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https://github.com/tanema/light_world.lua.git
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Adding optimizations done by other developers
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adcc2ecf22
commit
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30
lib/init.lua
30
lib/init.lua
@ -40,6 +40,8 @@ local function new(options)
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local obj = {}
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local obj = {}
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obj.lights = {}
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obj.lights = {}
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obj.bodies = {}
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obj.bodies = {}
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obj.visibleLights = {}
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obj.visibleBodies = {}
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obj.post_shader = PostShader()
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obj.post_shader = PostShader()
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obj.l, obj.t, obj.s = 0, 0, 1
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obj.l, obj.t, obj.s = 0, 0, 1
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@ -83,14 +85,22 @@ function light_world:refreshScreenSize(w, h)
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end
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end
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function light_world:update(dt)
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function light_world:update(dt)
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self.visibleBodies = {}
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self.visibleLights = {}
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for i = 1, #self.bodies do
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for i = 1, #self.bodies do
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self.bodies[i].is_on_screen = self.bodies[i]:inRange(-self.l,-self.t,self.w,self.h,self.s)
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local body = self.bodies[i]
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if self.bodies[i]:isVisible() then
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body.is_on_screen = body:inRange(-self.l,-self.t,self.w,self.h,self.s)
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self.bodies[i]:update(dt)
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if body:isVisible() then
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body:update(dt)
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table.insert(self.visibleBodies, body)
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end
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end
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end
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end
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for i = 1, #self.lights do
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for i = 1, #self.lights do
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self.lights[i].is_on_screen = self.lights[i]:inRange(self.l,self.t,self.w,self.h,self.s)
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local light = self.lights[i]
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light.is_on_screen = light:inRange(self.l,self.t,self.w,self.h,self.s)
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if light.is_on_screen then
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table.insert(self.visibleLights, light)
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end
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end
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end
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end
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end
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@ -112,10 +122,8 @@ function light_world:drawShadows(l,t,w,h,s)
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love.graphics.clear()
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love.graphics.clear()
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love.graphics.setCanvas()
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love.graphics.setCanvas()
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util.drawto(self.normalMap, l, t, s, false, function()
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util.drawto(self.normalMap, l, t, s, false, function()
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for i = 1, #self.bodies do
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for i = 1, #self.visibleBodies do
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if self.bodies[i]:isVisible() then
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self.visibleBodies[i]:drawNormal()
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self.bodies[i]:drawNormal()
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end
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end
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end
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end)
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end)
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@ -125,9 +133,8 @@ function light_world:drawShadows(l,t,w,h,s)
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love.graphics.setCanvas( self.shadow_buffer )
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love.graphics.setCanvas( self.shadow_buffer )
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love.graphics.clear()
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love.graphics.clear()
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love.graphics.setCanvas()
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love.graphics.setCanvas()
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for i = 1, #self.lights do
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for i = 1, #self.visibleLights do
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local light = self.lights[i]
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local light = self.visibleLights[i]
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if light:isVisible() then
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-- create shadow map for this light
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-- create shadow map for this light
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love.graphics.setCanvas( self.shadowMap )
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love.graphics.setCanvas( self.shadowMap )
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love.graphics.clear()
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love.graphics.clear()
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@ -174,7 +181,6 @@ function light_world:drawShadows(l,t,w,h,s)
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end
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end
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})
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})
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end
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end
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end
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-- add in ambient color
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-- add in ambient color
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util.drawto(self.shadow_buffer, l, t, s, false, function()
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util.drawto(self.shadow_buffer, l, t, s, false, function()
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@ -1,11 +1,14 @@
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local util = {}
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local util = {}
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local tempCanvas
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--TODO: the whole stencil/canvas system should be reviewed since it has been changed in a naive way
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--TODO: the whole stencil/canvas system should be reviewed since it has been changed in a naive way
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function util.process(canvas, options)
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function util.process(canvas, options)
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--TODO: now you cannot draw a canvas to itself
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--TODO: now you cannot draw a canvas to itself
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temp = love.graphics.newCanvas()
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if not tempCanvas then
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util.drawCanvasToCanvas(canvas, temp, options)
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tempCanvas = love.graphics.newCanvas()
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util.drawCanvasToCanvas(temp, canvas, options)
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end
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util.drawCanvasToCanvas(canvas, tempCanvas, options)
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util.drawCanvasToCanvas(tempCanvas, canvas, options)
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end
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end
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function util.drawCanvasToCanvas(canvas, other_canvas, options)
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function util.drawCanvasToCanvas(canvas, other_canvas, options)
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