mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
557 lines
14 KiB
Lua
557 lines
14 KiB
Lua
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LOVE_LIGHT_CURRENT = nil
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LOVE_LIGHT_CIRCLE = nil
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LOVE_LIGHT_POLY = nil
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LOVE_LIGHT_LAST_BUFFER = nil
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LOVE_LIGHT_BLURV = love.graphics.newShader("shader/blurv.glsl")
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LOVE_LIGHT_BLURH = love.graphics.newShader("shader/blurh.glsl")
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love.light = {}
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-- light world
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function love.light.newWorld()
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local o = {}
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o.lights = {}
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o.ambient = {0, 0, 0}
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o.poly = {}
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o.circle = {}
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o.shadow = love.graphics.newCanvas()
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o.shine = love.graphics.newCanvas()
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o.shader = love.graphics.newShader("shader/light.glsl")
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o.changed = true
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o.blur = true
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-- update
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o.update = function()
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LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
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love.graphics.setShader(o.shader)
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if o.changed then
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love.graphics.setCanvas(o.shadow)
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o.shadow:clear(unpack(o.ambient))
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love.graphics.setBlendMode("additive")
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else
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love.graphics.setColor(255,255,255)
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love.graphics.setBlendMode("alpha")
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end
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local lightsOnScreen = 0
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LOVE_LIGHT_POLY = o.poly
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LOVE_LIGHT_CIRCLE = o.circle
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for i = 1, #o.lights do
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if o.lights[i].changed or o.changed then
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local curLightX = o.lights[i].x
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local curLightY = o.lights[i].y
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local curLightRange = o.lights[i].range
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local curLightColor = {
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o.lights[i].red / 255.0,
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o.lights[i].green / 255.0,
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o.lights[i].blue / 255.0
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}
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local curLightSmooth = o.lights[i].smooth
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local curLightGlow = {
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1.0 - o.lights[i].glowSize,
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o.lights[i].glowStrength
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}
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if curLightX+curLightRange > 0 and curLightX-curLightRange < love.graphics.getWidth()
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and curLightY+curLightRange > 0 and curLightY-curLightRange < love.graphics.getHeight()
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then
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local lightposrange = {curLightX, love.graphics.getHeight() - curLightY, curLightRange}
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LOVE_LIGHT_CURRENT = o.lights[i]
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o.shader:send("lightPositionRange", lightposrange)
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o.shader:send("lightColor", curLightColor)
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o.shader:send("smooth", curLightSmooth)
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o.shader:send("glow", curLightGlow)
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if o.changed then
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love.graphics.setCanvas(o.shadow)
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else
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love.graphics.setCanvas(o.lights[i].shadow)
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love.graphics.clear()
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end
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-- draw shadow
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love.graphics.setInvertedStencil(shadowStencil)
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love.graphics.setBlendMode("additive")
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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-- draw shine
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love.graphics.setCanvas(o.lights[i].shine)
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o.lights[i].shine:clear(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil(polyStencil)
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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lightsOnScreen = lightsOnScreen + 1
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end
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o.lights[i].changed = o.changed
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end
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end
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love.graphics.setShader()
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if not o.changed then
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love.graphics.setCanvas(o.shadow)
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love.graphics.setStencil()
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love.graphics.setColor(unpack(o.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("additive")
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for i = 1, #o.lights do
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love.graphics.draw(o.lights[i].shadow)
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end
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end
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love.graphics.setCanvas(o.shine)
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love.graphics.setColor(0,0,0)
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255,255,255)
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love.graphics.setBlendMode("additive")
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for i = 1, #o.lights do
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love.graphics.draw(o.lights[i].shine)
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end
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love.graphics.setShader()
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil()
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love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
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o.changed = false
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end
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-- draw shadow
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o.drawShadow = function()
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love.graphics.setColor(255, 255, 255)
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if o.blur then
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LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas(o.shadow)
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love.graphics.setShader(LOVE_LIGHT_BLURV)
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love.graphics.draw(o.shadow)
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love.graphics.setShader(LOVE_LIGHT_BLURH)
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love.graphics.draw(o.shadow)
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love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.shadow)
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love.graphics.setBlendMode("alpha")
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else
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.shadow)
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love.graphics.setBlendMode("alpha")
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end
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end
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-- draw shine
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o.drawShine = function()
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.shine)
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love.graphics.setBlendMode("alpha")
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end
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-- new light
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o.newLight = function(x, y, red, green, blue, range)
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o.lights[#o.lights + 1] = love.light.newLight(o, x, y, red, green, blue, range)
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return o.lights[#o.lights]
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end
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-- clear lights
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o.clearLights = function()
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o.lights = {}
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end
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-- clear objects
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o.clearObjects = function()
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o.poly = {}
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o.circle = {}
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end
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-- set ambient color
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o.setAmbientColor = function(red, green, blue)
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o.ambient = {red, green, blue}
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end
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-- set ambient red
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o.setAmbientRed = function(red)
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o.ambient[1] = red
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end
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-- set ambient green
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o.setAmbientGreen = function(green)
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o.ambient[2] = green
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end
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-- set ambient blue
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o.setAmbientBlue = function(blue)
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o.ambient[3] = blue
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end
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-- set blur
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o.setBlur = function(blur)
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o.blur = blur
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o.changed = true
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end
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-- new rectangle
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o.newRectangle = function(x, y, w, h)
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return love.light.newRectangle(o, x, y, w, h)
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end
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-- new circle
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o.newCircle = function(x, y, r)
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return love.light.newCircle(o, x, y, r)
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end
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-- new polygon
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o.newPolygon = function(...)
