mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-11 01:14:26 +00:00
one light now works I need to figure out a way of doing multiple lights
This commit is contained in:
parent
f56ef4a197
commit
117d908ad7
37
lib/body.lua
37
lib/body.lua
@ -13,9 +13,9 @@ function body:init(id, type, ...)
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self.id = id
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self.type = type
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self.shine = true
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self.red = 0
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self.green = 0
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self.blue = 0
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self.red = 1.0
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self.green = 1.0
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self.blue = 1.0
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self.alpha = 1.0
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self.glowRed = 255
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self.glowGreen = 255
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@ -447,7 +447,7 @@ function body:drawShadow(light)
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end
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end
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function body:drawNormalShading()
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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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love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny)
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@ -534,7 +534,7 @@ function body:drawMaterial()
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end
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end
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function body:calculateShadow(light)
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function body:drawCalculatedShadow(light)
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if self.shadowType == "rectangle" or self.shadowType == "polygon" then
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return self:calculatePolyShadow(light)
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elseif self.shadowType == "circle" then
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@ -593,13 +593,8 @@ function body:calculatePolyShadow(light)
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end
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end
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if #curShadowGeometry >= 6 then
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curShadowGeometry.alpha = self.alpha
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curShadowGeometry.red = self.red
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curShadowGeometry.green = self.green
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curShadowGeometry.blue = self.blue
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return curShadowGeometry
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else
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return nil
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love.graphics.setColor(self.red, self.green, self.blue, self.alpha)
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love.graphics.polygon("fill", unpack(curShadowGeometry))
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end
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end
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@ -609,7 +604,7 @@ function body:calculateCircleShadow(light)
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if self.castsNoShadow or (self.zheight - light.z) > 0 then
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return nil
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end
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local curShadowGeometry = {}
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local angle = math.atan2(light.x - (self.x - self.ox), (self.y - self.oy) - light.y) + math.pi / 2
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local x2 = ((self.x - self.ox) + math.sin(angle) * self.radius)
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@ -641,22 +636,18 @@ function body:calculateCircleShadow(light)
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local distance1 = math.sqrt(math.pow(light.x - self.x, 2) + math.pow(light.y - self.y, 2)) / 2
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local distance2 = math.sqrt(math.pow(light.x - cx, 2) + math.pow(light.y - cy, 2)) / 2
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love.graphics.setColor(self.red, self.green, self.blue, self.alpha)
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love.graphics.polygon("fill", curShadowGeometry)
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if distance1 <= self.radius then
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curShadowGeometry.circle = {cx, cy, radius, 0, (math.pi * 2)}
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love.graphics.arc("fill", cx, cy, radius, 0, (math.pi * 2))
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elseif distance2 < light.range then -- dont draw circle if way off screen
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if angle1 > angle2 then
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curShadowGeometry.circle = {cx, cy, radius, angle1, angle2}
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love.graphics.arc("fill", cx, cy, radius, angle1, angle2)
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else
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curShadowGeometry.circle = {cx, cy, radius, angle1 - math.pi, angle2 - math.pi}
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love.graphics.arc("fill", cx, cy, radius, angle1 - math.pi, angle2 - math.pi)
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end
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end
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curShadowGeometry.red = self.red
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curShadowGeometry.green = self.green
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curShadowGeometry.blue = self.blue
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curShadowGeometry.alpha = self.alpha
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return curShadowGeometry
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end
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return body
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57
lib/init.lua
57
lib/init.lua
@ -70,13 +70,10 @@ function light_world:refreshScreenSize(w, h)
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w, h = w or love.window.getWidth(), h or love.window.getHeight()
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self.render_buffer = love.graphics.newCanvas(w, h)
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self.shadow = love.graphics.newCanvas(w, h)
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self.shadow2 = love.graphics.newCanvas(w, h)
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self.normal = love.graphics.newCanvas(w, h)
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self.normal2 = love.graphics.newCanvas(w, h)
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self.shine = love.graphics.newCanvas(w, h)
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self.shine2 = love.graphics.newCanvas(w, h)
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self.normalMap = love.graphics.newCanvas(w, h)
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self.shadowMap = love.graphics.newCanvas(w, h)
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self.glowMap = love.graphics.newCanvas(w, h)
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self.glowMap2 = love.graphics.newCanvas(w, h)
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self.refractionMap = love.graphics.newCanvas(w, h)
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@ -101,10 +98,8 @@ function light_world:draw(l,t,s)
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local w, h = love.graphics.getWidth(), love.graphics.getHeight()
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util.drawto(self.render_buffer, l, t, s, function()
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self.drawBackground( l,t,w,h,s)
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--self:drawShadow( l,t,w,h,s)
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self.drawForeground( l,t,w,h,s)
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self:drawMaterial( l,t,w,h,s)
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--self:drawShine( l,t,w,h,s)
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self:drawNormalShading( l,t,w,h,s)
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self:drawGlow( l,t,w,h,s)
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self:drawRefraction( l,t,w,h,s)
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@ -124,46 +119,6 @@ function light_world:drawBlur(blendmode, blur, canvas, canvas2, l, t, w, h, s)
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util.drawCanvasToCanvas(canvas2, canvas, {shader = self.blurh, blendmode = blendmode})
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end
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-- draw shadow
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function light_world:drawShadow(l,t,w,h,s)
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if not self.isShadows and not self.isLight then
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return
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end
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-- draw ambient
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util.drawto(self.shadow, l, t, s, function()
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love.graphics.setColor(unpack(self.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", -l/s, -t/s, w/s, h/s)
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for i = 1, #self.lights do
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self.lights[i]:drawShadow(l,t,w,h,s,self.body, self.shadow)
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end
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end)
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light_world:drawBlur("alpha", self.blur, self.shadow, self.shadow2, l, t, w, h, s)
