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