mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
Add directional light.
This commit is contained in:
parent
b27fbb57f9
commit
0eb6c5f127
BIN
gfx/refraction_height.png
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gfx/refraction_height.png
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gfx/refraction_normal.png
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gfx/refraction_normal.png
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80
light.lua
80
light.lua
@ -12,7 +12,7 @@ LOVE_LIGHT_TRANSLATE_X = 0
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LOVE_LIGHT_TRANSLATE_Y = 0
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LOVE_LIGHT_TRANSLATE_X_OLD = 0
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LOVE_LIGHT_TRANSLATE_Y_OLD = 0
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LOVE_LIGHT_DIRECTION = 0
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love.light = {}
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-- light world
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@ -26,6 +26,7 @@ function love.light.newWorld()
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o.shadow = love.graphics.newCanvas()
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o.shadow2 = love.graphics.newCanvas()
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o.shine = love.graphics.newCanvas()
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o.shine2 = love.graphics.newCanvas()
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o.normalMap = love.graphics.newCanvas()
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o.glowMap = love.graphics.newCanvas()
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o.glowMap2 = love.graphics.newCanvas()
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@ -68,10 +69,14 @@ function love.light.newWorld()
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then
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local lightposrange = {o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, o.lights[i].range}
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LOVE_LIGHT_CURRENT = o.lights[i]
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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})
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LOVE_LIGHT_DIRECTION = LOVE_LIGHT_DIRECTION + 0.002
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o.shader:send("lightPosition", {o.lights[i].x - LOVE_LIGHT_TRANSLATE_X, love.graphics.getHeight() - (o.lights[i].y - LOVE_LIGHT_TRANSLATE_Y)})
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o.shader:send("lightRange", o.lights[i].range)
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o.shader:send("lightColor", {o.lights[i].red / 255.0, o.lights[i].green / 255.0, o.lights[i].blue / 255.0})
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o.shader:send("lightSmooth", o.lights[i].smooth)
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o.shader:send("lightGlow", {1.0 - o.lights[i].glowSize, o.lights[i].glowStrength})
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o.shader:send("lightAngle", math.pi - o.lights[i].angle / 2.0)
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o.shader:send("lightDirection", o.lights[i].direction)
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--if o.changed then
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--love.graphics.setCanvas(o.shadow)
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@ -200,6 +205,8 @@ function love.light.newWorld()
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o.normalShader:send('lightPosition',{o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, o.lights[i].z / 255.0})
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o.normalShader:send('lightRange',{o.lights[i].range})
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o.normalShader:send("lightSmooth", o.lights[i].smooth)
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o.normalShader:send("lightAngle", math.pi - o.lights[i].angle / 2.0)
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o.normalShader:send("lightDirection", o.lights[i].direction)
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love.graphics.setShader(o.normalShader)
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love.graphics.draw(o.normalMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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end
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@ -285,10 +292,28 @@ function love.light.newWorld()
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-- draw shine
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o.drawShine = function()
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love.graphics.setColor(255, 255, 255)
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if o.blur and false then
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LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
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LOVE_LIGHT_BLURV:send("steps", o.blur)
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LOVE_LIGHT_BLURH:send("steps", o.blur)
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas(o.shine2)
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love.graphics.setShader(LOVE_LIGHT_BLURV)
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love.graphics.draw(o.shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setCanvas(o.shine)
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love.graphics.setShader(LOVE_LIGHT_BLURH)
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love.graphics.draw(o.shine2, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("alpha")
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else
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("alpha")
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end
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end
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-- draw pixel shadow
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o.drawPixelShadow = function()
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@ -424,6 +449,14 @@ function love.light.newWorld()
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o.setLightY = function(n, y)
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o.lights[n].setY(y)
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end
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-- set light angle
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o.setLightAngle = function(n, angle)
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o.lights[n].setAngle(angle)
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end
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-- set light direction
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o.setLightDirection = function(n, direction)
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o.lights[n].setDirection(direction)
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end
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-- get light count
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o.getLightCount = function()
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return #o.lights
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@ -447,15 +480,18 @@ end
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-- light object
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function love.light.newLight(p, x, y, red, green, blue, range)
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local o = {}
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o.direction = 0
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o.angle = math.pi * 2.0
