light_world.lua/lib/init.lua

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--[[
The MIT License (MIT)
Copyright (c) 2014 Marcus Ihde, Tim Anema
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
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local _PACKAGE = string.gsub(...,"%.","/") or ""
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if string.len(_PACKAGE) > 0 then _PACKAGE = _PACKAGE .. "/" end
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local Light = require(_PACKAGE..'light')
local Body = require(_PACKAGE..'body')
local util = require(_PACKAGE..'util')
local PostShader = require(_PACKAGE..'postshader')
local light_world = {}
light_world.__index = light_world
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light_world.image_mask = love.graphics.newShader(_PACKAGE.."/shaders/image_mask.glsl")
light_world.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl")
light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl")
light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl")
local function new(options)
local obj = {}
obj.lights = {}
obj.bodies = {}
obj.post_shader = PostShader()
obj.l, obj.t, obj.s = 0, 0, 1
obj.ambient = {0, 0, 0}
obj.refractionStrength = 8.0
obj.reflectionStrength = 16.0
obj.reflectionVisibility = 1.0
obj.shadowBlur = 2.0
obj.glowBlur = 1.0
obj.glowTimer = 0.0
obj.glowDown = false
obj.disableGlow = false
obj.disableMaterial = false
obj.disableReflection = true
obj.disableRefraction = true
options = options or {}
for k, v in pairs(options) do obj[k] = v end
local world = setmetatable(obj, light_world)
world:refreshScreenSize()
return world
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end
function light_world:refreshScreenSize(w, h)
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w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
self.w, self.h = w, h
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self.render_buffer = love.graphics.newCanvas(w, h)
self.shadow_buffer = love.graphics.newCanvas(w, h)
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self.normalMap = love.graphics.newCanvas(w, h)
self.shadowMap = love.graphics.newCanvas(w, h)
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self.glowMap = love.graphics.newCanvas(w, h)
self.refractionMap = love.graphics.newCanvas(w, h)
self.reflectionMap = love.graphics.newCanvas(w, h)
self.post_shader:refreshScreenSize(w, h)
end
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function light_world:update(dt)
for i = 1, #self.bodies do
self.bodies[i].is_on_screen = self.bodies[i]:inRange(-self.l,-self.t,self.w,self.h,self.s)
if self.bodies[i]:isVisible() then
self.bodies[i]:update(dt)
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end
end
for i = 1, #self.lights do
self.lights[i].is_on_screen = self.lights[i]:inRange(self.l,self.t,self.w,self.h,self.s)
end
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end
function light_world:draw(cb)
util.drawto(self.render_buffer, self.l, self.t, self.s, function()
cb( self.l,self.t,self.w,self.h,self.s)
_ = self.disableMaterial or self:drawMaterial( self.l,self.t,self.w,self.h,self.s)
self:drawShadows( self.l,self.t,self.w,self.h,self.s)
_ = self.disableGlow or self:drawGlow( self.l,self.t,self.w,self.h,self.s)
_ = self.disableRefraction or self:drawRefraction( self.l,self.t,self.w,self.h,self.s)
_ = self.disableReflection or self:drawReflection( self.l,self.t,self.w,self.h,self.s)
end)
self.post_shader:drawWith(self.render_buffer, self.l, self.t, self.s)
end
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-- draw normal shading
function light_world:drawShadows(l,t,w,h,s)
-- create normal map
util.drawto(self.normalMap, l, t, s, function()
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love.graphics.clear()
for i = 1, #self.bodies do
if self.bodies[i]:isVisible() then
self.bodies[i]:drawNormal()
end
end
end)
self.shadowShader:send('normalMap', self.normalMap)
self.shadowShader:send("invert_normal", self.normalInvert == true)
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love.graphics.setCanvas( self.shadow_buffer )
love.graphics.clear()
love.graphics.setCanvas()
for i = 1, #self.lights do
local light = self.lights[i]
if light:isVisible() then
-- create shadow map for this light
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love.graphics.setCanvas( self.shadowMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.shadowMap, l, t, s, function()
--I dont know if it uses both or just calls both
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love.graphics.stencil(function()
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local angle = light.direction - (light.angle / 2.0)
love.graphics.arc("fill", light.x, light.y, light.range, angle, angle + light.angle)
end)
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love.graphics.stencil(function()
love.graphics.setShader(self.image_mask)
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-- TODO:invert mask
for k = 1, #self.bodies do
if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
self.bodies[k]:drawStencil()
end
end
love.graphics.setShader()
end)
for k = 1, #self.bodies do
if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
self.bodies[k]:drawShadow(light)
end
end
end)
-- draw scene for this light using normals and shadowmap
self.shadowShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0})
self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0})
self.shadowShader:send('lightRange',{light.range * s})
self.shadowShader:send("lightSmooth", light.smooth)
self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
util.drawCanvasToCanvas(self.shadowMap, self.shadow_buffer, {
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blendmode = 'add',
shader = self.shadowShader,
stencil = function()
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local angle = light.direction - (light.angle / 2.0)
love.graphics.arc("fill", (light.x + l/s) * s, (light.y + t/s) * s, light.range, angle, angle + light.angle)
end
})
end
end
