183 lines
6.3 KiB
Lua
183 lines
6.3 KiB
Lua
--- @class Render
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--- @field textures table<string, love.Canvas>
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--- @field queue table[]
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local render = {
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textures = {},
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queue = {},
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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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SPRITE_LIGHT = 5,
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OVERLAY = 6
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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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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()
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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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love.graphics.clear(weather.skyLight.x, weather.skyLight.y, weather.skyLight.z)
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love.graphics.setCanvas(txs.overlayLayer)
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love.graphics.clear()
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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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end
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self.textures = nil
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end
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--- TODO: это используется для блюра, должно кэшироваться и поддерживать ресайз
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function render:applyBlur(input, radius)
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local blurShader = Tree.assets.files.shaders.blur
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-- Горизонтальный проход
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blurShader:send("direction", { 1.0, 0.0 })
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blurShader:send("radius", radius)
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self.textures.tmp1:renderTo(function()
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love.graphics.clear()
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love.graphics.setShader(blurShader)
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love.graphics.draw(input)
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love.graphics.setShader()
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end)
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-- Вертикальный проход
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self.textures.tmp2:renderTo(
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function()
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love.graphics.clear()
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love.graphics.setShader(blurShader)
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blurShader:send("direction", { 0.0, 1.0 })
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love.graphics.draw(self.textures.tmp1)
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love.graphics.setShader()
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end
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)
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return self.textures.tmp2
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end
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---@param params {w: number?, h: number?}
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---@return table|Render
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local function new(params)
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local w = params.w or love.graphics.getWidth()
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local h = params.h or love.graphics.getHeight()
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local lowResScale = 0.5
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return setmetatable({
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lowResScale = lowResScale,
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queue = {},
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textures = {
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shadowLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
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spriteLayer = love.graphics.newCanvas(w, h),
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spriteLightLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
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floorLayer = love.graphics.newCanvas(w, h),
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overlayLayer = love.graphics.newCanvas(w, h),
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lightLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
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tmp1 = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
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tmp2 = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
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}
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}, { __index = render })
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end
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function render:draw()
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local weather = Tree.level.weather
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local txs = self.textures
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-- 1. Сортировка очереди
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table.sort(self.queue, function(a, b)
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if a.layer ~= b.layer then
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return a.layer < b.layer
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end
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return a.z < b.z
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end)
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-- 2. Рендеринг очереди в соответствующие Canvas
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local currentLayer = nil
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for _, entry in ipairs(self.queue) do
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if entry.layer ~= currentLayer then
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if currentLayer then
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Tree.level.camera:detach()
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local wasLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.SPRITE_LIGHT or
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currentLayer == self.LAYERS.LIGHT
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if wasLowRes then
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love.graphics.pop()
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end
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end
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currentLayer = entry.layer
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local isLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.SPRITE_LIGHT or
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currentLayer == self.LAYERS.LIGHT
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if currentLayer == self.LAYERS.FLOOR then
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love.graphics.setCanvas(txs.floorLayer)
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elseif currentLayer == self.LAYERS.SHADOW then
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love.graphics.setCanvas(txs.shadowLayer)
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elseif currentLayer == self.LAYERS.LIGHT then
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love.graphics.setCanvas(txs.lightLayer)
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elseif currentLayer == self.LAYERS.SPRITE then
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love.graphics.setCanvas(txs.spriteLayer)
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elseif currentLayer == self.LAYERS.SPRITE_LIGHT then
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love.graphics.setCanvas(txs.spriteLightLayer)
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elseif currentLayer == self.LAYERS.OVERLAY then
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love.graphics.setCanvas(txs.overlayLayer)
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end
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if isLowRes then
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love.graphics.push()
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love.graphics.scale(self.lowResScale)
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end
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Tree.level.camera:attach()
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end
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entry.func()
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end
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if currentLayer then
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Tree.level.camera:detach()
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local wasLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.SPRITE_LIGHT or
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currentLayer == self.LAYERS.LIGHT
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if wasLowRes then
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love.graphics.pop()
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end
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end
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love.graphics.setCanvas()
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-- 3. Пост-процессинг и композиция
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love.graphics.setCanvas(txs.lightLayer)
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-- Радиус блюра тоже масштабируем, так как текстура меньше
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love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale * self.lowResScale))
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love.graphics.setCanvas()
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local lightShader = Tree.assets.files.shaders.light_postprocess
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lightShader:send("scene", txs.floorLayer)
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lightShader:send("light", self:applyBlur(txs.lightLayer, 2 * self.lowResScale))
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lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
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love.graphics.setShader(lightShader)
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love.graphics.draw(txs.floorLayer)
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love.graphics.setShader()
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love.graphics.draw(txs.overlayLayer)
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love.graphics.setShader(lightShader)
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lightShader:send("scene", txs.spriteLayer)
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lightShader:send("light", txs.spriteLightLayer)
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love.graphics.draw(txs.spriteLayer)
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love.graphics.setShader()
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end
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return { new = new }
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