Merge pull request 'rework/rendering' (#36) from rework/rendering into main
Reviewed-on: #36
This commit is contained in:
commit
41a906fe6a
85
assets/shaders/sprite_light.glsl
Normal file
85
assets/shaders/sprite_light.glsl
Normal file
@ -0,0 +1,85 @@
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#define MAX_LIGHTS 8
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struct Light {
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vec2 position;
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vec3 color;
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float radius;
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};
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extern Light lights[MAX_LIGHTS];
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extern int num_lights;
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extern vec2 sprite_pos; // Мировая позиция спрайта (в метрах)
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extern vec3 ambient; // Эмбиентное освещение
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extern vec3 sky; // Цвет неба
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// Параметры выделения
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extern bool is_selected;
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extern vec2 tex_size;
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extern float time;
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// Функция для имитации easing.easeInSine
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float easeInSine(float x) {
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return 1.0 - cos((x * 3.14159) / 2.0);
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}
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vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
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{
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vec4 texColor = Texel(tex, texture_coords);
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// ЛОГИКА ОБВОДКИ (Outline)
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// Мы выполняем ее до расчетов освещения. Если пиксель прозрачный и объект выбран,
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// проверяем соседей, чтобы понять, не граница ли это.
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// Обводка рисуется "самосветящейся", чтобы выделение было видно даже в полной темноте.
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if (is_selected && texColor.a <= 0.0) {
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float maxAlpha = 0.0;
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// Проверяем соседние пиксели (квадратом 3x3)
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for (float x = -1.0; x <= 1.0; x++) {
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for (float y = -1.0; y <= 1.0; y++) {
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if (x == 0.0 && y == 0.0) continue;
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vec2 offset = vec2(x, y) / tex_size;
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maxAlpha = max(maxAlpha, Texel(tex, texture_coords + offset).a);
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}
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}
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if (maxAlpha > 0.0) {
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// Эффект пульсации и "бегущей волны" из оригинального шейдера outline.glsl
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float modY = (0.75 + sin(time) * 0.25) * (0.5 + cos(texture_coords.y * 10.0 + time * 2.0) * 0.5);
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return vec4(vec3(modY, 0.2 * sin(time) + 0.5, 0.5), 1.0);
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}
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}
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if (texColor.a == 0.0) {
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return vec4(0.0);
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}
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// Расчет базового освещения мира: персонаж освещается смесью неба (Sky) и отраженного света (Ambient).
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vec3 baseLight = ambient + (vec3(1.0) - ambient) * sky;
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// Десатурация базового света на 30%.
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float luma = dot(baseLight, vec3(0.2126, 0.7152, 0.0722));
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vec3 characterBaseLight = mix(baseLight, vec3(luma), 0.3);
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vec3 pointLight = vec3(0.0);
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for (int i = 0; i < num_lights; i++) {
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vec2 lightPos = lights[i].position;
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float radius = lights[i].radius;
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vec2 lightVec = lightPos - sprite_pos;
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float dist = length(lightVec);
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// Плавное затухание света по радиусу.
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float radiusFalloff = smoothstep(radius, radius * 0.2, dist);
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// Реализация псевдо-проекции (3D-эффект):
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float frontWeight = smoothstep(-2.0, 0.5, lightVec.y);
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float attenuation = radiusFalloff * frontWeight;
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pointLight += lights[i].color * attenuation;
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}
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pointLight = clamp(pointLight, 0.0, 1.0);
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// Финальный расчет цвета:
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return vec4(texColor.rgb * (characterBaseLight + pointLight), texColor.a);
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}
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@ -32,22 +32,19 @@ function behavior:draw()
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local positioned = self.owner:has(Tree.behaviors.positioned)
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if not positioned then return end
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love.graphics.setBlendMode("add", "premultiplied")
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Tree.level.camera:attach()
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love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
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local shader = Tree.assets.files.shaders.light
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shader:send("color", { self.color.x, self.color.y, self.color.z })
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shader:send("time", love.timer.getTime() + self.seed)
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love.graphics.setShader(shader)
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love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
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positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
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self.intensity / 128)
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Tree.level.render:enqueue(Tree.level.render.LAYERS.LIGHT, positioned.position.y, function()
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love.graphics.setBlendMode("add", "premultiplied")
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local shader = Tree.assets.files.shaders.light
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shader:send("color", { self.color.x, self.color.y, self.color.z })
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shader:send("time", love.timer:getTime() + self.seed)
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love.graphics.setShader(shader)
