代码规范:把所有的tab换成空格

This commit is contained in:
MrZ626
2021-08-25 04:28:52 +08:00
parent 8f910f95f4
commit 295e79984f
271 changed files with 35384 additions and 35379 deletions

View File

@@ -10,77 +10,77 @@ local shadowMapShader=gc.newShader('Zframework/light/shadowMap.glsl')--Shader fo
local lightRenderShader=gc.newShader('Zframework/light/lightRender.glsl')--Shader for rendering blurred lights and shadows.
local Lights={}--Lightsource objects
local function move(L,x,y)
L.x,L.y=x,y
L.x,L.y=x,y
end
local function setPow(L,pow)
L.size=pow
L.size=pow
end
local function drawLight(L)
local s=L.size
local s=L.size
--Initialization
gc_setCanvas(L.blackCanvas)clear()
gc_setCanvas(L.shadowCanvas)clear()
gc_setCanvas(L.renderCanvas)clear()
lightRenderShader:send('xresolution',s)
shadowMapShader:send('yresolution',s)
--Initialization
gc_setCanvas(L.blackCanvas)clear()
gc_setCanvas(L.shadowCanvas)clear()
gc_setCanvas(L.renderCanvas)clear()
lightRenderShader:send('xresolution',s)
shadowMapShader:send('yresolution',s)
--Get up-left of light
local X=L.x-s*.5
local Y=L.y-s*.5
--Get up-left of light
local X=L.x-s*.5
local Y=L.y-s*.5
--Render solid
gc_translate(-X,-Y)
L.blackCanvas:renderTo(L.blackFn)
gc_translate(X,Y)
--Render solid
gc_translate(-X,-Y)
L.blackCanvas:renderTo(L.blackFn)
gc_translate(X,Y)
--Render shade canvas by solid
gc_setShader(shadowMapShader)
gc_setCanvas(L.shadowCanvas)
gc_draw(L.blackCanvas)
--Render shade canvas by solid
gc_setShader(shadowMapShader)
gc_setCanvas(L.shadowCanvas)
gc_draw(L.blackCanvas)
--Render light canvas by shade
gc_setShader(lightRenderShader)
gc_setCanvas(L.renderCanvas)
gc_draw(L.shadowCanvas,0,0,0,1,s)
--Render light canvas by shade
gc_setShader(lightRenderShader)
gc_setCanvas(L.renderCanvas)
gc_draw(L.shadowCanvas,0,0,0,1,s)
--Ready to final render
gc_setShader()gc_setCanvas()gc.setBlendMode('add')
--Ready to final render
gc_setShader()gc_setCanvas()gc.setBlendMode('add')
--Render to screen
gc_draw(L.renderCanvas,X,Y+s,0,1,-1)
--Render to screen
gc_draw(L.renderCanvas,X,Y+s,0,1,-1)
--Reset
gc.setBlendMode('alpha')
--Reset
gc.setBlendMode('alpha')
end
local LIGHT={}
function LIGHT.draw()
gc_setColor(1,1,1)
for i=1,#Lights do
drawLight(Lights[i])
end
gc_setColor(1,1,1)
for i=1,#Lights do
drawLight(Lights[i])
end
end
function LIGHT.clear()
for i=1,#Lights do
Lights[i].blackCanvas:release()
Lights[i].shadowCanvas:release()
Lights[i].renderCanvas:release()
Lights[i]=nil
end
for i=1,#Lights do
Lights[i].blackCanvas:release()
Lights[i].shadowCanvas:release()
Lights[i].renderCanvas:release()
Lights[i]=nil
end
end
function LIGHT.add(x,y,radius,solidFunc)
local id=#Lights+1
Lights[id]={
id=id,
x=x,y=y,size=radius,
blackCanvas=gc.newCanvas(radius,radius),--Solid canvas
shadowCanvas=gc.newCanvas(radius,1),--1D vis-depth canvas
renderCanvas=gc.newCanvas(radius,radius),--Light canvas
blackFn=solidFunc,--Solid draw function
local id=#Lights+1
Lights[id]={
id=id,
x=x,y=y,size=radius,
blackCanvas=gc.newCanvas(radius,radius),--Solid canvas
shadowCanvas=gc.newCanvas(radius,1),--1D vis-depth canvas
renderCanvas=gc.newCanvas(radius,radius),--Light canvas
blackFn=solidFunc,--Solid draw function
move=move,
setPow=setPow,
}
move=move,
setPow=setPow,
}
end
return LIGHT

