整理代码

This commit is contained in:
MrZ626
2021-05-27 15:48:40 +08:00
parent d4fd2cd22f
commit f183686463

View File

@@ -2,9 +2,9 @@
--Heavily based on mattdesl's libGDX implementation:
--https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows
local gc=love.graphics
local clear,translate=gc.clear,gc.translate
local setCanvas,setShader=gc.setCanvas,gc.setShader
local render=gc.draw
local clear,gc_translate=gc.clear,gc.translate
local gc_setCanvas,gc_setShader=gc.setCanvas,gc.setShader
local gc_setColor,gc_draw=gc.setColor,gc.draw
local shadowMapShader=gc.newShader("Zframework/light/shadowMap.glsl")--Shader for caculating the 1D shadow map.
local lightRenderShader=gc.newShader("Zframework/light/lightRender.glsl")--Shader for rendering blurred lights and shadows.
@@ -15,45 +15,40 @@ end
local function setPow(L,pow)
L.size=pow
end
local function destroy(L)
L.blackCanvas:release()
L.shadowCanvas:release()
L.renderCanvas:release()
end
local function draw(L)
local function drawLight(L)
local s=L.size
--Initialization
local r,g,b,a=gc.getColor()
setCanvas(L.blackCanvas)clear()
setCanvas(L.shadowCanvas)clear()
setCanvas(L.renderCanvas)clear()
lightRenderShader:send("xresolution",L.size)
shadowMapShader:send("yresolution",L.size)
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-L.size*.5
local Y=L.y-L.size*.5
local X=L.x-s*.5
local Y=L.y-s*.5
--Render solid
translate(-X,-Y)
gc_translate(-X,-Y)
L.blackCanvas:renderTo(L.blackFn)
translate(X,Y)
gc_translate(X,Y)
--Render shade canvas by solid
setShader(shadowMapShader)
setCanvas(L.shadowCanvas)
render(L.blackCanvas)
gc_setShader(shadowMapShader)
gc_setCanvas(L.shadowCanvas)
gc_draw(L.blackCanvas)
--Render light canvas by shade
setShader(lightRenderShader)
setCanvas(L.renderCanvas)
render(L.shadowCanvas,0,0,0,1,L.size)
gc_setShader(lightRenderShader)
gc_setCanvas(L.renderCanvas)
gc_draw(L.shadowCanvas,0,0,0,1,s)
--Ready to final render
setShader()setCanvas()gc.setBlendMode('add')
gc_setShader()gc_setCanvas()gc.setBlendMode('add')
--Render to screes
gc.setColor(r,g,b,a)
render(L.renderCanvas,X,Y+L.size,0,1,-1)
--Render to screen
gc_draw(L.renderCanvas,X,Y+s,0,1,-1)
--Reset
gc.setBlendMode('alpha')
@@ -61,13 +56,16 @@ end
local LIGHT={}
function LIGHT.draw()
gc_setColor(1,1,1)
for i=1,#Lights do
draw(Lights[i])
drawLight(Lights[i])
end
end
function LIGHT.clear()
for i=#Lights,1,-1 do
Lights[i]:destroy()
Lights[i].blackCanvas:release()
Lights[i].shadowCanvas:release()
Lights[i].renderCanvas:release()
Lights[i]=nil
end
end
@@ -83,7 +81,6 @@ function LIGHT.add(x,y,radius,solidFunc)
move=move,
setPow=setPow,
destroy=destroy,
}
end
return LIGHT