整理代码

This commit is contained in:
MrZ626
2020-12-01 10:51:06 +08:00
parent f02c0b7d8b
commit 30f4f7ba57
3 changed files with 21 additions and 23 deletions

View File

@@ -22,7 +22,7 @@ local function destroy(L)
end
local function draw(L)
--Initialization
local r,g,b,a=love.graphics.getColor()
local r,g,b,a=gc.getColor()
setCanvas(L.blackCanvas)clear()
setCanvas(L.shadowCanvas)clear()
setCanvas(L.renderCanvas)clear()
@@ -62,7 +62,7 @@ end
local LIGHT={}
function LIGHT.draw()
for i=1,#Lights do
Lights[i]:draw()
draw(Lights[i])
end
end
function LIGHT.clear()
@@ -71,19 +71,18 @@ function LIGHT.clear()
Lights[i]=nil
end
end
function LIGHT.add(x,y,R,F)
function LIGHT.add(x,y,radius,solidFunc)
local id=#Lights+1
Lights[id]={
id=id,
x=x,y=y,size=R,
blackCanvas=gc.newCanvas(R,R),--Solid canvas
shadowCanvas=gc.newCanvas(R,1),--1D vis-depth canvas
renderCanvas=gc.newCanvas(R,R),--Light canvas
blackFn=F,--Solid draw funcion
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 funcion
move=move,
setPow=setPow,
draw=draw,
destroy=destroy,
}
end

View File

@@ -1,29 +1,29 @@
#define PI 3.14159
extern float xresolution;
//sample from 1D vis-depth map
// Sample from 1D vis-depth map
float samp(vec2 coord,float r,Image u_texture){
return step(r,Texel(u_texture,coord).r);
}
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//cartesian to polar, y of 1D sample is always 0
// Cartesian to polar, y of 1D sample is always 0
vec2 norm=texture_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
// 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)
// Simple Gaussian blur
float sum=// Brightness(0~1)
samp(vec2(tc.x-3.*blur,tc.y),r,texture)*0.1
+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*0.13
+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*0.17
+samp(tc,r,texture)*0.2//The center tex coord,which gives us hard shadows.
+samp(tc,r,texture)*0.2// The center tex coord, which gives us hard shadows.
+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*0.17
+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*0.13
+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*0.1;
//Multiply the distance to get a soft fading
// Multiply the distance to get a soft fading
return vec4(vec3(1.),sum*smoothstep(1.,0.,r));
}

View File

@@ -1,9 +1,9 @@
#define PI 3.14
extern float yresolution;
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//Iterate through the occluder map's y-axis.
// Iterate through the occluder map's y-axis.
for(float y=0.;y<yresolution;y++){
//cartesian to polar
// Cartesian to polar
// y/yresolution=distance to light source(0~1)
vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.;
float theta=PI*1.5+norm.x*PI;
@@ -12,10 +12,9 @@ vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//sample from solid
if(
Texel(texture,(
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
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.,1.,1.,1.);//return max distance 1
return vec4(1.);// Return max distance 1
}