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return love.light.newPolygon(o, ...)
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end
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-- set polygon data
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o.setPoints = function(n, ...)
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o.poly[n].data = {...}
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end
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-- get circle count
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o.getCircleCount = function()
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return #o.circle
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end
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-- get polygon count
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o.getPolygonCount = function()
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return #o.poly
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end
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-- get polygon
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o.getPoints = function(n)
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return unpack(o.poly[n].data)
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end
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-- get light count
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o.getLightCount = function()
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return #o.lights
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end
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-- get light x position
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o.getLightX = function(n)
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return o.lights[n].x
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end
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-- get light y position
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o.getLightY = function(n)
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return o.lights[n].y
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end
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return o
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end
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-- light object
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function love.light.newLight(p, x, y, red, green, blue, range)
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local o = {}
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o.shadow = love.graphics.newCanvas()
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o.shine = love.graphics.newCanvas()
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o.x = x
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o.y = y
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o.red = red
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o.green = green
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o.blue = blue
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o.range = range
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o.smooth = 1.0
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o.glowSize = 0.1
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o.glowStrength = 0.0
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o.changed = true
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-- set position
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o.setPosition = function(x, y)
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if x ~= o.x or y ~= o.y then
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o.x = x
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o.y = y
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o.changed = true
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end
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end
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-- set color
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o.setColor = function(red, green, blue)
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o.red = red
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o.green = green
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o.blue = blue
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--p.changed = true
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end
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-- set range
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o.setRange = function(range)
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if range ~= o.range then
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o.range = range
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o.changed = true
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end
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end
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-- set glow size
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o.setSmooth = function(smooth)
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o.smooth = smooth
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o.changed = true
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end
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-- set glow size
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o.setGlowSize = function(size)
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o.glowSize = size
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o.changed = true
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end
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-- set glow strength
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o.setGlowStrength = function(strength)
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o.glowStrength = strength
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o.changed = true
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end
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-- get type
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o.getType = function()
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return "light"
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end
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return o
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end
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-- rectangle object
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function love.light.newRectangle(p, x, y, w, h)
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local o = {}
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p.poly[#p.poly + 1] = o
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o.id = #p.poly
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o.x = x
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o.y = y
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o.w = w
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o.h = h
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o.ox = w / 2
