SHADER模块整理,初始化代码移至main
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90
Zframework/light/init.lua
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90
Zframework/light/init.lua
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--LIGHT MODULE (Optimized by MrZ, Original on github/love2d community/simple-love-lights)
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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 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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local Lights={}--Lightsource objects
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local function move(L,x,y)
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L.x,L.y=x,y
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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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--Initialization
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local r,g,b,a=love.graphics.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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--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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--Render solid
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translate(-X,-Y)
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L.blackCanvas:renderTo(L.blackFn)
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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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--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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--Ready to final render
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setShader()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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--Reset
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gc.setBlendMode("alpha")
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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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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]=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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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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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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return LIGHT
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29
Zframework/light/lightRender.glsl
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29
Zframework/light/lightRender.glsl
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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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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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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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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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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(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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return vec4(vec3(1.),sum*smoothstep(1.,0.,r));
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}
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21
Zframework/light/shadowMap.glsl
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21
Zframework/light/shadowMap.glsl
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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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for(float y=0.;y<yresolution;y++){
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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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float r=(1.+norm.y)*0.5;
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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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}
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return vec4(1.,1.,1.,1.);//return max distance 1
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}
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