })
pcall(sh.send, sh, "boost", 0)
love.graphics.draw(canvas)
love.graphics.setCanvas(b)
pcall(sh.send, sh, "dir", { 0, 1 / h })
pcall(sh.send, sh, "boost", 1)
love.graphics.draw(a)
end)
love.graphics.setCanvas()
love.graphics.setShader()
love.graphics.setBlendMode(prevBlend or "alpha", prevAlpha)
canvas:setFilter("nearest", "nearest")
return ok and b or canvas
end
-- Drop the GPU objects (window resize, hot reload).
function TiltShift.invalidate()
ping, pong, cw, ch = nil, nil, 0, 0
end
return TiltShift