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o.oy = h / 2
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o.shine = true
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p.changed = true
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o.data = {
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o.x - o.ox,
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o.y - o.oy,
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o.x - o.ox + o.w,
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o.y - o.oy,
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o.x - o.ox + o.w,
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o.y - o.oy + o.h,
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o.x - o.ox,
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o.y - o.oy + o.h
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}
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-- refresh
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o.refresh = function()
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o.data[1] = o.x - o.ox
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o.data[2] = o.y - o.oy
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o.data[3] = o.x - o.ox + o.w
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o.data[4] = o.y - o.oy
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o.data[5] = o.x - o.ox + o.w
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o.data[6] = o.y - o.oy + o.h
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o.data[7] = o.x - o.ox
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o.data[8] = o.y - o.oy + o.h
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end
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-- set position
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o.setPosition = function(x, y)
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if x ~= o.x or y ~= o.y then
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o.x = x
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o.y = y
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o.refresh()
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p.changed = true
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end
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end
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-- set dimension
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o.setDimension = function(w, h)
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o.w = w
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o.h = h
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o.refresh()
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p.changed = true
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end
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-- set shadow on/off
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o.setShadow = function(b)
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o.castsNoShadow = not b
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p.changed = true
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end
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-- set shine on/off
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o.setShine = function(b)
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o.shine = b
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p.changed = true
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end
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-- get type
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o.getType = function()
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return "rectangle"
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end
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return o
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end
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-- circle object
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function love.light.newCircle(p, x, y, radius)
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local o = {}
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p.circle[#p.circle + 1] = o
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o.id = #p.circle
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o.x = x
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o.y = y
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o.radius = radius
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o.shine = true
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p.changed = true
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-- set position
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o.setPosition = function(x, y)
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if x ~= o.x or y ~= o.y then
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o.x = x
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o.y = y
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p.changed = true
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end
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end
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-- set radius
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o.setRadius = function(radius)
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if radius ~= o.radius then
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o.radius = radius
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p.changed = true
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end
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end
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-- get x
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o.getX = function()
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return o.x
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end
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-- get y
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o.getY = function()
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return o.y
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end
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-- get radius
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o.getRadius = function()
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return o.radius
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end
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-- get type
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o.getType = function()
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return "circle"
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end
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return o
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end
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-- poly object
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function love.light.newPolygon(p, ...)
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local o = {}
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p.poly[#p.poly + 1] = o