View File

@@ -2,28 +2,28 @@
extern float xresolution;
// Sample from 1D vis-depth map
float samp(vec2 coord,float r,Image u_texture){
return step(r,Texel(u_texture,coord).r);
return step(r,Texel(u_texture,coord).r);
}
vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 screen_coords){
// Cartesian to polar, y of 1D sample is always 0
vec2 norm=tex_coords.st*2.-1.;
vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
float r=length(norm);
// Cartesian to polar, y of 1D sample is always 0
vec2 norm=tex_coords.st*2.-1.;
vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
float r=length(norm);
// Enlarge blur parameter by distance, light scattering simulation
float blur=(1./xresolution)*smoothstep(0.3,1.,r);
// Enlarge blur parameter by distance, light scattering simulation
float blur=(1./xresolution)*smoothstep(0.3,1.,r);
// Simple Gaussian blur
float sum=// Brightness(0~1)
samp(vec2(tc.x-3.*blur,tc.y),r,tex)*0.1
+samp(vec2(tc.x-2.*blur,tc.y),r,tex)*0.13
+samp(vec2(tc.x-1.*blur,tc.y),r,tex)*0.17
// Simple Gaussian blur
float sum=// Brightness(0~1)
samp(vec2(tc.x-3.*blur,tc.y),r,tex)*0.1
+samp(vec2(tc.x-2.*blur,tc.y),r,tex)*0.13
+samp(vec2(tc.x-1.*blur,tc.y),r,tex)*0.17
+samp(tc,r,tex)*0.2// The center tex coord, which gives us hard shadows.
+samp(vec2(tc.x+1.*blur,tc.y),r,tex)*0.17
+samp(vec2(tc.x+2.*blur,tc.y),r,tex)*0.13
+samp(vec2(tc.x+3.*blur,tc.y),r,tex)*0.1;
+samp(tc,r,tex)*0.2// The center tex coord, which gives us hard shadows.
+samp(vec2(tc.x+1.*blur,tc.y),r,tex)*0.17
+samp(vec2(tc.x+2.*blur,tc.y),r,tex)*0.13
+samp(vec2(tc.x+3.*blur,tc.y),r,tex)*0.1;
// Multiply the distance to get a soft fading
return vec4(vec3(1.),sum*smoothstep(1.,0.,r));
// Multiply the distance to get a soft fading
return vec4(vec3(1.),sum*smoothstep(1.,0.,r));
}

View File

@@ -1,20 +1,20 @@
#define PI 3.14
extern float yresolution;
vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 screen_coords){
// Iterate through the occluder map's y-axis.
for(float y=0.;y<yresolution;y++){
// Cartesian to polar
// y/yresolution=distance to light source(0~1)
vec2 norm=vec2(tex_coords.s,y/yresolution)*2.-1.;
float theta=PI*1.5+norm.x*PI;
float r=(1.+norm.y)*0.5;
// Iterate through the occluder map's y-axis.
for(float y=0.;y<yresolution;y++){
// Cartesian to polar
// y/yresolution=distance to light source(0~1)
vec2 norm=vec2(tex_coords.s,y/yresolution)*2.-1.;
float theta=PI*1.5+norm.x*PI;
float r=(1.+norm.y)*0.5;
//sample from solid
if(
Texel(tex,(
vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5// Coord of solid sampling
)).a>0.1
)return vec4(vec3(y/yresolution),1.);// Collision check, alpha>0.1 means transparent
}
return vec4(1.);// Return max distance 1
//sample from solid
if(
Texel(tex,(
vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5// Coord of solid sampling
)).a>0.1
)return vec4(vec3(y/yresolution),1.);// Collision check, alpha>0.1 means transparent
}
return vec4(1.);// Return max distance 1
}