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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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393 lines
16 KiB
Lua
393 lines
16 KiB
Lua
-- Voxel world mode: the sun's own pass -- a real shadow map.
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--
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-- The old drop shadows were decals: each character's sprite frame squashed
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-- flat onto the ground plane it stood on. That can only ever paint the
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-- FLOOR, so a shadow stopped dead at the foot of a wall, and nothing but a
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-- character cast one at all -- buildings, trees, signs and ledges threw
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-- nothing.
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--
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-- So render the scene once from the sun instead. An orthographic camera
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-- pointed down the sun line stores, per texel, how far the light travelled
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-- before it hit something; the main pass transforms each fragment into that
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-- same space and asks whether anything got there first. What the sun cannot
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-- see is in shadow, whatever surface it happens to be -- so a shadow climbs
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-- a wall, drapes over a roof and slides across a passing NPC without a
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-- single case in the code, and every caster is simply whatever the pass
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-- draws: the terrain mesh (buildings, trees, ledges, props -- all of it)
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-- plus one upright card per character.
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--
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-- Depth is stored in an ORDINARY color canvas, packed into two 8-bit
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-- channels (~16 bits over the frustum, well under a tenth of a world
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-- pixel). A readable depth texture would be tidier, but depth sampling is
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-- the least portable corner of the graphics API and this mod's whole
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-- contract is that an unsupported driver falls back rather than errors --
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-- everything here is pcall-guarded and `available()` reports the result,
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-- with VoxelScene dropping back to the flat decal shadows when it says no.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local Mat4 = V.require("Mat4")
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local Voxel = V.require("VoxelState")
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local ShadowMap = {}
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-- The sun, as the shear a shadow takes: a point `y` world-pixels above the
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-- ground drops its shadow (KX*y, KZ*y) away from the point under it. Both
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-- negative hangs the sun in the SOUTHEAST, so every shadow falls northwest
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-- -- up and to the left on screen, since the camera puts north at the top
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-- and east to the right at every tilt.
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--
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-- Their MAGNITUDE is how low the sun sits: hypot(KX, KZ) = 1.01 puts it
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-- about 45 degrees up, so a 16px character throws a shadow about as long
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-- as it is tall -- against the 62-degree noon these started at, which read
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-- as a smudge under everybody's feet.
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--
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-- Their RATIO is the compass bearing, and it leans WEST of northwest on
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-- purpose. A character is drawn as a slab leaning back away from the
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-- camera, which covers the ground directly north of its feet -- so a
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-- shadow thrown due north lands entirely underneath the figure casting it
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-- and is never seen. At 0.85 west the shadow reaches 13px out against the
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-- sprite's own 8px half-width, so it clears the slab and reads, while 0.55
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-- north still puts it a clear 23 degrees up from horizontal on screen.
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ShadowMap.KX = -0.85 -- west drift per pixel of height
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ShadowMap.KZ = -0.55 -- north drift per pixel of height
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-- Shadow map edge, in texels -- chosen per frame from this ladder, because
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-- the light frustum is sized to the WORLD VIEW and that swings by 3x
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-- between the closest zoom and a maximised window at the widest. A fixed
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-- edge is either wasteful at one end or a blur at the other.
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--
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-- TARGET is the world pixels per texel worth paying for: at a third of a
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-- pixel a shadow edge lands inside the pixel grid this whole mode exists
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-- to keep crisp, and finer buys nothing the grid can show. The smallest
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-- size that meets it wins, and the ladder tops out at 2048 (16 MB, and the
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-- depth buffer behind it matches) rather than chasing the target forever.
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ShadowMap.SIZES = { 1024, 1536, 2048 }
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ShadowMap.TARGET = 0.45
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ShadowMap.res = 1024 -- the rung in use; read by the main pass's filter
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-- The tallest geometry the pass covers: gabled buildings and border forest
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-- run well under this, and the margin it buys costs only resolution --
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-- with the sun this low the frustum has to widen by most of HEIGHT again
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-- on every side to catch what casts in from off-screen.
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ShadowMap.HEIGHT = 160
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-- Depth slack at the comparison, in world pixels. Too little and a lit
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-- surface shadows itself in a moire of acne; too much and a shadow detaches
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-- from the foot of what casts it. The frustum is ~400 world pixels deep and
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-- the packed depth resolves under 0.01 of one, so there is room.
