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Techmino/Zframework/light.lua

89 lines
2.1 KiB
Lua

--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 C=gc.clear
local shadowMapShader=gc.newShader("Zframework/shader/shadowMap.glsl")--Shader for caculating the 1D shadow map.
local lightRenderShader=gc.newShader("Zframework/shader/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()
gc.setCanvas(L.blackCanvas)C()
gc.setCanvas(L.shadowCanvas)C()
gc.setCanvas(L.renderCanvas)C()
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
gc.translate(-X,-Y)
L.blackCanvas:renderTo(L.blackFn)
gc.translate(X,Y)
--Render shade canvas by solid
gc.setShader(shadowMapShader)
gc.setCanvas(L.shadowCanvas)
gc.draw(L.blackCanvas)
--Render light canvas by shade
gc.setShader(lightRenderShader)
gc.setCanvas(L.renderCanvas)
gc.draw(L.shadowCanvas,0,0,0,1,L.size)
--Ready to final render
gc.setShader()gc.setCanvas()gc.setBlendMode("add")
--Render to screes
gc.setColor(r,g,b,a)
gc.draw(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(L)
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]={
--Methods
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