Add directional light.

This commit is contained in:
Marcus Ihde 2014-03-16 01:12:18 +01:00
parent b27fbb57f9
commit 0eb6c5f127
6 changed files with 155 additions and 48 deletions

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gfx/refraction_height.png Normal file

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@ -12,7 +12,7 @@ LOVE_LIGHT_TRANSLATE_X = 0
LOVE_LIGHT_TRANSLATE_Y = 0
LOVE_LIGHT_TRANSLATE_X_OLD = 0
LOVE_LIGHT_TRANSLATE_Y_OLD = 0
LOVE_LIGHT_DIRECTION = 0
love.light = {}
-- light world
@ -26,6 +26,7 @@ function love.light.newWorld()
o.shadow = love.graphics.newCanvas()
o.shadow2 = love.graphics.newCanvas()
o.shine = love.graphics.newCanvas()
o.shine2 = love.graphics.newCanvas()
o.normalMap = love.graphics.newCanvas()
o.glowMap = love.graphics.newCanvas()
o.glowMap2 = love.graphics.newCanvas()
@ -68,10 +69,14 @@ function love.light.newWorld()
then
local lightposrange = {o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, o.lights[i].range}
LOVE_LIGHT_CURRENT = o.lights[i]
o.shader:send("lightPositionRange", {o.lights[i].x - LOVE_LIGHT_TRANSLATE_X, love.graphics.getHeight() - (o.lights[i].y - LOVE_LIGHT_TRANSLATE_Y), o.lights[i].range})
LOVE_LIGHT_DIRECTION = LOVE_LIGHT_DIRECTION + 0.002
o.shader:send("lightPosition", {o.lights[i].x - LOVE_LIGHT_TRANSLATE_X, love.graphics.getHeight() - (o.lights[i].y - LOVE_LIGHT_TRANSLATE_Y)})
o.shader:send("lightRange", o.lights[i].range)
o.shader:send("lightColor", {o.lights[i].red / 255.0, o.lights[i].green / 255.0, o.lights[i].blue / 255.0})
o.shader:send("lightSmooth", o.lights[i].smooth)
o.shader:send("lightGlow", {1.0 - o.lights[i].glowSize, o.lights[i].glowStrength})
o.shader:send("lightAngle", math.pi - o.lights[i].angle / 2.0)
o.shader:send("lightDirection", o.lights[i].direction)
--if o.changed then
--love.graphics.setCanvas(o.shadow)
@ -200,6 +205,8 @@ function love.light.newWorld()
o.normalShader:send('lightPosition',{o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, o.lights[i].z / 255.0})
o.normalShader:send('lightRange',{o.lights[i].range})
o.normalShader:send("lightSmooth", o.lights[i].smooth)
o.normalShader:send("lightAngle", math.pi - o.lights[i].angle / 2.0)
o.normalShader:send("lightDirection", o.lights[i].direction)
love.graphics.setShader(o.normalShader)
love.graphics.draw(o.normalMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
end
@ -285,10 +292,28 @@ function love.light.newWorld()
-- draw shine
o.drawShine = function()
love.graphics.setColor(255, 255, 255)
if o.blur and false then
LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
LOVE_LIGHT_BLURV:send("steps", o.blur)
LOVE_LIGHT_BLURH:send("steps", o.blur)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(o.shine2)
love.graphics.setShader(LOVE_LIGHT_BLURV)
love.graphics.draw(o.shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setCanvas(o.shine)
love.graphics.setShader(LOVE_LIGHT_BLURH)
love.graphics.draw(o.shine2, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
love.graphics.setBlendMode("multiplicative")
love.graphics.setShader()
love.graphics.draw(o.shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setBlendMode("alpha")
else
love.graphics.setBlendMode("multiplicative")
love.graphics.setShader()
love.graphics.draw(o.shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setBlendMode("alpha")
end
end
-- draw pixel shadow
o.drawPixelShadow = function()
@ -424,6 +449,14 @@ function love.light.newWorld()
o.setLightY = function(n, y)
o.lights[n].setY(y)
end
-- set light angle
o.setLightAngle = function(n, angle)
o.lights[n].setAngle(angle)
end
-- set light direction
o.setLightDirection = function(n, direction)
o.lights[n].setDirection(direction)
end
-- get light count
o.getLightCount = function()
return #o.lights
@ -447,15 +480,18 @@ end
-- light object
function love.light.newLight(p, x, y, red, green, blue, range)
local o = {}
o.direction = 0
o.angle = math.pi * 2.0
o.range = 0
o.shadow = love.graphics.newCanvas()
o.shine = love.graphics.newCanvas()
o.x = x
o.y = y
o.x = x or 0
o.y = y or 0
o.z = 15
o.red = red
o.green = green
o.blue = blue
o.range = range
o.red = red or 255
o.green = green or 255
o.blue = blue or 255
o.range = range or 300
o.smooth = 1.0
o.glowSize = 0.1
o.glowStrength = 0.0
@ -505,6 +541,32 @@ function love.light.newLight(p, x, y, red, green, blue, range)
o.changed = true
end
end
-- set direction
o.setDirection = function(direction)
if direction ~= o.direction then
if direction > math.pi * 2 then
o.direction = math.mod(direction, math.pi * 2)
elseif direction < 0.0 then
o.direction = math.pi * 2 - math.mod(math.abs(direction), math.pi * 2)
else
o.direction = direction
end
o.changed = true
end
end
-- set angle
o.setAngle = function(angle)
if angle ~= o.angle then
if angle > math.pi then
o.angle = math.mod(angle, math.pi)
elseif angle < 0.0 then
o.angle = math.pi - math.mod(math.abs(angle), math.pi)
else
o.angle = angle
end
o.changed = true
end
end
-- set glow size
o.setSmooth = function(smooth)
o.smooth = smooth
@ -672,7 +734,7 @@ function love.light.newCircle(p, x, y, radius)
o.id = #p.circle
o.x = x or 0
o.y = y or 0
o.radius = radius or 200
o.radius = radius or 64
o.shine = true
o.red = 255
o.green = 255