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ShadowMap.BIAS = 1.0
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local SHADER = [[
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varying float vDepth;
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#ifdef VERTEX
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uniform mat4 lightVP;
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uniform mat4 model;
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vec4 position(mat4 transform_projection, vec4 vertex_position) {
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vec4 c = lightVP * (model * vertex_position);
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// the projection is orthographic, so w is 1 and clip z IS the depth,
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// linear in world units along the sun line
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vDepth = c.z * 0.5 + 0.5;
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return c;
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}
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#endif
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#ifdef PIXEL
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vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
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// the same alpha discard the main pass uses: a sprite card casts its
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// silhouette, not its 16x16 bounding box
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if (Texel(tex, tc).a < 0.5) discard;
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// pack into two channels: the high byte in red, the low in green
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float d = clamp(vDepth, 0.0, 1.0) * 255.0;
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return vec4(floor(d) / 255.0, fract(d), 0.0, 1.0);
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}
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#endif
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]]
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local shader = nil -- nil = untried, false = unavailable
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local canvas = nil -- nil = untried, false = unavailable
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local canvasRes = 0 -- the edge `canvas` was made at
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local blank = nil -- 1x1 stand-in so the sampler is never unbound
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local drawing = false
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local ready = false
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local lastSig = nil
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local prevBlend, prevAlphaMode = nil, nil
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local IDENTITY = Mat4.identity()
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-- world -> [0,1] cube, applied on top of the clip matrix: the main pass
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-- samples the map with the xy and compares against the z
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local TO_UNIT = { 0.5, 0, 0, 0.5,
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0, 0.5, 0, 0.5,
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0, 0, 0.5, 0.5,
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0, 0, 0, 1 }
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-- world -> light clip space, for the pass that FILLS the map
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ShadowMap.clipVP = IDENTITY
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-- world -> the unit cube, for the pass that READS it
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ShadowMap.uvVP = IDENTITY
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-- ShadowMap.BIAS expressed in the [0,1] depth the map stores
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ShadowMap.bias = 0
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local function getShader()
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if shader == nil then
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local ok, sh = pcall(love.graphics.newShader, SHADER)
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shader = (ok and sh) or false
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end
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return shader or nil
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end
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-- The map canvas at edge `res`, rebuilt when the rung changes (a zoom
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-- step, a window resize). `false` is sticky: a driver that could not make
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-- one at all is not asked again every frame.
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local function getCanvas(res)
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if canvas == false then return nil end
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if canvas and canvasRes == res then return canvas end
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local ok, c = pcall(love.graphics.newCanvas, res, res)
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if not (ok and c) then
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canvas = false
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return nil
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end
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-- nearest: the 2x2 filter in the main pass wants raw texels, and a
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-- linearly blended PACKED depth is not a depth at all
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c:setFilter("nearest", "nearest")
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pcall(c.setWrap, c, "clamp", "clamp")
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if canvas and canvas.release then pcall(canvas.release, canvas) end
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canvas, canvasRes = c, res
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ready = false
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return canvas
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end
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-- A 1x1 opaque white image. The main pass's shader always declares the
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-- shadow sampler, so something has to be bound even on the frames (and the
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-- drivers) where there is no map -- unpacked it reads as depth 1 + 1/255,
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-- which is beyond the far plane and therefore "nothing occludes anything".
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local function getBlank()
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if blank == nil then
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local ok, img = pcall(function()
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local data = love.image.newImageData(1, 1)
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data:setPixel(0, 0, 1, 1, 1, 1)
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return love.graphics.newImage(data)
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end)
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blank = (ok and img) or false
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end
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return blank or nil
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end
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-- Whether the sun pass can run at all. False headless, without shaders, or
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-- where the canvas cannot be made -- VoxelScene then keeps the flat decal
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-- shadows, which need nothing but a quad.
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function ShadowMap.available()
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if not (love.graphics and love.graphics.newCanvas
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and love.graphics.setDepthMode) then
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return false
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end
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-- the smallest rung is enough to answer the question; fit() picks the
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-- one this frame actually wants
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return getShader() ~= nil and getCanvas(ShadowMap.SIZES[1]) ~= nil
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end
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-- The map to sample, or the blank stand-in. Never nil once the main pass
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-- has a shader at all, because an unbound sampler is a driver-dependent
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-- crash rather than a driver-dependent fallback.
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function ShadowMap.texture()
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if ready and canvas then return canvas end
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return getBlank()
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end
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-- True while the map holds a frame the main pass can read.
