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added in another example for using just the postshader, and added a readme for github
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README.md
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README.md
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# light_world.lua
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This is the light modeling done by Priorblue [here](https://bitbucket.org/PriorBlue/love2d-light-and-shadow-engine),
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only it has been largely refactored and edited to allow for scaling and proper translation.
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## Features ##
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* **[Preview (Video)](https://www.youtube.com/watch?v=6V5Dtsa6Nd4)**
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* polygon shadow calculation [Preview](http://onepixelahead.de/love2d_polyshadow.png)
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* circle shadow calculation
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* image shadow calculation [Preview](http://onepixelahead.de/love2d_polyshadow18.png)
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* shadow blur
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* light color, range, smooth and glow [Preview](http://onepixelahead.de/love2d_polyshadow2.png)
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* ambient light
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* self shadowing on images with normal maps [Preview](http://onepixelahead.de/love2d_polyshadow_pixelshadow.png)
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* dynamic glow effect on images and circle/poly objects [Preview](http://onepixelahead.de/love2d_polyshadow_glow.png) [Preview](http://onepixelahead.de/love2d_polyshadow15.gif)
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* generate flat or gradient normal maps [Preview](http://onepixelahead.de/love2d_polyshadow7.png)
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* convert height maps to normal maps [Preview](http://onepixelahead.de/love2d_polyshadow8.png)
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* generate a normal map directly from the image (usually gives poor results)
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* shadow color and alpha (glass) [Preview](http://onepixelahead.de/love2d_polyshadow9.png)
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* directional light [Preview](http://onepixelahead.de/love2d_polyshadow12.png)
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* refractions (moveable) [Preview](http://onepixelahead.de/love2d_polyshadow13.gif)
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* chromatic aberration [Preview](http://onepixelahead.de/love2d_polyshadow16.gif)
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* postshader with many included postshaders, plus easy to extend
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## Installation
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copy the lib folder into your project at any path
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## How to use
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```lua
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local LightWorld = require "lib/light_world"
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-- create light world
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lightWorld = LightWorld({
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drawBackground = drawBackground, //the callback to use for drawing the background
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drawForground = drawForground, //the callback to use for drawing the foreground
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ambient = {55,55,55}, //the general ambient light in the environment
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})
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function love.draw()
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love.graphics.push()
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love.graphics.translate(x, y)
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love.graphics.scale(scale)
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lightWorld:draw(x,y,scale)
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love.graphics.pop()
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end
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```
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please see the examples directory to see how it is fully used. also this project can
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be run to show you the deomnstrations.
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## License
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A License has been included in this project
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examples/postshaders.lua
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examples/postshaders.lua
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-- Example: Only Postshader Example
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local PostShader = require "lib/postshader"
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function love.load()
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testShader = 0
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x = 0
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y = 0
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scale = 1
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colorAberration = 0.0
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-- load images
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image = love.graphics.newImage("gfx/machine2.png")
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quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth() + 32, love.window.getHeight() + 24, 32, 24)
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imgFloor = love.graphics.newImage("gfx/floor.png")
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imgFloor:setWrap("repeat", "repeat")
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post_shader = PostShader()
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render_buffer = love.graphics.newCanvas(love.window.getWidth(), love.window.getHeight())
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end
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function love.keypressed(k)
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if k == "1" then
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post_shader:toggleEffect("four_colors", {15, 56, 15}, {48, 98, 48}, {139, 172, 15}, {155, 188, 15})
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elseif k == "2" then
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post_shader:toggleEffect("monochrome")
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elseif k == "3" then
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post_shader:toggleEffect("scanlines")
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elseif k == "4" then
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post_shader:toggleEffect("tilt_shift", 4.0)
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elseif k == "5" then
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post_shader:toggleEffect("bloom", 2.0, 0.25)
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elseif k == "6" then
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post_shader:toggleEffect("blur", 2.0, 2.0)
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elseif k == "7" then
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post_shader:toggleEffect("black_and_white")
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elseif k == "8" then
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post_shader:toggleEffect("curvature")
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elseif k == "9" then
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post_shader:toggleEffect("edges")
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elseif k == "0" then
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post_shader:toggleEffect("hdr_tv")
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elseif k == "q" then
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post_shader:toggleEffect("phosphor")
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elseif k == "w" then
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post_shader:toggleEffect("phosphorish")
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elseif k == "e" then
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post_shader:toggleEffect("pip")
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elseif k == "r" then
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post_shader:toggleEffect("pixellate")
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elseif k == "t" then
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post_shader:toggleEffect("radialblur")
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elseif k == "y" then
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post_shader:toggleEffect("waterpaint")
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elseif k == "c" then
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if colorAberration == 0.0 then
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colorAberration = 3.0
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end
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end
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end
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function love.update(dt)
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love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")")
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if love.keyboard.isDown("up") then
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y = y - dt * 200
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elseif love.keyboard.isDown("down") then
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y = y + dt * 200
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end
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if love.keyboard.isDown("left") then
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x = x - dt * 200
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elseif love.keyboard.isDown("right") then
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x = x + dt * 200
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end
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if love.keyboard.isDown("-") then
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scale = scale - 0.01
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elseif love.keyboard.isDown("=") then
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scale = scale + 0.01
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end
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colorAberration = math.max(0.0, colorAberration - dt * 10.0)
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if colorAberration > 0.0 then
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post_shader:addEffect("blur", 2.0, 2.0)
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post_shader:addEffect("chromatic_aberration")
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else
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post_shader:removeEffect("blur")
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post_shader:removeEffect("chromatic_aberration")
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end
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lightMouse:setPosition(love.mouse.getX()/scale, love.mouse.getY()/scale)
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end
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function love.draw()
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local w, h = love.graphics.getWidth(), love.graphics.getHeight()
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render_buffer:clear()
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love.graphics.push()
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love.graphics.setCanvas(render_buffer)
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love.graphics.translate(x, y)
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love.graphics.scale(scale)
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(imgFloor, quadScreen, 0,0)
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love.graphics.setColor(63, 255, 127)
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love.graphics.circle("fill", 256, 256, 16)
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love.graphics.rectangle("fill", 512, 512, 64, 64)
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(image, 64 - image:getWidth() * 0.5, 64 - image:getHeight() * 0.5)
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love.graphics.pop()
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love.graphics.setCanvas()
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post_shader:drawWith(render_buffer)
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love.graphics.setBlendMode("alpha")
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love.graphics.setColor(0, 0, 0, 191)
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), 24)
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love.graphics.setColor(0, 255, 0)
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love.graphics.print("To toggle postshaders, use 0-9 and q->y, to scale use - and =, and to translate use arrows")
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end
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love.graphics.scale(scale)
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love.graphics.scale(scale)
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lightWorld:draw(x,y,scale)
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lightWorld:draw(x,y,scale)
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love.graphics.pop()
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love.graphics.pop()
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love.graphics.setBlendMode("alpha")
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love.graphics.setColor(0, 0, 0, 191)
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), 24)
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love.graphics.setColor(0, 255, 0)
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love.graphics.print("To toggle postshaders, use 0-9 and q->y, to scale use - and =, and to translate use arrows")
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end
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end
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function drawBackground(l,t,w,h)
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function drawBackground(l,t,w,h)
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