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love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
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positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
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self.intensity / 128)
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love.graphics.setBlendMode("alpha")
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love.graphics.setShader()
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love.graphics.setCanvas()
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Tree.level.camera:detach()
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love.graphics.setShader()
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love.graphics.setBlendMode("alpha")
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end)
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end
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return behavior
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@ -10,10 +10,7 @@ function behavior:draw()
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local sprite = self.owner:has(Tree.behaviors.sprite)
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local positioned = self.owner:has(Tree.behaviors.positioned)
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if not positioned then return end
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if not sprite then
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love.graphics.setCanvas()
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return
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end
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if not sprite then return end
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = positioned.position + Vec3 { 0.5, 0.5 }
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@ -25,41 +22,14 @@ function behavior:draw()
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table.insert(lights, Tree.level.characters[id])
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end
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Tree.level.camera:attach()
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love.graphics.setCanvas(Tree.level.render.textures.shadowLayer)
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love.graphics.push()
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.translate(position.x, position.y)
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love.graphics.ellipse("fill", 0, 0, sprite.manifest.size / 2, sprite.manifest.size / 2 * math.cos(math.pi / 4))
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love.graphics.pop()
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love.graphics.setCanvas(Tree.level.render.textures.spriteLightLayer)
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love.graphics.setBlendMode("add")
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for _, light in ipairs(lights) do
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local lightPos = light:has(Tree.behaviors.positioned).position
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local lightVec = lightPos - position
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local lightColor = light:has(Tree.behaviors.light).color
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if lightPos.y > position.y then
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love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
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1 - 0.3 * lightVec:length())
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elseif position.y - lightPos.y < 3 then
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love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
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(1 - easing.easeInSine((position.y - lightPos.y))) - 0.3 * lightVec:length())
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end
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sprite.animationTable[sprite.state]:draw(sprite.sheets[sprite.state],
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position.x,
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position.y, nil, 1 / ppm * sprite.side, 1 / ppm, sprite.manifest.base.x, sprite.manifest.base.y)
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end
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love.graphics.setBlendMode("alpha")
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Tree.level.camera:detach()
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love.graphics.setColor(1, 1, 1)
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love.graphics.setCanvas()
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-- 1. Эллипс тени
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Tree.level.render:enqueue(Tree.level.render.LAYERS.SHADOW, position.y, function()
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love.graphics.push()
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.translate(position.x, position.y)
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love.graphics.ellipse("fill", 0, 0, sprite.manifest.size / 2, sprite.manifest.size / 2 * math.cos(math.pi / 4))
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love.graphics.pop()
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end)
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end
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return behavior
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@ -49,25 +49,71 @@ function sprite:draw()
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = pos.position + Vec3 { 0.5, 0.5 }
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love.graphics.setCanvas(Tree.level.render.textures.spriteLayer)
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Tree.level.camera:attach()
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Tree.level.render:enqueue(Tree.level.render.LAYERS.SPRITE, position.y, function()
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love.graphics.setColor(1, 1, 1)
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love.graphics.setColor(1, 1, 1)
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if Tree.level.selector.id == self.owner.id then
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local texW, texH = self.sheets[self.state]:getWidth(),
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self.sheets[self.state]:getHeight()
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local shader = Tree.assets.files.shaders.outline
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shader:send("texSize", { texW, texH })
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shader:send("time", love.timer:getTime())
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love.graphics.setShader(shader)
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end
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self.animationTable[self.state]:draw(self.sheets[self.state],
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position.x,
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position.y, nil, 1 / ppm * self.side, 1 / ppm, self.manifest.base.x, self.manifest.base.y)
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-- Собираем источники света для шейдера
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local queryRadius = 12 -- Увеличенный радиус для плавности
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local lightIds = Tree.level.lightGrid:query(position, queryRadius)
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local lightsData = {}
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love.graphics.setShader()
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Tree.level.camera:detach()
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love.graphics.setCanvas()
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for _, id in ipairs(lightIds) do
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local lightChar = Tree.level.characters[id]
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local b = lightChar:has(Tree.behaviors.light) --[[@as LightBehavior]]
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local lPos = lightChar:has(Tree.behaviors.positioned).position
