Posted October 23, 2022 by Foxy Of Jungle
#ppfx #v2.2
Welcome to Post-Processing FX version 2.2!
In this big update, there were some important changes to improve the product. We also have new effects! (Depth of Field and others).
Please read carefully what has been changed as it will cause syntax errors if you have already added it to your game and want to use the new version. The changes were necessary for the improvement of the product. You can replace any code with CTRL + SHIFT + F.
In this update, the ppfx_profile_create_default() function has been removed, which means you no longer need to create a default profile to load a new profile, making it easier for you.
Zoom cameras for layering and shockwaves are now supported!
We also have a new 3D world example!
RELEASE NOTES:
[ADDED] Depth of Field (with shaped Bokeh feature) - compatible with both 2D and 3D The above effect is currently not supported in HTML5, GX.Games and Mobile, due to limitations in GLSL 1.0 [ADDED] New Vignette effect [ADDED] 3D Example (using PPFX in a 3D world) [ADDED] Uncharted 2 Tonemap [ADDED] Lottes Tonemap [ADDED] Unreal 3 Tonemap [ADDED] New PP_VIGNETTE_LINEAR, PP_VIGNETTE_CENTER and PP_VIGNETTE_ROUNDED parameters to Vignette effect [ADDED] ppfx_layer_set_range() function, used to define a new range of layers of an existing layer system [ADDED] ppfx_layer_is_ready() function, used to verify that the surface rendering has fully started [ADDED] ppfx_layer_set_render_enable() function, used to activate or deactivate the rendering of effects on a layer [ADDED] PP_BLOOM_HIGH_QUALITY parameter to Bloom effect, making it possible to use a softer Bloom (optional) [ADDED] PP_BLOOM_DEBUG parameter to Bloom effect, where it is now possible to see where glow hits [ADDED] Thermal Vision color palette [ADDED] Zoom for the camera object [ADDED] "with_effects" parameter to ppfx_layer_get_surface(). Now it is possible to get the surface of the layer with or without the effects applied! [ADDED] PP_PALETTE_SWAP_LIMIT_COLORS parameter to Palette Swap effect [ADDED] Checking for layers existence when using ppfx_layer_apply [ADDED] Error checking when trying to toggle an effect that does not exist in the profile [ADDED] Additional Feather help for functions [FIXED] "Trying to set texture that is also bound as depth buffer" error while using Sunshafts effect with dual textures and when the game resolution is changed [FIXED] Sunshafts effect stops rendering while using two textures and game resolution changes [FIXED] Kawase Blur effect now it's smoother [FIXED] Upsampling tent shader delta range now it's smoother [FIXED] ppfx_create() now it's a little faster and uses less memory [FIXED] Effects that use textures now only store texture id if required [FIXED] Vignette curvature no longer makes the effect glitch when it reaches less than 0.02 [FIXED] Micro optimization in Swirl effect [FIXED] Reverted the fix related to surface layer size, it was causing problems [FIXED] ppfx_layer_apply() Feather's help for room_size_based parameter [FIXED] Some Feather help parameters types [FIXED] Now many examples show usage using a zoom camera [FIXED] Shockwave system is now compatible with cameras that have zoom [FIXED] Layer system is now compatible with cameras that have zoom [FIXED] Camera y offset was using x position, instead of y [FIXED] Improved Chromatic Aberration performance when using blur [CHANGED] PP_BLOOM_REDUCE_BANDING It is now one of the last parameters in Bloom effect (we decided this to have more cohesion with the new added parameter) [CHANGED] Profiles now have their own id string, which made them easier to debug (instead of a giant struct) [CHANGED] Many internal adjustments [CHANGED] Parameter "draw_ppfx" to "draw_layer", from ppfx_layer_apply() function [CHANGED] The way the ppfx_layer_apply() function handles surface drawing, look at the examples (specifically about draw_layer) - now it's more versatile [REMOVED] ppfx_profile_create_default(), now it is no longer necessary to create a default profile to load new ones, just use ppfx_profile_load(). Easy!
Thanks for your attention, I hope you like it! :D