89 lines
2.1 KiB
Lua
89 lines
2.1 KiB
Lua
--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 C=gc.clear
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local shadowMapShader=gc.newShader("Zframework/shader/shadowMap.glsl")--Shader for caculating the 1D shadow map.
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local lightRenderShader=gc.newShader("Zframework/shader/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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gc.setCanvas(L.blackCanvas)C()
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gc.setCanvas(L.shadowCanvas)C()
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gc.setCanvas(L.renderCanvas)C()
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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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gc.translate(-X,-Y)
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L.blackCanvas:renderTo(L.blackFn)
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gc.translate(X,Y)
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--Render shade canvas by solid
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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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gc.setShader(lightRenderShader)
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gc.setCanvas(L.renderCanvas)
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gc.draw(L.shadowCanvas,0,0,0,1,L.size)
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--Ready to final render
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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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gc.draw(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(L)
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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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--Methods
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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 |