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@ -45,22 +45,22 @@ function love.load()
imgFloor:setWrap("repeat", "repeat")
-- load image examples
circle = love.graphics.newImage "gfx/circle.png"
circle_normal = love.graphics.newImage "gfx/circle_normal.png"
cone = love.graphics.newImage "gfx/cone.png"
cone_normal = love.graphics.newImage "gfx/cone_normal.png"
chest = love.graphics.newImage "gfx/chest.png"
chest_normal = love.graphics.newImage "gfx/chest_normal.png"
machine = love.graphics.newImage "gfx/machine.png"
machine_normal = love.graphics.newImage "gfx/machine_normal.png"
machine_glow = love.graphics.newImage "gfx/machine_glow.png"
machine2 = love.graphics.newImage "gfx/machine2.png"
machine2_normal = love.graphics.newImage "gfx/machine2_normal.png"
machine2_glow = love.graphics.newImage "gfx/machine2_glow.png"
blopp = love.graphics.newImage "gfx/blopp.png"
tile = love.graphics.newImage "gfx/tile.png"
tile_normal = love.graphics.newImage "gfx/tile_normal.png"
tile_glow = love.graphics.newImage "gfx/tile_glow.png"
circle = love.graphics.newImage("gfx/circle.png")
circle_normal = love.graphics.newImage("gfx/circle_normal.png")
cone = love.graphics.newImage("gfx/cone.png")
cone_normal = love.graphics.newImage("gfx/cone_normal.png")
chest = love.graphics.newImage("gfx/chest.png")
chest_normal = love.graphics.newImage("gfx/chest_normal.png")
machine = love.graphics.newImage("gfx/machine.png")
machine_normal = love.graphics.newImage("gfx/machine_normal.png")
machine_glow = love.graphics.newImage("gfx/machine_glow.png")
machine2 = love.graphics.newImage("gfx/machine2.png")
machine2_normal = love.graphics.newImage("gfx/machine2_normal.png")
machine2_glow = love.graphics.newImage("gfx/machine2_glow.png")
blopp = love.graphics.newImage("gfx/blopp.png")
tile = love.graphics.newImage("gfx/tile.png")
tile_normal = love.graphics.newImage("gfx/tile_normal.png")
tile_glow = love.graphics.newImage("gfx/tile_glow.png")
-- light world
lightRange = 400
@ -70,6 +70,7 @@ function love.load()
mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange)
mouseLight.setGlowStrength(0.3)
mouseLight.setSmooth(lightSmooth)
lightDirection = 0.0
-- init physic world
initScene()
@ -96,6 +97,7 @@ function love.update(dt)
mouseLight.setPosition(love.mouse.getX(), love.mouse.getY())
mx = love.mouse.getX()
my = love.mouse.getY()
lightDirection = lightDirection + dt
if love.keyboard.isDown("w") then
for i = 1, phyCnt do
@ -138,6 +140,10 @@ function love.update(dt)
offsetChanged = false
end
for i = 1, lightWorld.getLightCount() do
lightWorld.setLightDirection(i, lightDirection)
end
for i = 1, phyCnt do
if phyBody[i]:isAwake() or offsetChanged then
if offsetChanged then
@ -499,16 +505,20 @@ function love.keypressed(k, u)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif k == "0" then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld.newImage(cone, mx, my, 24, 12, 12, 28)
phyLight[phyCnt].setNormalMap(cone_normal)
phyLight[phyCnt].setAlpha(0.0)
math.randomseed(phyCnt)
phyLight[phyCnt].setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
-- add light
local r = lightWorld.getLightCount() % 3
local light
if r == 0 then
light = lightWorld.newLight(mx, my, 31, 127, 63, lightRange)
elseif r == 1 then
light = lightWorld.newLight(mx, my, 127, 63, 31, lightRange)
else
light = lightWorld.newLight(mx, my, 31, 63, 127, lightRange)
end
light.setSmooth(lightSmooth)
light.setGlowStrength(0.3)
math.randomseed(love.timer.getTime())
light.setAngle(math.random(1, 5) * 0.1 * math.pi)
end
end

