93 lines
3.0 KiB
Lua
93 lines
3.0 KiB
Lua
--- @class Render
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--- @field shadowLayer love.Canvas
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--- @field spriteLayer love.Canvas
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--- @field spriteLightLayer love.Canvas
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--- @field floorLayer love.Canvas
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--- @field lightLayer 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()
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love.graphics.setCanvas(self.spriteLayer)
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love.graphics.clear()
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love.graphics.setCanvas(self.spriteLightLayer)
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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.lightLayer)
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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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--- TODO: это используется для блюра, должно кэшироваться и поддерживать ресайз
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local tmp1 = love.graphics.newCanvas(1280, 720)
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local tmp2 = love.graphics.newCanvas(1280, 720)
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local function 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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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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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(tmp1)
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love.graphics.setShader()
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end
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)
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return tmp2
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end
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function render:draw()
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-- пол -> тени -> спрайты -> свет -> оверлей
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love.graphics.setCanvas(self.lightLayer)
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love.graphics.draw(applyBlur(self.shadowLayer, 4 * Tree.level.camera.scale))
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love.graphics.setCanvas()
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-- self.lightLayer:newImageData():encode("png", "lightLayer.png")
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-- os.exit(0)
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local lightShader = Tree.assets.files.shaders.light_postprocess
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lightShader:send("scene", self.floorLayer)
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lightShader:send("light", self.lightLayer)
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lightShader:send("ambient", { 0.24, 0.28, 0.40 })
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love.graphics.setShader(lightShader)
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love.graphics.draw(self.floorLayer)
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lightShader:send("scene", self.spriteLayer)
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lightShader:send("light", self.spriteLightLayer)
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love.graphics.draw(self.spriteLayer)
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love.graphics.setShader()
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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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spriteLightLayer = 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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lightLayer = 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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