/
postprocess.render_script
207 lines (171 loc) · 6.41 KB
/
postprocess.render_script
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local camera = require "orthographic.camera"
local IDENTITY = vmath.matrix4()
local BLACK = vmath.vector4(0)
local AMBIENT_LIGHT = vmath.vector4(0.1, 0.1, 0.1, 1.0)
local function create_render_target(name)
local color_params = {
format = render.FORMAT_RGBA,
width = render.get_window_width(),
height = render.get_window_height(),
min_filter = render.FILTER_LINEAR,
mag_filter = render.FILTER_LINEAR,
u_wrap = render.WRAP_CLAMP_TO_EDGE,
v_wrap = render.WRAP_CLAMP_TO_EDGE
}
local depth_params = {
format = render.FORMAT_DEPTH,
width = render.get_window_width(),
height = render.get_window_height(),
u_wrap = render.WRAP_CLAMP_TO_EDGE,
v_wrap = render.WRAP_CLAMP_TO_EDGE
}
return render.render_target(name, {[render.BUFFER_COLOR_BIT] = color_params })
--return render.render_target(name, {[render.BUFFER_COLOR_BIT] = color_params, [render.BUFFER_DEPTH_BIT] = depth_params })
end
local function create_render_targets(self)
self.normal_rt = create_render_target("normal")
self.light_rt = create_render_target("light")
end
function init(self)
self.tile_pred = render.predicate({"tile"})
self.gui_pred = render.predicate({"gui"})
self.text_pred = render.predicate({"text"})
self.particle_pred = render.predicate({"particle"})
self.quad_pred = render.predicate({"quad"})
self.light_pred = render.predicate({"light"})
self.clear_color = vmath.vector4(0, 0, 0, 0)
self.clear_color.x = sys.get_config("render.clear_color_red", 0.1)
self.clear_color.y = sys.get_config("render.clear_color_green", 0.3)
self.clear_color.z = sys.get_config("render.clear_color_blue", 0.7)
self.clear_color.w = sys.get_config("render.clear_color_alpha", 0)
self.view = IDENTITY
self.width = render.get_window_width()
self.height = render.get_window_height()
create_render_targets(self)
end
local function clear(color, depth, stencil)
if depth then
render.set_depth_mask(true)
end
if stencil then
render.set_stencil_mask(0xff)
end
render.clear({[render.BUFFER_COLOR_BIT] = color, [render.BUFFER_DEPTH_BIT] = depth, [render.BUFFER_STENCIL_BIT] = stencil})
end
local function render_to_world(self, predicates, constants)
render.set_depth_mask(false)
render.disable_state(render.STATE_DEPTH_TEST)
render.disable_state(render.STATE_STENCIL_TEST)
render.disable_state(render.STATE_CULL_FACE)
render.enable_state(render.STATE_BLEND)
render.set_blend_func(render.BLEND_SRC_ALPHA, render.BLEND_ONE_MINUS_SRC_ALPHA)
for _,pred in ipairs(predicates) do
render.draw(pred, constants)
end
end
local function render_to_rt(self, render_target, render_fn)
render.enable_render_target(render_target)
render_fn(self)
render.disable_render_target(render_target)
end
local function mix_to_quad(self, rt0, rt1)
render.set_depth_mask(false)
render.disable_state(render.STATE_DEPTH_TEST)
render.disable_state(render.STATE_STENCIL_TEST)
render.disable_state(render.STATE_CULL_FACE)
render.enable_state(render.STATE_BLEND)
render.set_blend_func(render.BLEND_SRC_ALPHA, render.BLEND_ONE_MINUS_SRC_ALPHA)
render.enable_material(hash("mix_quad"))
render.enable_texture(0, rt0, render.BUFFER_COLOR_BIT)
render.enable_texture(1, rt1, render.BUFFER_COLOR_BIT)
render.draw(self.quad_pred)
render.disable_texture(0, rt0)
render.disable_texture(1, rt1)
render.disable_material()
end
local function multiply_to_quad(self, rt0, rt1)
render.set_depth_mask(false)
render.disable_state(render.STATE_DEPTH_TEST)
render.disable_state(render.STATE_STENCIL_TEST)
render.disable_state(render.STATE_CULL_FACE)
render.enable_state(render.STATE_BLEND)
render.set_blend_func(render.BLEND_SRC_ALPHA, render.BLEND_ONE_MINUS_SRC_ALPHA)
render.enable_material(hash("multiply_quad"))
render.enable_texture(0, rt0, render.BUFFER_COLOR_BIT)
render.enable_texture(1, rt1, render.BUFFER_COLOR_BIT)
render.draw(self.quad_pred)
render.disable_texture(0, rt0)
render.disable_texture(1, rt1)
render.disable_material()
end
local function draw_to_quad(self, rt)
render.set_depth_mask(false)
render.disable_state(render.STATE_DEPTH_TEST)
render.disable_state(render.STATE_STENCIL_TEST)
render.disable_state(render.STATE_CULL_FACE)
render.enable_state(render.STATE_BLEND)
render.set_blend_func(render.BLEND_SRC_ALPHA, render.BLEND_ONE_MINUS_SRC_ALPHA)
render.enable_material(hash("quad"))
render.enable_texture(0, rt, render.BUFFER_COLOR_BIT)
render.draw(self.quad_pred)
render.disable_texture(0, rt)
render.disable_material()
end
local function render_to_quad(self, fn)
render.set_view(IDENTITY)
render.set_projection(IDENTITY)
fn(self)
end
function update(self)
-- recreate render targets if screen size has changed
local window_width = render.get_window_width()
local window_height = render.get_window_height()
if self.width ~= window_width or self.height ~= window_height then
self.width = window_width
self.height = window_height
create_render_targets(self)
end
for _,camera_id in ipairs(camera.get_cameras()) do
local viewport = camera.get_viewport(camera_id)
local view = camera.get_view(camera_id)
local projection = camera.get_projection(camera_id)
render.set_viewport(viewport.x, viewport.y, viewport.z, viewport.w)
-- draw normal sprites, tilemaps etc
render_to_rt(self, self.normal_rt, function(self)
clear(BLACK, nil, nil)
render.set_view(view)
render.set_projection(projection)
render_to_world(self, { self.tile_pred, self.particle_pred })
end)
-- draw lights
render_to_rt(self, self.light_rt, function(self)
clear(AMBIENT_LIGHT, nil, nil)
-- add some flicker to the light
local constants = render.constant_buffer()
constants.time = vmath.vector4(math.random(90, 100) / 100)
render.set_view(view)
render.set_projection(projection)
render_to_world(self, { self.light_pred }, constants)
end)
-- draw combination of normal and lights to quad
render_to_quad(self, function(self)
clear(BLACK, nil, nil)
--draw_to_quad(self, self.normal_rt)
--draw_to_quad(self, self.light_rt)
multiply_to_quad(self, self.normal_rt, self.light_rt)
end)
end
-- draw gui
render.set_view(IDENTITY)
render.set_projection(vmath.matrix4_orthographic(0, render.get_window_width(), 0, render.get_window_height(), -1, 1))
render.enable_state(render.STATE_STENCIL_TEST)
render.draw(self.gui_pred)
render.draw(self.text_pred)
render.disable_state(render.STATE_STENCIL_TEST)
render.set_depth_mask(false)
end
function on_message(self, message_id, message)
if message_id == hash("clear_color") then
self.clear_color = message.color
end
end