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

View File

@@ -1,20 +1,20 @@
#define PI 3.14159 #define PI 3.14159
extern float xresolution; extern float xresolution;
//sample from 1D vis-depth map // Sample from 1D vis-depth map
float samp(vec2 coord,float r,Image u_texture){ 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 texture,vec2 texture_coords,vec2 screen_coords){ 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 norm=texture_coords.st*2.-1.;
vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.); vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
float r=length(norm); 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); float blur=(1./xresolution)*smoothstep(0.3,1.,r);
// Simple Gaussian blur // Simple Gaussian blur
float sum=//brightness(0~1) float sum=// Brightness(0~1)
samp(vec2(tc.x-3.*blur,tc.y),r,texture)*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-2.*blur,tc.y),r,texture)*0.13
+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*0.17 +samp(vec2(tc.x-1.*blur,tc.y),r,texture)*0.17

View File

@@ -3,7 +3,7 @@ extern float yresolution;
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){ 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++){ for(float y=0.;y<yresolution;y++){
//cartesian to polar // Cartesian to polar
// y/yresolution=distance to light source(0~1) // y/yresolution=distance to light source(0~1)
vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.; vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.;
float theta=PI*1.5+norm.x*PI; 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 //sample from solid
if( if(
Texel(texture,( Texel(texture,(
vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5//coord of solid sampling vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5// Coord of solid sampling
)) )).a>0.1
.a>0.1 )return vec4(vec3(y/yresolution),1.);// Collision check, alpha>0.1 means transparent
)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
} }