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function ShadowMap.active()
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return ready and canvas ~= nil and canvas ~= false
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end
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-- The direction the light TRAVELS, normalized. The shear is the shadow a
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-- unit of height throws, so the displacement from a point to where its
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-- shadow lands is (KX, -1, KZ) -- which is the ray.
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local function sunDir()
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local x, y, z = ShadowMap.KX, -1, ShadowMap.KZ
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local l = math.sqrt(x * x + y * y + z * z)
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return { x / l, y / l, z / l }
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end
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ShadowMap.sunDir = sunDir
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-- How far NORTH of the view centre the camera can still see ground, in
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-- world pixels: the top edge of the view frustum dropped onto the ground
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-- plane. The lower the camera the further that reaches, and past about 64
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-- degrees the ray clears the horizon and the honest answer is "forever" --
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-- hence the cap. Ground beyond it compresses into a few pixels near the
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-- skyline, and its shadows with it, so the border fade in the main pass
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-- eases them out rather than the frustum ending on a hard line.
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ShadowMap.FAR_CAP = 2.5 -- multiples of the view height
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local function groundReach(vh)
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local a = Voxel.angle or 0
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local cap = ShadowMap.FAR_CAP * vh
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-- half the vertical field of view: the same FOCAL the camera projects
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-- with, so the two frusta agree about what is on screen
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local half = math.atan(1 / (2 * Voxel.FOCAL))
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local below = (math.pi / 2 - a) - half -- top ray, below horizontal
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if below <= 0.02 then return cap end
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local dist = Voxel.FOCAL * vh
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local horizon = dist * math.cos(a) / math.tan(below)
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return math.max(vh / 2, math.min(cap, horizon - dist * math.sin(a)))
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end
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-- Fit the light frustum to the ground the camera can see, plus the margin
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-- the casters for it stand in.
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--
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-- Both are ASYMMETRIC, and for opposite reasons. The camera sits south of
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-- its focus and looks north, so the ground it sees runs far north and
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-- barely south. The sun sits southeast, so the things whose shadows land
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-- on that ground stand south and east of it -- which means the caster
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-- margin is only ever needed on two of the four sides. Paying for it on
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-- all four (and for a view-sized box at every pitch) is what the first cut
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-- did, and at 75 degrees it covered about a third of what was on screen.
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--
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-- The box is snapped to whole texels. Without that, a frustum that slides
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-- continuously with the camera reprojects every shadow edge a fraction of a
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-- texel every frame and the whole world's shadows crawl and shimmer while
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-- you walk.
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local function fit(cx, cy, vw, vh)
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local f = sunDir()
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local view = Mat4.lookAt({ 0, 0, 0 }, f, { 0, 0, -1 })
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local reach = ShadowMap.HEIGHT
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* math.max(math.abs(ShadowMap.KX), math.abs(ShadowMap.KZ)) + 24
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local north = groundReach(vh)
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-- the view widens with distance, so the far ground spans more than the
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-- near ground does; half the depth is a serviceable stand-in for the
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-- frustum's true spread and costs a good deal less resolution
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local spread = north * 0.5
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local xs = { cx - vw / 2 - spread, cx + vw / 2 + spread + reach }
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local ys = { -32, ShadowMap.HEIGHT } -- -32 covers recessed water
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local zs = { cy - north, cy + vh / 2 + reach }
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local l, r, b, t, zn, zf
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for _, x in ipairs(xs) do
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for _, y in ipairs(ys) do
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for _, z in ipairs(zs) do
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local px = view[1] * x + view[2] * y + view[3] * z + view[4]
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local py = view[5] * x + view[6] * y + view[7] * z + view[8]
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local pz = view[9] * x + view[10] * y + view[11] * z + view[12]
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l = l and math.min(l, px) or px
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r = r and math.max(r, px) or px
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b = b and math.min(b, py) or py
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t = t and math.max(t, py) or py
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zn = zn and math.min(zn, pz) or pz
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zf = zf and math.max(zf, pz) or pz
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end
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end
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end
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local w, h = r - l, t - b
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-- pick the resolution rung: the smallest that resolves TARGET world
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-- pixels per texel across the wider side, else the largest there is
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local res = ShadowMap.SIZES[#ShadowMap.SIZES]
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for _, size in ipairs(ShadowMap.SIZES) do
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if math.max(w, h) / size <= ShadowMap.TARGET then
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res = size
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break
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end
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end