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local dist = (lPos - position):length()
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-- Берем только те, что могут дотянуться до нас своим радиусом
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if dist < b.intensity + 2 then
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table.insert(lightsData, {
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x = lPos.x,
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y = lPos.y,
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r = b.color.x,
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g = b.color.y,
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b = b.color.z,
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radius = b.intensity,
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dist = dist
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})
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end
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end
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-- Сортируем по дистанции, чтобы выбрать 8 самых влиятельных
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table.sort(lightsData, function(a, b) return a.dist < b.dist end)
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local lightShader = Tree.assets.files.shaders.sprite_light
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local weather = Tree.level.weather
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local numLights = math.min(#lightsData, 8)
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local isSelected = (Tree.level.selector.id == self.owner.id)
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lightShader:send("sprite_pos", { position.x, position.y })
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lightShader:send("sky", { weather.skyLight.x, weather.skyLight.y, weather.skyLight.z })
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lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
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lightShader:send("num_lights", numLights)
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lightShader:send("is_selected", isSelected)
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if isSelected then
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local sheet = self.sheets[self.state]
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lightShader:send("tex_size", { sheet:getWidth(), sheet:getHeight() })
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lightShader:send("time", love.timer:getTime())
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end
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for i = 1, numLights do
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local l = lightsData[i]
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local idx = i - 1
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lightShader:send(string.format("lights[%d].position", idx), { l.x, l.y })
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lightShader:send(string.format("lights[%d].color", idx), { l.r, l.g, l.b })
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lightShader:send(string.format("lights[%d].radius", idx), l.radius)
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end
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love.graphics.setShader(lightShader)
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self.animationTable[self.state]:draw(self.sheets[self.state],
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position.x,
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position.y, nil, 1 / ppm * self.side, 1 / ppm, self.manifest.base.x, self.manifest.base.y)
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love.graphics.setShader()
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end)
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end
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)
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end
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@ -9,17 +9,32 @@ map.__index = map
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--- @param size? Vec3
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local function new(type, template, size)
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local tMap = require('lib.level.' .. type).new(template, size)
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return setmetatable({ __grid = tMap }, map)
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local grid = setmetatable({ __grid = tMap }, map)
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grid:refreshBatch()
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return grid
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end
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function map:refreshBatch()
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-- Находим атлас первого попавшегося тайла (предполагаем, что он один для всех)
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local _, firstTile = next(self.__grid)
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if not firstTile then return end
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local atlas = firstTile.atlasData.atlas
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local count = 0
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for _ in pairs(self.__grid) do count = count + 1 end
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self.batch = love.graphics.newSpriteBatch(atlas, count)
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for _, tile in pairs(self.__grid) do
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-- 1/32 это масштаб, так как размер тайла в мире 1x1 метр, а в атласе 32x32 пикселя
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self.batch:add(tile.atlasData.quad, tile.position.x, tile.position.y, 0, 1 / 32, 1 / 32)
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end
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end
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function map:draw()
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love.graphics.setCanvas(Tree.level.render.textures.floorLayer)
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Tree.level.camera:attach()
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utils.each(self.__grid, function(el)
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el:draw()
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if not self.batch then return end
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Tree.level.render:enqueue(Tree.level.render.LAYERS.FLOOR, 0, function()
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love.graphics.draw(self.batch)
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end)
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Tree.level.camera:detach()
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love.graphics.setCanvas()
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end
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return { new = new }
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@ -56,9 +56,9 @@ end
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function level:draw()
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self.render:clear()
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self.tileGrid:draw()
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while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
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self.characterGrid.yOrderQueue:pop():draw()
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end
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utils.each(self.characters, function(char)
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char:draw()
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end)
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self.render:draw()
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end
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@ -1,18 +1,30 @@
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--- @class Render
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--- @field textures table<string, love.Canvas>