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o.range = 0
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o.shadow = love.graphics.newCanvas()
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o.shine = love.graphics.newCanvas()
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o.x = x
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o.y = y
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o.x = x or 0
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o.y = y or 0
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o.z = 15
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o.red = red
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o.green = green
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o.blue = blue
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o.range = range
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o.red = red or 255
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o.green = green or 255
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o.blue = blue or 255
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o.range = range or 300
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o.smooth = 1.0
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o.glowSize = 0.1
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o.glowStrength = 0.0
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@ -505,6 +541,32 @@ function love.light.newLight(p, x, y, red, green, blue, range)
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o.changed = true
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end
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end
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-- set direction
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o.setDirection = function(direction)
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if direction ~= o.direction then
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if direction > math.pi * 2 then
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o.direction = math.mod(direction, math.pi * 2)
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elseif direction < 0.0 then
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o.direction = math.pi * 2 - math.mod(math.abs(direction), math.pi * 2)
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else
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o.direction = direction
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end
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o.changed = true
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end
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end
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-- set angle
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o.setAngle = function(angle)
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if angle ~= o.angle then
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if angle > math.pi then
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o.angle = math.mod(angle, math.pi)
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elseif angle < 0.0 then
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o.angle = math.pi - math.mod(math.abs(angle), math.pi)
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else
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o.angle = angle
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end
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o.changed = true
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end
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end
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-- set glow size
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o.setSmooth = function(smooth)
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o.smooth = smooth
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@ -672,7 +734,7 @@ function love.light.newCircle(p, x, y, radius)
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o.id = #p.circle
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o.x = x or 0
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o.y = y or 0
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o.radius = radius or 200
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o.radius = radius or 64
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o.shine = true
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o.red = 255
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o.green = 255
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64
main.lua
64
main.lua
@ -45,22 +45,22 @@ function love.load()
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imgFloor:setWrap("repeat", "repeat")
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-- load image examples
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circle = love.graphics.newImage "gfx/circle.png"
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circle_normal = love.graphics.newImage "gfx/circle_normal.png"
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cone = love.graphics.newImage "gfx/cone.png"
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cone_normal = love.graphics.newImage "gfx/cone_normal.png"
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chest = love.graphics.newImage "gfx/chest.png"
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chest_normal = love.graphics.newImage "gfx/chest_normal.png"
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machine = love.graphics.newImage "gfx/machine.png"
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machine_normal = love.graphics.newImage "gfx/machine_normal.png"
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machine_glow = love.graphics.newImage "gfx/machine_glow.png"
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machine2 = love.graphics.newImage "gfx/machine2.png"
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machine2_normal = love.graphics.newImage "gfx/machine2_normal.png"
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machine2_glow = love.graphics.newImage "gfx/machine2_glow.png"
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blopp = love.graphics.newImage "gfx/blopp.png"
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tile = love.graphics.newImage "gfx/tile.png"
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tile_normal = love.graphics.newImage "gfx/tile_normal.png"
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tile_glow = love.graphics.newImage "gfx/tile_glow.png"
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circle = love.graphics.newImage("gfx/circle.png")
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circle_normal = love.graphics.newImage("gfx/circle_normal.png")
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cone = love.graphics.newImage("gfx/cone.png")
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cone_normal = love.graphics.newImage("gfx/cone_normal.png")
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chest = love.graphics.newImage("gfx/chest.png")
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chest_normal = love.graphics.newImage("gfx/chest_normal.png")
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machine = love.graphics.newImage("gfx/machine.png")
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machine_normal = love.graphics.newImage("gfx/machine_normal.png")
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machine_glow = love.graphics.newImage("gfx/machine_glow.png")
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machine2 = love.graphics.newImage("gfx/machine2.png")