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@ -1,18 +1,35 @@
#define PI 3.1415926535897932384626433832795
extern vec2 screenResolution;
extern vec3 lightPosition;
extern vec3 lightColor;
extern float lightRange;
extern float lightSmooth;
extern float lightDirection;
extern float lightAngle;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec4 pixelColor = Texel(texture, texture_coords);
if(pixelColor.a > 0.0) {
if(lightAngle > 0.0) {
float angle2 = atan(lightPosition.x - pixel_coords.x, pixel_coords.y - lightPosition.y) + PI;
if(lightDirection - lightAngle > 0 && lightDirection + lightAngle < PI * 2) {
if(angle2 < mod(lightDirection + lightAngle, PI * 2) && angle2 > mod(lightDirection - lightAngle, PI * 2)) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
} else {
if(angle2 < mod(lightDirection + lightAngle, PI * 2) || angle2 > mod(lightDirection - lightAngle, PI * 2)) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
}
}
vec3 normal = vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b);
float dist = distance(lightPosition, vec3(screen_coords, normal.b));
float dist = distance(lightPosition, vec3(pixel_coords, normal.b));
if(dist < lightRange) {
vec3 dir = vec3((lightPosition.xy - screen_coords.xy) / screenResolution.xy, lightPosition.z);
vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / screenResolution.xy, lightPosition.z);
dir.x *= screenResolution.x / screenResolution.y;

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@ -1,22 +1,40 @@
extern vec3 lightPositionRange;
#define PI 3.1415926535897932384626433832795
extern vec2 lightPosition;
extern vec3 lightColor;
extern float lightRange;
extern float lightSmooth;
extern vec2 lightGlow;
extern float lightDirection;
extern float lightAngle;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
vec4 pixel = Texel(texture, texture_coords);
vec2 lightToPixel = pixel_coords - lightPositionRange.xy;
vec2 lightToPixel = pixel_coords - lightPosition;
float distance = length(lightToPixel);
float att = 1 - distance / lightPositionRange.z;
float att = 1 - distance / lightRange;
if (distance <= lightPositionRange.z) {
if(lightAngle > 0.0) {
float angle2 = atan(lightPosition.x - pixel_coords.x, pixel_coords.y - lightPosition.y) + PI;
if(lightDirection - lightAngle > 0 && lightDirection + lightAngle < PI * 2) {
if(angle2 < mod(lightDirection + lightAngle, PI * 2) && angle2 > mod(lightDirection - lightAngle, PI * 2)) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
} else {
if(angle2 < mod(lightDirection + lightAngle, PI * 2) || angle2 > mod(lightDirection - lightAngle, PI * 2)) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
}
}
if (distance <= lightRange) {
if (lightGlow.x < 1.0 && lightGlow.y > 0.0) {
pixel.rgb = clamp(lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y, 0.0, 1.0);
} else {
pixel.rgb = lightColor * pow(att, lightSmooth);
}
} else {
pixel.rgb = vec3(0, 0, 0);
return vec4(0.0, 0.0, 0.0, 1.0);
}
return pixel;