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--- @field queue table[]
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--- @field lowResScale number
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--- @field LAYERS table<string, integer>
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local render = {
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textures = {}
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textures = {},
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queue = {},
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lowResScale = 1.0,
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LAYERS = {
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FLOOR = 1,
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SHADOW = 2,
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LIGHT = 3,
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SPRITE = 4,
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OVERLAY = 5
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}
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}
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function render:clear()
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local weather = Tree.level.weather
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local txs = self.textures
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self.queue = {}
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||||
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love.graphics.setCanvas(txs.shadowLayer)
|
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love.graphics.clear()
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love.graphics.setCanvas(txs.spriteLayer)
|
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love.graphics.clear()
|
||||
love.graphics.setCanvas(txs.spriteLightLayer)
|
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love.graphics.clear(weather.skyLight.x, weather.skyLight.y, weather.skyLight.z)
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love.graphics.setCanvas(txs.floorLayer)
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love.graphics.clear()
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love.graphics.setCanvas(txs.lightLayer)
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@ -21,6 +33,10 @@ function render:clear()
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love.graphics.clear()
|
||||
end
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function render:enqueue(layer, z, func)
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||||
table.insert(self.queue, { layer = layer, z = z, func = func })
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||||
end
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function render:free()
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||||
for _, tx in pairs(self.textures) do
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||||
tx:release()
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||||
@ -57,50 +73,102 @@ function render:applyBlur(input, radius)
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||||
return self.textures.tmp2
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||||
end
|
||||
|
||||
---@param params {w: number?, h: number?}
|
||||
---@return table|Render
|
||||
local function new(params)
|
||||
local w = params.w or love.graphics.getWidth()
|
||||
local h = params.h or love.graphics.getHeight()
|
||||
local lowResScale = 0.5
|
||||
|
||||
return setmetatable({
|
||||
lowResScale = lowResScale,
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||||
queue = {},
|
||||
textures = {
|
||||
shadowLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
|
||||
spriteLayer = love.graphics.newCanvas(w, h),
|
||||
floorLayer = love.graphics.newCanvas(w, h),
|
||||
overlayLayer = love.graphics.newCanvas(w, h),
|
||||
lightLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
|
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tmp1 = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
|
||||
tmp2 = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
|
||||
}
|
||||
}, { __index = render })
|
||||
end
|
||||
|
||||
function render:draw()
|
||||
local weather = Tree.level.weather
|
||||
local txs = self.textures
|
||||
love.graphics.setCanvas(txs.lightLayer)
|
||||
love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale))
|
||||
|
||||
-- 1. Сортировка очереди
|
||||
table.sort(self.queue, function(a, b)
|
||||
if a.layer ~= b.layer then
|
||||
return a.layer < b.layer
|
||||
end
|
||||
return a.z < b.z
|
||||
end)
|
||||
|
||||
-- 2. Рендеринг очереди в соответствующие Canvas
|
||||
local currentLayer = nil
|
||||
for _, entry in ipairs(self.queue) do
|
||||
if entry.layer ~= currentLayer then
|
||||
if currentLayer then
|
||||
Tree.level.camera:detach()
|
||||
local wasLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.LIGHT
|
||||
if wasLowRes then
|
||||
love.graphics.pop()
|
||||
end
|
||||
end
|
||||
currentLayer = entry.layer
|
||||
local isLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.LIGHT
|
||||
|
||||
if currentLayer == self.LAYERS.FLOOR then
|
||||
love.graphics.setCanvas(txs.floorLayer)
|
||||
elseif currentLayer == self.LAYERS.SHADOW then
|
||||
love.graphics.setCanvas(txs.shadowLayer)
|
||||
elseif currentLayer == self.LAYERS.LIGHT then
|
||||
love.graphics.setCanvas(txs.lightLayer)
|
||||
elseif currentLayer == self.LAYERS.SPRITE then
|
||||
love.graphics.setCanvas(txs.spriteLayer)
|
||||
elseif currentLayer == self.LAYERS.OVERLAY then
|
||||
love.graphics.setCanvas(txs.overlayLayer)
|
||||
end
|
||||
|
||||
if isLowRes then
|
||||
love.graphics.push()
|
||||
love.graphics.scale(self.lowResScale)
|
||||
end
|
||||
Tree.level.camera:attach()
|
||||
end
|
||||
entry.func()
|
||||
end
|
||||
if currentLayer then
|
||||
Tree.level.camera:detach()
|
||||
local wasLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.LIGHT
|
||||
if wasLowRes then
|
||||
love.graphics.pop()
|
||||
end
|
||||
end
|
||||
love.graphics.setCanvas()
|
||||
|
||||
-- self.lightLayer:newImageData():encode("png", "lightLayer.png")
|
||||
-- os.exit(0)
|
||||
-- 3. Пост-процессинг и композиция
|
||||
love.graphics.setCanvas(txs.lightLayer)
|
||||
-- Радиус блюра тоже масштабируем, так как текстура меньше
|
||||
love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale * self.lowResScale))
|
||||
love.graphics.setCanvas()
|
||||
|
||||
local lightShader = Tree.assets.files.shaders.light_postprocess
|
||||
lightShader:send("scene", txs.floorLayer)
|
||||
lightShader:send("light", self:applyBlur(txs.lightLayer, 2))
|
||||
lightShader:send("light", self:applyBlur(txs.lightLayer, 2 * self.lowResScale))
|
||||
lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
|
||||
love.graphics.setShader(lightShader)
|
||||
love.graphics.draw(txs.floorLayer)
|
||||
|
||||
love.graphics.setShader()
|
||||
love.graphics.draw(txs.overlayLayer)
|
||||
love.graphics.setShader(lightShader)
|
||||
|
||||
lightShader:send("scene", txs.spriteLayer)
|
||||
lightShader:send("light", txs.spriteLightLayer)
|
||||
-- Спрайты уже полностью освещены в SpriteBehavior (с учетом ambient и point lights)
|
||||
-- Поэтому рисуем их "как есть"
|
||||
love.graphics.draw(txs.spriteLayer)
|
||||
love.graphics.setShader()
|
||||
end
|
||||
|
||||
---@param params {w: number?, h: number?}
|
||||
---@return table|Render
|
||||
local function new(params)
|
||||
local w = params.w or love.graphics.getWidth()
|
||||
local h = params.h or love.graphics.getHeight()
|
||||
return setmetatable({
|
||||
textures = {
|
||||
shadowLayer = love.graphics.newCanvas(w, h),
|
||||
spriteLayer = love.graphics.newCanvas(w, h),
|
||||
spriteLightLayer = love.graphics.newCanvas(w, h),
|
||||
floorLayer = love.graphics.newCanvas(w, h),
|
||||
overlayLayer = love.graphics.newCanvas(w, h),
|
||||
lightLayer = love.graphics.newCanvas(w, h),
|
||||
tmp1 = love.graphics.newCanvas(w, h),
|
||||
tmp2 = love.graphics.newCanvas(w, h),
|
||||
}
|
||||
}, { __index = render })
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
|
||||
@ -54,33 +54,28 @@ function spell:draw()
|
||||
local path = self.path --[[@as Deque?]]
