mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
added image shadows, took out useless code
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parent
410388d423
commit
0a2da63f24
@ -24,9 +24,8 @@ function love.load()
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end)
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circle_image = love.graphics.newImage(circle_canvas:getImageData())
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local t = lightWorld:newImage(circle_image, 150, 150)
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local t = lightWorld:newCircle(150, 150, radius)
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t:setNormalMap(normal_map.generateFlat(circle_image, "top"))
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t:setShadowType('circle', 50)
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end
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function love.mousepressed(x, y, c)
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120
lib/body.lua
120
lib/body.lua
@ -373,80 +373,6 @@ function body:setShadowType(type, ...)
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end
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end
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function body:stencil()
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if self.shadowType == "circle" then
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love.graphics.circle("fill", self.x - self.ox, self.y - self.oy, self.radius)
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elseif self.shadowType == "rectangle" then
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love.graphics.rectangle("fill", self.x - self.ox, self.y - self.oy, self.width, self.height)
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elseif self.shadowType == "polygon" then
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love.graphics.polygon("fill", unpack(self.data))
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elseif self.shadowType == "image" then
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--love.graphics.rectangle("fill", self.x - self.ox, self.y - self.oy, self.width, self.height)
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end
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end
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function body:drawShadow(light)
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if self.alpha < 1.0 then
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setColor(self.red, self.green, self.blue)
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if self.shadowType == "circle" then
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love.graphics.circle("fill", self.x - self.ox, self.y - self.oy, self.radius)
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elseif self.shadowType == "rectangle" then
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love.graphics.rectangle("fill", self.x - self.ox, self.y - self.oy, self.width, self.height)
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elseif self.shadowType == "polygon" then
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love.graphics.polygon("fill", unpack(self.data))
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end
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end
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if self.shadowType == "image" and self.img then
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love.graphics.setBlendMode("alpha")
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local length = 1.0
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local shadowRotation = math.atan2((self.x) - light.x, (self.y + self.oy) - light.y)
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self.shadowVert = {
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{
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math.sin(shadowRotation) * self.imgHeight * length,
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(length * math.cos(shadowRotation) + 1.0) * self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
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0, 0,
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self.red,
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self.green,
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self.blue,
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self.alpha * self.fadeStrength * 255
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},
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{
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self.imgWidth + math.sin(shadowRotation) * self.imgHeight * length,
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(length * math.cos(shadowRotation) + 1.0) * self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
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1, 0,
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self.red,
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self.green,
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self.blue,
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self.alpha * self.fadeStrength * 255
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},
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{
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self.imgWidth,
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self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
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1, 1,
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self.red,
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self.green,
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self.blue,
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self.alpha * 255
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},
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{
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0,
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self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
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0, 1,
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self.red,
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self.green,
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self.blue,
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self.alpha * 255
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}
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}
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self.shadowMesh:setVertices(self.shadowVert)
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love.graphics.draw(self.shadowMesh, self.x - self.ox, self.y - self.oy, 0, s, s)
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end
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end
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function body:drawNormal()
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if self.type == "image" and self.normalMesh then
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love.graphics.setColor(255, 255, 255)
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@ -539,6 +465,52 @@ function body:drawCalculatedShadow(light)
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return self:calculatePolyShadow(light)
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elseif self.shadowType == "circle" then
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return self:calculateCircleShadow(light)
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elseif self.shadowType == "image" and self.img then
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local length = 1.0
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local shadowRotation = math.atan2((self.x) - light.x, (self.y + self.oy) - light.y)
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self.shadowVert = {
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{
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math.sin(shadowRotation) * self.imgHeight * length,
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(length * math.cos(shadowRotation) + 1.0) * self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
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0, 0,
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self.red,
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self.green,
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self.blue,
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self.alpha * self.fadeStrength * 255
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},
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{
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self.imgWidth + math.sin(shadowRotation) * self.imgHeight * length,
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(length * math.cos(shadowRotation) + 1.0) * self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
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1, 0,
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self.red,
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self.green,
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self.blue,
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self.alpha * self.fadeStrength * 255
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},
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{
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self.imgWidth,
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self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
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1, 1,
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self.red,
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self.green,
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self.blue,
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self.alpha * 255
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},
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{
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0,
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self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
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0, 1,
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self.red,
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self.green,
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self.blue,
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self.alpha * 255
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}
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}
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love.graphics.setColor(self.red, self.green, self.blue, self.alpha)
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self.shadowMesh:setVertices(self.shadowVert)
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love.graphics.draw(self.shadowMesh, self.x - self.ox, self.y - self.oy, 0, s, s)
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end
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end
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@ -1,6 +1,5 @@
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local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
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local class = require(_PACKAGE.."/class")
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local stencils = require(_PACKAGE..'/stencils')
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local util = require(_PACKAGE..'/util')
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local light = class()
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@ -1,41 +0,0 @@
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#define PI 3.1415926535897932384626433832795
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extern vec3 lightPosition;
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extern vec3 lightColor;
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extern float lightRange;
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extern float lightSmooth;
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extern vec2 lightGlow;
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extern float lightDirection;
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extern float lightAngle;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
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vec4 pixel = Texel(texture, texture_coords);
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vec3 lightToPixel = vec3(pixel_coords.x, pixel_coords.y, 0.0) - lightPosition;
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float distance = length(lightToPixel);
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float att = 1 - distance / lightRange;
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if(lightAngle > 0.0) {
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float angle2 = atan(lightPosition.x - pixel_coords.x, pixel_coords.y - lightPosition.y) + PI;
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if(lightDirection - lightAngle > 0 && lightDirection + lightAngle < PI * 2) {
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if(angle2 < mod(lightDirection + lightAngle, PI * 2) && angle2 > mod(lightDirection - lightAngle, PI * 2)) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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} else {
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if(angle2 < mod(lightDirection + lightAngle, PI * 2) || angle2 > mod(lightDirection - lightAngle, PI * 2)) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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}
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if (distance <= lightRange) {
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if (lightGlow.x < 1.0 && lightGlow.y > 0.0) {
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pixel.rgb = clamp(lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y, 0.0, 1.0);
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} else {
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pixel.rgb = lightColor * pow(att, lightSmooth);
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}
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} else {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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return pixel;
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}
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@ -1,36 +0,0 @@
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local stencils = {}
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function stencils.shadow(geometry, bodies)
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return function()
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--cast shadows
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for i = 1,#geometry do
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if geometry[i].alpha == 1.0 then
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love.graphics.polygon("fill", unpack(geometry[i]))
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if geometry[i].circle then
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love.graphics.arc("fill", unpack(geometry[i].circle))
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end
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end
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end
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-- underneath shadows
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for i = 1, #bodies do
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if not bodies[i].castsNoShadow then
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bodies[i]:stencil()
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end
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end
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end
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end
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function stencils.shine(bodies)
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return function()
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for i = 1, #bodies do
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if bodies[i].shine and
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(bodies[i].glowStrength == 0.0 or
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(bodies[i].type == "image" and not bodies[i].normal))
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then
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bodies[i]:stencil()
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end
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end
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end
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end
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return stencils
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