整理代码
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@@ -22,7 +22,7 @@ local function destroy(L)
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end
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local function draw(L)
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--Initialization
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local r,g,b,a=love.graphics.getColor()
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local r,g,b,a=gc.getColor()
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setCanvas(L.blackCanvas)clear()
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setCanvas(L.shadowCanvas)clear()
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setCanvas(L.renderCanvas)clear()
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@@ -62,7 +62,7 @@ end
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local LIGHT={}
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function LIGHT.draw()
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for i=1,#Lights do
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Lights[i]:draw()
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draw(Lights[i])
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end
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end
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function LIGHT.clear()
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@@ -71,19 +71,18 @@ function LIGHT.clear()
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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,R,F)
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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=R,
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blackCanvas=gc.newCanvas(R,R),--Solid canvas
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shadowCanvas=gc.newCanvas(R,1),--1D vis-depth canvas
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renderCanvas=gc.newCanvas(R,R),--Light canvas
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blackFn=F,--Solid draw funcion
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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 funcion
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move=move,
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setPow=setPow,
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draw=draw,
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destroy=destroy,
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}
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end
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@@ -1,29 +1,29 @@
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#define PI 3.14159
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extern float xresolution;
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//sample from 1D vis-depth map
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// Sample from 1D vis-depth map
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float samp(vec2 coord,float r,Image u_texture){
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return step(r,Texel(u_texture,coord).r);
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}
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vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
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//cartesian to polar, y of 1D sample is always 0
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// Cartesian to polar, y of 1D sample is always 0
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vec2 norm=texture_coords.st*2.-1.;
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vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
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float r=length(norm);
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//enlarge blur parameter by distance, light scattering simulation
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// Enlarge blur parameter by distance, light scattering simulation
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float blur=(1./xresolution)*smoothstep(0.3,1.,r);
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//Simple Gaussian blur
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float sum=//brightness(0~1)
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// Simple Gaussian blur
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float sum=// Brightness(0~1)
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samp(vec2(tc.x-3.*blur,tc.y),r,texture)*0.1
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+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*0.13
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+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*0.17
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+samp(tc,r,texture)*0.2//The center tex coord,which gives us hard shadows.
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+samp(tc,r,texture)*0.2// The center tex coord, which gives us hard shadows.
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+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*0.17
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+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*0.13
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+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*0.1;
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//Multiply the distance to get a soft fading
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// Multiply the distance to get a soft fading
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return vec4(vec3(1.),sum*smoothstep(1.,0.,r));
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}
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@@ -1,9 +1,9 @@
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#define PI 3.14
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extern float yresolution;
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vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
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//Iterate through the occluder map's y-axis.
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// Iterate through the occluder map's y-axis.
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for(float y=0.;y<yresolution;y++){
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//cartesian to polar
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// Cartesian to polar
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// y/yresolution=distance to light source(0~1)
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vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.;
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float theta=PI*1.5+norm.x*PI;
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@@ -12,10 +12,9 @@ vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
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//sample from solid
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if(
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Texel(texture,(
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vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5//coord of solid sampling
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))
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.a>0.1
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)return vec4(vec3(y/yresolution),1.);//collision check, alpha>0.1 means transparent
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vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5// Coord of solid sampling
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)).a>0.1
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)return vec4(vec3(y/yresolution),1.);// Collision check, alpha>0.1 means transparent
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}
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return vec4(1.,1.,1.,1.);//return max distance 1
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return vec4(1.);// Return max distance 1
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}
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