SHADER模块整理,初始化代码移至main
This commit is contained in:
90
Zframework/light/init.lua
Normal file
90
Zframework/light/init.lua
Normal file
@@ -0,0 +1,90 @@
|
||||
--LIGHT MODULE (Optimized by MrZ, Original on github/love2d community/simple-love-lights)
|
||||
--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 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.
|
||||
local Lights={}--Lightsource objects
|
||||
local function move(L,x,y)
|
||||
L.x,L.y=x,y
|
||||
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)
|
||||
--Initialization
|
||||
local r,g,b,a=love.graphics.getColor()
|
||||
setCanvas(L.blackCanvas)clear()
|
||||
setCanvas(L.shadowCanvas)clear()
|
||||
setCanvas(L.renderCanvas)clear()
|
||||
lightRenderShader:send("xresolution",L.size)
|
||||
shadowMapShader:send("yresolution",L.size)
|
||||
|
||||
--Get up-left of light
|
||||
local X=L.x-L.size*.5
|
||||
local Y=L.y-L.size*.5
|
||||
|
||||
--Render solid
|
||||
translate(-X,-Y)
|
||||
L.blackCanvas:renderTo(L.blackFn)
|
||||
translate(X,Y)
|
||||
|
||||
--Render shade canvas by solid
|
||||
setShader(shadowMapShader)
|
||||
setCanvas(L.shadowCanvas)
|
||||
render(L.blackCanvas)
|
||||
|
||||
--Render light canvas by shade
|
||||
setShader(lightRenderShader)
|
||||
setCanvas(L.renderCanvas)
|
||||
render(L.shadowCanvas,0,0,0,1,L.size)
|
||||
|
||||
--Ready to final render
|
||||
setShader()setCanvas()gc.setBlendMode("add")
|
||||
|
||||
--Render to screes
|
||||
gc.setColor(r,g,b,a)
|
||||
render(L.renderCanvas,X,Y+L.size,0,1,-1)
|
||||
|
||||
--Reset
|
||||
gc.setBlendMode("alpha")
|
||||
end
|
||||
|
||||
local LIGHT={}
|
||||
function LIGHT.draw()
|
||||
for i=1,#Lights do
|
||||
Lights[i]:draw()
|
||||
end
|
||||
end
|
||||
function LIGHT.clear()
|
||||
for i=#Lights,1,-1 do
|
||||
Lights[i]:destroy()
|
||||
Lights[i]=nil
|
||||
end
|
||||
end
|
||||
function LIGHT.add(x,y,R,F)
|
||||
local id=#Lights+1
|
||||
Lights[id]={
|
||||
id=id,
|
||||
x=x,y=y,size=R,
|
||||
blackCanvas=gc.newCanvas(R,R),--Solid canvas
|
||||
shadowCanvas=gc.newCanvas(R,1),--1D vis-depth canvas
|
||||
renderCanvas=gc.newCanvas(R,R),--Light canvas
|
||||
blackFn=F,--Solid draw funcion
|
||||
|
||||
move=move,
|
||||
setPow=setPow,
|
||||
draw=draw,
|
||||
destroy=destroy,
|
||||
}
|
||||
end
|
||||
return LIGHT
|
||||
Reference in New Issue
Block a user