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ShadowMap.res = res
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-- the box's SIZE is fixed (the sun and the view size are), so snapping
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-- its corner to a texel multiple moves it in whole texels only
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local tx, ty = w / res, h / res
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l = math.floor(l / tx) * tx
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b = math.floor(b / ty) * ty
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r, t = l + w, b + h
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-- view-space z runs NEGATIVE into the scene; ortho() wants distances,
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-- and the slack keeps geometry taller than HEIGHT from being clipped
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-- clean out of the pass instead of merely casting a truncated shadow
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local near, far = -zf - 64, -zn + 64
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local proj = Mat4.ortho(l, r, b, t, near, far)
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-- flip clip-space Y for the same reason the camera does: we bypass
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-- LOVE's transform_projection, and canvas coordinates run Y DOWN, so
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-- without this the map is stored upside down relative to the uv the
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-- main pass reads it with
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proj = Mat4.mul(Mat4.scale(1, -1, 1), proj)
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ShadowMap.clipVP = Mat4.mul(proj, view)
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ShadowMap.uvVP = Mat4.mul(TO_UNIT, ShadowMap.clipVP)
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-- what the frustum ended up covering, for probes: the lateral extent in
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-- world pixels divided by RES is how fine a shadow edge can land
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ShadowMap.extent = { r - l, t - b, far - near }
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-- the stored depth spans the frustum, so a world-pixel bias is that
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-- fraction of it
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ShadowMap.bias = ShadowMap.BIAS / math.max(1, far - near)
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end
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-- Whether the map has to be redrawn for `sig` -- a caller-built stamp of
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-- everything the pass depends on (camera, terrain meshes, every pose). A
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-- frame that changes none of it reuses the map it already has, which is
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-- most of a dialog, a menu or any moment standing still.
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function ShadowMap.stale(sig)
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return not ready or sig ~= lastSig
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end
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-- Begin the sun pass. Returns false when it could not start, in which case
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-- the caller must not draw into it or call finish.
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function ShadowMap.begin(cx, cy, vw, vh)
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local sh = getShader()
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if not sh then return false end
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-- fit first: it is what decides which resolution rung this view wants
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fit(cx, cy, vw, vh)
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local c = getCanvas(ShadowMap.res)
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if not c then return false end
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local ok = pcall(love.graphics.setCanvas, { c, depth = true })
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if not ok then
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pcall(love.graphics.setCanvas)
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return false
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end
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prevBlend, prevAlphaMode = love.graphics.getBlendMode()
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-- white clears to depth 1 + 1/255, past the far plane: a texel nothing
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-- was drawn into can never shadow anything
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love.graphics.clear(1, 1, 0, 1, true, true)
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love.graphics.setDepthMode("lequal", true)
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love.graphics.setMeshCullMode("none")
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-- replace, not alpha blend: these are packed numbers, not colors
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love.graphics.setBlendMode("replace", "premultiplied")
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love.graphics.setShader(sh)
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love.graphics.setColor(1, 1, 1, 1)
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pcall(sh.send, sh, "lightVP", "row", ShadowMap.clipVP)
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drawing = true
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ready = false
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return true
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end
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-- Draw one caster. Same signature as Voxel3D.draw minus the camera-ward
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-- pull, which is a trick for the VIEW's depth buffer and would drag a
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-- shadow off whatever throws it.
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function ShadowMap.draw(mesh, texture, model)
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if not (drawing and mesh) then return end
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local sh = getShader()
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if texture then mesh:setTexture(texture) end
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pcall(sh.send, sh, "model", "row", model or IDENTITY)
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love.graphics.draw(mesh)
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end
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-- Close the pass and stamp it with the signature it was drawn for.
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function ShadowMap.finish(sig)
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if not drawing then return end
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drawing = false
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love.graphics.setShader()
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love.graphics.setDepthMode()
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love.graphics.setCanvas()
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love.graphics.setBlendMode(prevBlend or "alpha", prevAlphaMode)
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love.graphics.setColor(1, 1, 1, 1)
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lastSig = sig
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ready = true
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end
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-- Drop the GPU objects (window resize, hot reload).
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function ShadowMap.invalidate()
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canvas, canvasRes, blank = nil, 0, nil
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drawing, ready, lastSig = false, false, nil
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end
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return ShadowMap
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