light_world.lua/lib/stencils.lua

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local stencils = {}
function stencils.shadow(geometry, bodies)
return function()
for i = 1,#geometry do
if geometry[i].alpha == 1.0 then
love.graphics.polygon("fill", unpack(geometry[i]))
end
end
for i = 1, #bodies do
if not bodies[i].castsNoShadow then
if bodies[i].shadowType == "circle" then
love.graphics.circle("fill", bodies[i].x - bodies[i].ox, bodies[i].y - bodies[i].oy, bodies[i].radius)
elseif bodies[i].shadowType == "rectangle" then
love.graphics.rectangle("fill", bodies[i].x - bodies[i].ox, bodies[i].y - bodies[i].oy, bodies[i].width, bodies[i].height)
elseif bodies[i].shadowType == "polygon" then
love.graphics.polygon("fill", unpack(bodies[i].data))
elseif bodies[i].shadowType == "image" then
--love.graphics.rectangle("fill", bodies[i].x - bodies[i].ox, bodies[i].y - bodies[i].oy, bodies[i].width, bodies[i].height)
end
end
end
end
end
function stencils.poly(bodies)
return function()
for i = 1, #bodies do
if bodies[i].shine and (bodies[i].glowStrength == 0.0 or (bodies[i].type == "image" and not bodies[i].normal)) then
if bodies[i].shadowType == "circle" then
love.graphics.circle("fill", bodies[i].x - bodies[i].ox, bodies[i].y - bodies[i].oy, bodies[i].radius)
elseif bodies[i].shadowType == "rectangle" then
love.graphics.rectangle("fill", bodies[i].x - bodies[i].ox, bodies[i].y - bodies[i].oy, bodies[i].width, bodies[i].height)
elseif bodies[i].shadowType == "polygon" then
love.graphics.polygon("fill", unpack(bodies[i].data))
elseif bodies[i].shadowType == "image" then
--love.graphics.rectangle("fill", bodies[i].x - bodies[i].ox, bodies[i].y - bodies[i].oy, bodies[i].width, bodies[i].height)
end
end
end
end
end
return stencils