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machine2_normal = love.graphics.newImage("gfx/machine2_normal.png")
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machine2_glow = love.graphics.newImage("gfx/machine2_glow.png")
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blopp = love.graphics.newImage("gfx/blopp.png")
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tile = love.graphics.newImage("gfx/tile.png")
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tile_normal = love.graphics.newImage("gfx/tile_normal.png")
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tile_glow = love.graphics.newImage("gfx/tile_glow.png")
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-- light world
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lightRange = 400
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@ -70,6 +70,7 @@ function love.load()
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mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange)
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mouseLight.setGlowStrength(0.3)
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mouseLight.setSmooth(lightSmooth)
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lightDirection = 0.0
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-- init physic world
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initScene()
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@ -96,6 +97,7 @@ function love.update(dt)
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mouseLight.setPosition(love.mouse.getX(), love.mouse.getY())
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mx = love.mouse.getX()
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my = love.mouse.getY()
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lightDirection = lightDirection + dt
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if love.keyboard.isDown("w") then
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for i = 1, phyCnt do
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@ -138,6 +140,10 @@ function love.update(dt)
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offsetChanged = false
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end
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for i = 1, lightWorld.getLightCount() do
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lightWorld.setLightDirection(i, lightDirection)
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end
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for i = 1, phyCnt do
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if phyBody[i]:isAwake() or offsetChanged then
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if offsetChanged then
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@ -499,16 +505,20 @@ function love.keypressed(k, u)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif k == "0" then
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-- add image
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phyCnt = phyCnt + 1
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phyLight[phyCnt] = lightWorld.newImage(cone, mx, my, 24, 12, 12, 28)
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phyLight[phyCnt].setNormalMap(cone_normal)
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phyLight[phyCnt].setAlpha(0.0)
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math.randomseed(phyCnt)
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phyLight[phyCnt].setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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-- add light
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local r = lightWorld.getLightCount() % 3
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local light
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if r == 0 then
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light = lightWorld.newLight(mx, my, 31, 127, 63, lightRange)
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elseif r == 1 then
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light = lightWorld.newLight(mx, my, 127, 63, 31, lightRange)
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else
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light = lightWorld.newLight(mx, my, 31, 63, 127, lightRange)
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end
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light.setSmooth(lightSmooth)
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light.setGlowStrength(0.3)
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math.randomseed(love.timer.getTime())
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light.setAngle(math.random(1, 5) * 0.1 * math.pi)
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end
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end
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@ -1,18 +1,35 @@
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#define PI 3.1415926535897932384626433832795
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extern vec2 screenResolution;
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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 float lightDirection;
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extern float lightAngle;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec4 pixelColor = Texel(texture, texture_coords);
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if(pixelColor.a > 0.0) {
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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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vec3 normal = vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b);
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float dist = distance(lightPosition, vec3(screen_coords, normal.b));
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float dist = distance(lightPosition, vec3(pixel_coords, normal.b));
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if(dist < lightRange) {
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vec3 dir = vec3((lightPosition.xy - screen_coords.xy) / screenResolution.xy, lightPosition.z);
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vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / screenResolution.xy, lightPosition.z);
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dir.x *= screenResolution.x / screenResolution.y;
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@ -1,22 +1,40 @@
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extern vec3 lightPositionRange;
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#define PI 3.1415926535897932384626433832795
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extern vec2 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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vec2 lightToPixel = pixel_coords - lightPositionRange.xy;
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vec2 lightToPixel = pixel_coords - lightPosition;
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float distance = length(lightToPixel);
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float att = 1 - distance / lightPositionRange.z;
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float att = 1 - distance / lightRange;
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if (distance <= lightPositionRange.z) {
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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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pixel.rgb = vec3(0, 0, 0);
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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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