introduce basic offscreen render stack
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lib/character/behaviors/shadowcaster.lua
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lib/character/behaviors/shadowcaster.lua
Normal file
@ -38,13 +38,24 @@ function sprite:update(dt)
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anim:update(dt)
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end
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local function makeGradientMesh(w, h, topColor, bottomColor)
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local vertices = {
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{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
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{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
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{ w + w * 0.1, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
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{ 0 - w * 0.1, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
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}
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local mesh = love.graphics.newMesh(vertices, "fan", "static")
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return mesh
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end
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function sprite:draw()
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if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
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self.owner:try(Tree.behaviors.map,
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function(map)
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = map.displayedPosition
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local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
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if Tree.level.selector.id == self.owner.id then
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local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
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Tree.assets.files.sprites.character[self.state]:getHeight()
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@ -54,11 +65,25 @@ function sprite:draw()
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love.graphics.setShader(shader)
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end
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self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
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position.x + 0.5,
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position.y + 0.5, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
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love.graphics.setCanvas(Tree.level.render.shadowLayer)
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love.graphics.setColor(0, 0, 0, 0.5)
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love.graphics.ellipse("fill", position.x, position.y, 0.2, 0.2 * math.cos(math.pi / 4))
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local mesh = makeGradientMesh(0.4, 1.5, { 0, 0, 0, 0.5 }, { 0, 0, 0, 0 })
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love.graphics.push()
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love.graphics.translate(position.x, position.y)
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love.graphics.rotate(-3 * math.pi / 4)
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love.graphics.translate(-0.2, 0)
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love.graphics.draw(mesh)
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love.graphics.pop()
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love.graphics.setCanvas(Tree.level.render.spriteLayer)
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love.graphics.setColor(1, 1, 1)
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self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
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position.x,
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position.y, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
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love.graphics.setShader()
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love.graphics.setCanvas()
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end
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)
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end
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@ -13,9 +13,11 @@ local function new(type, template, size)
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end
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function map:draw()
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love.graphics.setCanvas(Tree.level.render.floorLayer)
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utils.each(self.__grid, function(el)
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el:draw()
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end)
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love.graphics.setCanvas()
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end
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return { new = new }
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@ -8,6 +8,7 @@ local utils = require "lib.utils.utils"
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--- @field camera Camera
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--- @field tileGrid TileGrid
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--- @field turnOrder TurnOrder
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--- @field render Render
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local level = {}
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level.__index = level
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@ -26,6 +27,7 @@ local function new(type, template)
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selector = (require "lib.level.selector").new(),
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camera = (require "lib.level.camera").new(),
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turnOrder = (require "lib.level.turn_order").new(),
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render = (require "lib.level.render").new()
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}, level)
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end
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@ -39,10 +41,15 @@ function level:update(dt)
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end
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function level:draw()
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self.camera:attach()
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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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self.camera:detach()
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self.render:draw()
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end
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return {
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39
lib/level/render.lua
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39
lib/level/render.lua
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@ -0,0 +1,39 @@
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--- @class Render
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--- @field shadowLayer love.Canvas
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--- @field spriteLayer love.Canvas
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--- @field floorLayer love.Canvas
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--- @field overlayLayer love.Canvas
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local render = {}
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render.__index = render
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function render:clear()
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love.graphics.setCanvas(self.shadowLayer)
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love.graphics.clear(1, 1, 1, 0)
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love.graphics.setCanvas(self.spriteLayer)
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love.graphics.clear()
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love.graphics.setCanvas(self.floorLayer)
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love.graphics.clear()
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love.graphics.setCanvas(self.overlayLayer)
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love.graphics.clear()
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end
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function render:draw()
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-- пол -> тени -> спрайты -> оверлей
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love.graphics.draw(self.floorLayer)
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love.graphics.setBlendMode("multiply", "premultiplied")
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love.graphics.draw(self.shadowLayer)
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love.graphics.setBlendMode("alpha")
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love.graphics.draw(self.spriteLayer)
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love.graphics.draw(self.overlayLayer)
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end
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local function new()
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return setmetatable({
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shadowLayer = love.graphics.newCanvas(1280, 720),
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spriteLayer = love.graphics.newCanvas(1280, 720),
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floorLayer = love.graphics.newCanvas(1280, 720),
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overlayLayer = love.graphics.newCanvas(1280, 720),
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}, render)
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end
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return { new = new }
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@ -68,10 +68,12 @@ end
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function walk:draw()
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if not self.path then return end
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--- Это отрисовка пути персонажа к мышке
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love.graphics.setCanvas(Tree.level.render.overlayLayer)
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love.graphics.setColor(0.6, 0.75, 0.5)
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for p in self.path:values() do
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love.graphics.circle("fill", p.x + 0.45, p.y + 0.45, 0.1)
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end
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love.graphics.setCanvas()
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love.graphics.setColor(1, 1, 1)
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end
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