light_world.lua/lib/util.lua

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local util = {}
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--TODO: the whole stencil/canvas system should be reviewed since it has been changed in a naive way
function util.process(canvas, options)
--TODO: now you cannot draw a canvas to itself
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temp = love.graphics.newCanvas()
util.drawCanvasToCanvas(canvas, temp, options)
util.drawCanvasToCanvas(temp, canvas, options)
end
function util.drawCanvasToCanvas(canvas, other_canvas, options)
options = options or {}
util.drawto(other_canvas, 0, 0, 1, function()
if options["blendmode"] then
love.graphics.setBlendMode(options["blendmode"])
end
if options["shader"] then
love.graphics.setShader(options["shader"])
end
if options["stencil"] then
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love.graphics.stencil(options["stencil"])
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love.graphics.setStencilTest("greater",0)
end
if options["istencil"] then
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love.graphics.stencil(options["istencil"])
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love.graphics.setStencilTest("equal", 0)
end
if options["color"] then
love.graphics.setColor(unpack(options["color"]))
else
love.graphics.setColor(255,255,255)
end
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if love.graphics.getCanvas() ~= canvas then
love.graphics.draw(canvas,0,0)
end
if options["blendmode"] then
love.graphics.setBlendMode("alpha")
end
if options["shader"] then
love.graphics.setShader()
end
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if options["stencil"] or options["istencil"] then
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--love.graphics.setInvertedStencil()
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love.graphics.setStencilTest()
end
end)
end
function util.drawto(canvas, x, y, scale, cb)
local last_buffer = love.graphics.getCanvas()
love.graphics.push()
love.graphics.origin()
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love.graphics.setCanvas({canvas,stencil = true})
love.graphics.translate(x, y)
love.graphics.scale(scale)
cb()
love.graphics.setCanvas(last_buffer)
love.graphics.pop()
end
function util.loadShader(name)
local shader = ""
local externInit = {}
for line in love.filesystem.lines(name) do
if line:sub(1,6) == "extern" then
local type, name = line:match("extern (%w+) (%w+)")
local value = line:match("=(.*);")
if value then
externInit[name] = {type=type, val=value}
line = line:match("extern %w+ %w+")..";"
end
end
shader = shader.."\n"..line
end
local effect = love.graphics.newShader(shader)
for k, v in pairs(externInit) do
if v.type == "bool" then
effect:send(k, v.val)
elseif v.type == "int" or v.type == "uint" then
effect:sendInt(k, tonumber(v.val))
elseif v.type == "float" or v.type == "double" or v.type == "number" then
effect:send(k, tonumber(v.val))
elseif v.type:sub(1,3) == "vec" then
v.val = v.val:gsub(" ", ""):sub(6):sub(1, -2)
local next = v.val:gmatch("([^,]+)")
local values = {}
for n in next do
table.insert(values, tonumber(n))
end
effect:send(k, values)
end
end
return effect
end
return util