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-- add in ambient color
util.drawto(self.shadow_buffer, l, t, s, function()
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love.graphics.setBlendMode("add")
love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
love.graphics.rectangle("fill", -l/s, -t/s, w/s,h/s)
end)
self.post_shader:drawBlur(self.shadow_buffer, {self.shadowBlur})
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util.drawCanvasToCanvas(self.shadow_buffer, self.render_buffer, {blendmode = "multiply"})
end
-- draw material
function light_world:drawMaterial(l,t,w,h,s)
for i = 1, #self.bodies do
if self.bodies[i]:isVisible() then
self.bodies[i]:drawMaterial()
end
end
end
-- draw glow
function light_world:drawGlow(l,t,w,h,s)
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if self.glowDown then
self.glowTimer = math.max(0.0, self.glowTimer - love.timer.getDelta())
else
self.glowTimer = math.min(self.glowTimer + love.timer.getDelta(), 1.0)
end
if self.glowTimer == 1.0 or self.glowTimer == 0.0 then
self.glowDown = not self.glowDown
end
local has_glow = false
-- create glow map
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love.graphics.setCanvas( self.glowMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.glowMap, l, t, s, function()
for i = 1, #self.bodies do
if self.bodies[i]:isVisible() and self.bodies[i].glowStrength > 0.0 then
has_glow = true
self.bodies[i]:drawGlow()
end
end
end)
if has_glow then
self.post_shader:drawBlur(self.glowMap, {self.glowBlur})
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util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "add"})
end
end
-- draw refraction
function light_world:drawRefraction(l,t,w,h,s)
-- create refraction map
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love.graphics.setCanvas( self.refractionMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.refractionMap, l, t, s, function()
for i = 1, #self.bodies do
if self.bodies[i]:isVisible() then
self.bodies[i]:drawRefraction()
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end
end
end)
self.refractionShader:send("backBuffer", self.render_buffer)
self.refractionShader:send("refractionStrength", self.refractionStrength)
util.drawCanvasToCanvas(self.refractionMap, self.render_buffer, {shader = self.refractionShader})
end
-- draw reflection
function light_world:drawReflection(l,t,w,h,s)
-- create reflection map
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love.graphics.setCanvas( self.reflectionMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.reflectionMap, l, t, s, function()
for i = 1, #self.bodies do
if self.bodies[i]:isVisible() then
self.bodies[i]:drawReflection()
end
end
end)
self.reflectionShader:send("backBuffer", self.render_buffer)
self.reflectionShader:send("reflectionStrength", self.reflectionStrength)
self.reflectionShader:send("reflectionVisibility", self.reflectionVisibility)
util.drawCanvasToCanvas(self.reflectionMap, self.render_buffer, {shader = self.reflectionShader})
end
-- new light
function light_world:newLight(x, y, red, green, blue, range)
self.lights[#self.lights + 1] = Light(x, y, red, green, blue, range)
return self.lights[#self.lights]
end
function light_world:clear()
light_world:clearLights()
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light_world:clearBodies()
end
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function light_world:setTranslation(l, t, s)
self.l, self.t, self.s = l or self.l, t or self.t, s or self.s
end
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function light_world:setScale(s) self.s = s end
function light_world:clearLights() self.lights = {} end
function light_world:clearBodies() self.bodies = {} end
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function light_world:setAmbientColor(red, green, blue) self.ambient = {red, green, blue} end
function light_world:setShadowBlur(blur) self.shadowBlur = blur end
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function light_world:setGlowStrength(strength) self.glowBlur = strength end
function light_world:setRefractionStrength(strength) self.refractionStrength = strength end
function light_world:setReflectionStrength(strength) self.reflectionStrength = strength end
function light_world:setReflectionVisibility(visibility) self.reflectionVisibility = visibility end
function light_world:getBodyCount() return #self.bodies end
function light_world:getBody(n) return self.bodies[n] end
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function light_world:getLightCount() return #self.lights end
function light_world:getLight(n) return self.lights[n] end
function light_world:newRectangle(...) return self:newBody("rectangle", ...) end
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function light_world:newAnimationGrid(...) return self:newBody("animation", ...) end
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function light_world:newCircle(...) return self:newBody("circle", ...) end
function light_world:newPolygon(...) return self:newBody("polygon", ...) end
function light_world:newImage(...) return self:newBody("image", ...) end
function light_world:newRefraction(...)
self.disableRefraction = false
return self:newBody("refraction", ...)
end
function light_world:newReflection(normal, ...)
self.disableReflection = false
return self:newBody("reflection", ...)
end
-- new body
function light_world:newBody(type, ...)
local id = #self.bodies + 1
self.bodies[id] = Body(id, type, ...)
return self.bodies[#self.bodies]
end
function light_world:is_body(target)
return target.type ~= nil
end
function light_world:is_light(target)
return target.angle ~= nil
end
function light_world:remove(to_kill)
if self:is_body(to_kill) then
for i = 1, #self.bodies do
if self.bodies[i] == to_kill then
table.remove(self.bodies, i)
return true
end
end
elseif self:is_light(to_kill) then
for i = 1, #self.lights do
if self.lights[i] == to_kill then
table.remove(self.lights, i)
return true
end
end
end
-- failed to find it
return false
end
return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})