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o.id = #p.poly
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o.shine = true
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p.changed = true
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if ... then
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o.data = {...}
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else
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o.data = {0,0,0,0,0,0}
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end
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-- set polygon data
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o.setPoints = function(...)
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o.data = {...}
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p.changed = true
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end
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-- get polygon data
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o.getPoints = function()
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return unpack(o.data)
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end
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-- get type
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o.getType = function()
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return "polygon"
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end
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return o
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end
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-- vector functions
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function normalize(v)
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local len = math.sqrt(math.pow(v[1], 2) + math.pow(v[2], 2))
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local normalizedv = {v[1] / len, v[2] / len}
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return normalizedv
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end
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function dot(v1, v2)
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return v1[1] * v2[1] + v1[2] * v2[2]
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end
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function lengthSqr(v)
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return v[1] * v[1] + v[2] * v[2]
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end
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function length(v)
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return math.sqrt(lengthSqr(v))
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end
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|
|
||
|
function calculateShadows(lightsource, geometry, circle)
|
||
|
local shadowGeometry = {}
|
||
|
local shadowLength = 10000
|
||
|
|
||
|
for i, v in pairs(geometry) do
|
||
|
curPolygon = v.data
|
||
|
if not v.castsNoShadow then
|
||
|
local edgeFacingTo = {}
|
||
|
for j=1,#curPolygon,2 do
|
||
|
local indexOfNextVertex = (j+2) % #curPolygon
|
||
|
local normal = {-curPolygon[indexOfNextVertex+1] + curPolygon[j+1], curPolygon[indexOfNextVertex] - curPolygon[j]}
|
||
|
local lightToPoint = {curPolygon[j] - lightsource.x, curPolygon[j+1] - lightsource.y}
|
||
|
|
||
|
normal = normalize(normal)
|
||
|
lightToPoint = normalize(lightToPoint)
|
||
|
|
||
|
local dotProduct = dot(normal, lightToPoint)
|
||
|
if dotProduct > 0 then table.insert(edgeFacingTo, true)
|
||
|
else table.insert(edgeFacingTo, false) end
|
||
|
end
|
||
|
|
||
|
local curShadowGeometry = {}
|
||
|
for j, curFacing in pairs(edgeFacingTo) do
|
||
|
local nextIndex = (j+1) % #edgeFacingTo; if nextIndex == 0 then nextIndex = #edgeFacingTo end
|
||
|
if curFacing and not edgeFacingTo[nextIndex] then
|
||
|
curShadowGeometry[1] = curPolygon[nextIndex*2-1]
|
||
|
curShadowGeometry[2] = curPolygon[nextIndex*2]
|
||
|
|
||
|
local lightVecFrontBack = normalize({curPolygon[nextIndex*2-1] - lightsource.x, curPolygon[nextIndex*2] - lightsource.y})
|
||
|
curShadowGeometry[3] = curShadowGeometry[1] + lightVecFrontBack[1] * shadowLength
|
||
|
curShadowGeometry[4] = curShadowGeometry[2] + lightVecFrontBack[2] * shadowLength
|
||
|
|
||
|
elseif not curFacing and edgeFacingTo[nextIndex] then
|
||
|
curShadowGeometry[7] = curPolygon[nextIndex*2-1]
|
||
|
curShadowGeometry[8] = curPolygon[nextIndex*2]
|
||
|
|
||
|
local lightVecBackFront = normalize({curPolygon[nextIndex*2-1] - lightsource.x, curPolygon[nextIndex*2] - lightsource.y})
|
||
|
curShadowGeometry[5] = curShadowGeometry[7] + lightVecBackFront[1]*shadowLength
|
||
|
curShadowGeometry[6] = curShadowGeometry[8] + lightVecBackFront[2]*shadowLength
|
||
|
end
|
||
|
end
|
||
|
if curShadowGeometry[1]
|
||
|
and curShadowGeometry[2]
|
||
|
and curShadowGeometry[3]
|
||
|
and curShadowGeometry[4]
|
||
|
and curShadowGeometry[5]
|
||
|
and curShadowGeometry[6]
|
||
|
and curShadowGeometry[7]
|
||
|
and curShadowGeometry[8]
|
||
|
then
|
||
|
shadowGeometry[#shadowGeometry + 1] = curShadowGeometry
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
for i, v in pairs(circle) do
|
||
|
local curShadowGeometry = {}
|
||
|
local angle = math.atan2(lightsource.x - v.x, v.y - lightsource.y) + math.pi / 2
|
||
|
local x2 = v.x + math.sin(angle) * v.radius
|
||
|
local y2 = v.y - math.cos(angle) * v.radius
|
||
|
local x3 = v.x - math.sin(angle) * v.radius
|
||
|
local y3 = v.y + math.cos(angle) * v.radius
|
||
|
|
||
|
curShadowGeometry[1] = x2
|
||
|
curShadowGeometry[2] = y2
|
||
|
curShadowGeometry[3] = x3
|
||
|
curShadowGeometry[4] = y3
|
||
|
|
||
|
curShadowGeometry[5] = x3 - (lightsource.x - x3) * shadowLength
|
||
|
curShadowGeometry[6] = y3 - (lightsource.y - y3) * shadowLength
|
||
|
curShadowGeometry[7] = x2 - (lightsource.x - x2) * shadowLength
|
||
|
curShadowGeometry[8] = y2 - (lightsource.y - y2) * shadowLength
|
||
|
shadowGeometry[#shadowGeometry + 1] = curShadowGeometry
|
||
|
end
|
||
|
|
||
|
return shadowGeometry
|
||
|
end
|
||
|
|
||
|
shadowStencil = function()
|
||
|
local shadowGeometry = calculateShadows(LOVE_LIGHT_CURRENT, LOVE_LIGHT_POLY, LOVE_LIGHT_CIRCLE)
|
||
|
for i=1,#shadowGeometry do
|
||
|
love.graphics.polygon("fill", unpack(shadowGeometry[i]))
|
||
|
end
|
||
|
for i=1, #LOVE_LIGHT_POLY do
|
||
|
love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
|
||
|
end
|
||
|
for i=1, #LOVE_LIGHT_CIRCLE do
|
||
|
love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].getX(), LOVE_LIGHT_CIRCLE[i].getY(), LOVE_LIGHT_CIRCLE[i].getRadius())
|
||
|
end
|
||
|
end
|
||
|
|
||
|
polyStencil = function()
|
||
|
for i=1, #LOVE_LIGHT_POLY do
|
||
|
if LOVE_LIGHT_POLY[i].shine then
|
||
|
love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
|
||
|
end
|
||
|
end
|
||
|
for i=1, #LOVE_LIGHT_CIRCLE do
|
||
|
if LOVE_LIGHT_CIRCLE[i].shine then
|
||
|
love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].getX(), LOVE_LIGHT_CIRCLE[i].getY(), LOVE_LIGHT_CIRCLE[i].getRadius())
|
||
|
end
|
||
|
end
|
||
|
end
|