modularizing

This commit is contained in:
Michael Freno
2025-10-31 17:42:30 -04:00
parent 747382614b
commit d947bc04e4
16 changed files with 6785 additions and 6593 deletions

302
flexlove/Blur.lua Normal file
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--[[
FlexLove Blur Module
Fast Gaussian blur implementation with canvas caching
]]
local Blur = {}
-- Canvas cache to avoid recreating canvases every frame
local canvasCache = {}
local MAX_CACHE_SIZE = 20
--- Build Gaussian blur shader with given parameters
---@param taps number -- Number of samples (must be odd, >= 3)
---@param offset number -- Offset multiplier for sampling
---@param offset_type string -- "weighted" or "center"
---@param sigma number -- Gaussian sigma value
---@return love.Shader
local function buildShader(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)
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
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
--- Get or create a canvas from cache
---@param width number
---@param height number
---@return love.Canvas
local function getCanvas(width, height)
local key = string.format("%dx%d", width, height)
if not canvasCache[key] then
canvasCache[key] = {}
end
local cache = canvasCache[key]
-- Try to reuse existing canvas
for i, canvas in ipairs(cache) do
if not canvas.inUse then
canvas.inUse = true
return canvas.canvas
end
end
-- Create new canvas if none available
local canvas = love.graphics.newCanvas(width, height)
table.insert(cache, { canvas = canvas, inUse = true })
-- Limit cache size
if #cache > MAX_CACHE_SIZE then
table.remove(cache, 1)
end
return canvas
end
--- Release a canvas back to the cache
---@param canvas love.Canvas
local function releaseCanvas(canvas)
for _, sizeCache in pairs(canvasCache) do
for _, entry in ipairs(sizeCache) do
if entry.canvas == canvas then
entry.inUse = false
return
end
end
end
end
--- Create a blur effect instance
---@param quality number -- Quality level (1-10, higher = better quality but slower)
---@return table -- Blur effect instance
function Blur.new(quality)
quality = math.max(1, math.min(10, quality or 5))
-- Map quality to shader parameters
-- Quality 1: 3 taps (fastest, lowest quality)
-- Quality 5: 7 taps (balanced)
-- Quality 10: 15 taps (slowest, highest quality)
local taps = 3 + (quality - 1) * 1.5
taps = math.floor(taps)
if taps % 2 == 0 then
taps = taps + 1 -- Ensure odd number
end
local offset = 1.0
local offset_type = "weighted"
local sigma = -1
local shader = buildShader(taps, offset, offset_type, sigma)
local instance = {
shader = shader,
quality = quality,
taps = taps,
}
return instance
end
--- Apply blur to a region of the screen
---@param blurInstance table -- Blur effect instance from Blur.new()
---@param intensity number -- Blur intensity (0-100)
---@param x number -- X position
---@param y number -- Y position
---@param width number -- Width
---@param height number -- Height
---@param drawFunc function -- Function to draw content to be blurred
function Blur.applyToRegion(blurInstance, intensity, x, y, width, height, drawFunc)
if intensity <= 0 or width <= 0 or height <= 0 then
-- No blur, just draw normally
drawFunc()
return
end
-- Clamp intensity
intensity = math.max(0, math.min(100, intensity))
-- Calculate blur passes based on intensity
-- Intensity 0-100 maps to 0-5 passes
local passes = math.ceil(intensity / 20)
passes = math.max(1, math.min(5, passes))
-- Get canvases for ping-pong rendering
local canvas1 = getCanvas(width, height)
local canvas2 = getCanvas(width, height)
-- Save graphics state
local prevCanvas = love.graphics.getCanvas()
local prevShader = love.graphics.getShader()
local prevColor = { love.graphics.getColor() }
local prevBlendMode = love.graphics.getBlendMode()
-- Render content to first canvas
love.graphics.setCanvas(canvas1)
love.graphics.clear()
love.graphics.push()
love.graphics.origin()
love.graphics.translate(-x, -y)
drawFunc()
love.graphics.pop()
-- Apply blur passes
love.graphics.setShader(blurInstance.shader)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setBlendMode("alpha", "premultiplied")
for i = 1, passes do
-- Horizontal pass
love.graphics.setCanvas(canvas2)
love.graphics.clear()
blurInstance.shader:send("direction", { 1 / width, 0 })
love.graphics.draw(canvas1, 0, 0)
-- Vertical pass
love.graphics.setCanvas(canvas1)
love.graphics.clear()
blurInstance.shader:send("direction", { 0, 1 / height })
love.graphics.draw(canvas2, 0, 0)
end
-- Draw blurred result to screen
love.graphics.setCanvas(prevCanvas)
love.graphics.setShader()
love.graphics.setBlendMode(prevBlendMode)
love.graphics.draw(canvas1, x, y)
-- Restore graphics state
love.graphics.setShader(prevShader)
love.graphics.setColor(unpack(prevColor))
-- Release canvases back to cache
releaseCanvas(canvas1)
releaseCanvas(canvas2)
end
--- Apply backdrop blur effect (blur content behind a region)
---@param blurInstance table -- Blur effect instance from Blur.new()
---@param intensity number -- Blur intensity (0-100)
---@param x number -- X position
---@param y number -- Y position
---@param width number -- Width
---@param height number -- Height
---@param backdropCanvas love.Canvas -- Canvas containing the backdrop content
function Blur.applyBackdrop(blurInstance, intensity, x, y, width, height, backdropCanvas)
if intensity <= 0 or width <= 0 or height <= 0 then
return
end
-- Clamp intensity
intensity = math.max(0, math.min(100, intensity))
-- Calculate blur passes based on intensity
local passes = math.ceil(intensity / 20)
passes = math.max(1, math.min(5, passes))
-- Get canvases for ping-pong rendering
local canvas1 = getCanvas(width, height)
local canvas2 = getCanvas(width, height)
-- Save graphics state
local prevCanvas = love.graphics.getCanvas()
local prevShader = love.graphics.getShader()
local prevColor = { love.graphics.getColor() }
local prevBlendMode = love.graphics.getBlendMode()
-- Extract the region from backdrop
love.graphics.setCanvas(canvas1)
love.graphics.clear()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setBlendMode("alpha", "premultiplied")
-- Create a quad for the region
local backdropWidth, backdropHeight = backdropCanvas:getDimensions()
local quad = love.graphics.newQuad(x, y, width, height, backdropWidth, backdropHeight)
love.graphics.draw(backdropCanvas, quad, 0, 0)
-- Apply blur passes
love.graphics.setShader(blurInstance.shader)
for i = 1, passes do
-- Horizontal pass
love.graphics.setCanvas(canvas2)
love.graphics.clear()
blurInstance.shader:send("direction", { 1 / width, 0 })
love.graphics.draw(canvas1, 0, 0)
-- Vertical pass
love.graphics.setCanvas(canvas1)
love.graphics.clear()
blurInstance.shader:send("direction", { 0, 1 / height })
love.graphics.draw(canvas2, 0, 0)
end
-- Draw blurred result to screen
love.graphics.setCanvas(prevCanvas)
love.graphics.setShader()
love.graphics.setBlendMode(prevBlendMode)
love.graphics.draw(canvas1, x, y)
-- Restore graphics state
love.graphics.setShader(prevShader)
love.graphics.setColor(unpack(prevColor))
-- Release canvases back to cache
releaseCanvas(canvas1)
releaseCanvas(canvas2)
end
--- Clear canvas cache (call on window resize)
function Blur.clearCache()
canvasCache = {}
end
return Blur