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