|
||||
if not path then return end
|
||||
--- Это отрисовка пути персонажа к мышке
|
||||
Tree.level.camera:attach()
|
||||
love.graphics.setCanvas(Tree.level.render.textures.overlayLayer)
|
||||
local i = 0
|
||||
path:pop_front()
|
||||
for p in path:values() do
|
||||
i = i + 1
|
||||
local s = 1 / Tree.level.camera.pixelsPerMeter
|
||||
local quad = i > self.distance and icons:pickQuad('dev_path_closed') or icons:pickQuad('dev_path')
|
||||
love.graphics.draw(icons.atlas, quad, p.x, p.y, 0, s, s)
|
||||
end
|
||||
love.graphics.setCanvas()
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.OVERLAY, 0, function()
|
||||
local i = 0
|
||||
path:pop_front()
|
||||
for p in path:values() do
|
||||
i = i + 1
|
||||
local s = 1 / Tree.level.camera.pixelsPerMeter
|
||||
local quad = i > self.distance and icons:pickQuad('dev_path_closed') or icons:pickQuad('dev_path')
|
||||
love.graphics.draw(icons.atlas, quad, p.x, p.y, 0, s, s)
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end)
|
||||
else
|
||||
Tree.level.camera:attach()
|
||||
love.graphics.setCanvas(Tree.level.render.textures.overlayLayer)
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
for _, p in pairs(self.targets) do
|
||||
local s = self.tSize / Tree.level.camera.pixelsPerMeter
|
||||
local quad = icons:pickQuad('dev_target')
|
||||
love.graphics.draw(icons.atlas, quad, p.x + 0.5 - self.tSize / 2, p.y + 0.5 - self.tSize / 2, 0, s, s)
|
||||
end
|
||||
love.graphics.setShader()
|
||||
|
||||
love.graphics.setCanvas()
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.OVERLAY, 0, function()
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
for _, p in pairs(self.targets) do
|
||||
local s = self.tSize / Tree.level.camera.pixelsPerMeter
|
||||
local quad = icons:pickQuad('dev_target')
|
||||
love.graphics.draw(icons.atlas, quad, p.x + 0.5 - self.tSize / 2, p.y + 0.5 - self.tSize / 2, 0, s, s)
|
||||
end
|
||||
love.graphics.setShader()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
10
main.lua
10
main.lua
@ -62,6 +62,14 @@ function love.load()
|
||||
Tree.level.turnOrder:add(id)
|
||||
end
|
||||
|
||||
-- --- Это тестовый источник света, привязанный к мышке, и я очень прошу его не трогать
|
||||
-- character.spawn("light")
|
||||
-- :addBehavior {
|
||||
-- Tree.behaviors.positioned.new(),
|
||||
-- Tree.behaviors.cursor.new(),
|
||||
-- Tree.behaviors.light.new { color = Vec3 { 0.5, 0.5, 0.5 }, intensity = 5 }
|
||||
-- }
|
||||
|
||||
|
||||
Tree.level.turnOrder:endRound()
|
||||
print("Now playing:", Tree.level.turnOrder.current)
|
||||
@ -130,5 +138,5 @@ function love.resize(w, h)
|
||||
local render = Tree.level.render
|
||||
if not render then return end
|
||||
render:free()
|
||||
Tree.level.render = (require "lib.level.render").new { w, h }
|
||||
Tree.level.render = (require "lib.level.render").new { w = w, h = h }
|
||||
end
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user