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util.drawCanvasToCanvas(self.shadow, self.render_buffer, {blendmode = "multiplicative"})
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end
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-- draw shine
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function light_world:drawShine(l,t,w,h,s)
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if not self.isShadows then
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return
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end
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-- update shine
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util.drawto(self.shine, l, t, s, function()
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love.graphics.setColor(unpack(self.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", -l/s, -t/s, w/s, h/s)
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for i = 1, #self.lights do
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self.lights[i]:drawShine(l,t,w,h,s,self.body,self.shine)
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end
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end)
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--light_world:drawBlur("additive", self.blur, self.shine, self.shine2, l, t, w, h, s)
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util.drawCanvasToCanvas(self.shine, self.render_buffer, {blendmode = "multiplicative"})
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end
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-- draw normal shading
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function light_world:drawNormalShading(l,t,w,h,s)
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if not self.isShadows then
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@ -173,13 +128,19 @@ function light_world:drawNormalShading(l,t,w,h,s)
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self.normalMap:clear()
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util.drawto(self.normalMap, l, t, s, function()
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for i = 1, #self.body do
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self.body[i]:drawNormalShading()
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self.body[i]:drawNormal()
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end
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end)
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self.normal2:clear()
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for i = 1, #self.lights do
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self.lights[i]:drawNormalShading(l,t,w,h,s, self.normalMap, self.normal2)
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self.shadowMap:clear()
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util.drawto(self.shadowMap, l, t, s, function()
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for k = 1, #self.body do
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self.body[k]:drawCalculatedShadow(self.lights[i])
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end
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end)
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self.lights[i]:drawNormalShading(l,t,w,h,s, self.normalMap, self.shadowMap, self.normal2)
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end
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self.normal:clear(255, 255, 255)
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@ -5,8 +5,6 @@ local util = require(_PACKAGE..'/util')
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local light = class()
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light.shineShader = love.graphics.newShader(_PACKAGE.."/shaders/shine.glsl")
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light.normalShader = love.graphics.newShader(_PACKAGE.."/shaders/normal.glsl")
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light.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl")
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function light:init(x, y, r, g, b, range)
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@ -29,10 +27,6 @@ end
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function light:refresh(w, h)
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w, h = w or love.window.getWidth(), h or love.window.getHeight()
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self.shadow = love.graphics.newCanvas(w, h)
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self.shine = love.graphics.newCanvas(w, h)
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self.normalShader:send('screenResolution', {w, h})
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self.shadowShader:send('screenResolution', {w, h})
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end
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@ -122,86 +116,12 @@ end
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function light:inRange(l,t,w,h,s)
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local lx, ly, rs = (self.x + l/s) * s, (self.y + t/s) * s, self.range * s
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return (lx + rs) > 0 and
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(lx - rs) < w/s and
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(ly + rs) > 0 and
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(ly - rs) < h/s
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return (lx + rs) > 0 and (lx - rs) < w/s and (ly + rs) > 0 and (ly - rs) < h/s
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end
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function light:drawShadow(l,t,w,h,s,bodies, canvas)
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if self.visible and self:inRange(l,t,w,h,s) then
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-- calculate shadows
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local shadow_geometry = {}
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for i = 1, #bodies do
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local current = bodies[i]:calculateShadow(self)
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if current ~= nil then
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shadow_geometry[#shadow_geometry + 1] = current
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end
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end
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-- draw shadow
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self.shadow:clear()
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util.drawto(self.shadow, l, t, s, function()
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self.shineShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, (self.z * 10)/255.0})
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self.shineShader:send("lightRange", self.range*s)
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self.shineShader:send("lightColor", {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.shineShader:send("lightSmooth", self.smooth)
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self.shineShader:send("lightGlow", {1.0 - self.glowSize, self.glowStrength})
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self.shineShader:send("lightAngle", math.pi - self.angle / 2.0)
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self.shineShader:send("lightDirection", self.direction)
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love.graphics.setShader(self.shineShader)
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love.graphics.setInvertedStencil(stencils.shadow(shadow_geometry, bodies))
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love.graphics.setBlendMode("additive")
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love.graphics.rectangle("fill", -l/s,-t/s,w/s,h/s)
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-- draw color shadows
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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for k = 1,#shadow_geometry do
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if shadow_geometry[k].alpha < 1.0 then
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love.graphics.setColor(
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shadow_geometry[k].red * (1.0 - shadow_geometry[k].alpha),
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shadow_geometry[k].green * (1.0 - shadow_geometry[k].alpha),
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shadow_geometry[k].blue * (1.0 - shadow_geometry[k].alpha)
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)
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love.graphics.polygon("fill", unpack(shadow_geometry[k]))
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if shadow_geometry[k].circle then
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love.graphics.arc("fill", unpack(shadow_geometry[k].circle))
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end
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end
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end
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for k = 1, #bodies do
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bodies[k]:drawShadow(self,l,t,w,h,s)
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end
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end)
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love.graphics.setStencil()
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love.graphics.setShader()
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util.drawCanvasToCanvas(self.shadow, canvas, {blendmode = "additive"})
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end
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end
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function light:drawShine(l,t,w,h,s,bodies,canvas)
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if self.visible and self:inRange(l,t,w,h,s) then
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--update shine
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self.shine:clear(255, 255, 255)
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util.drawto(self.shine, l, t, s, function()
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love.graphics.setShader(self.shineShader)
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil(stencils.shine(bodies))
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love.graphics.rectangle("fill", -l/s,-t/s,w/s,h/s)
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end)
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love.graphics.setStencil()
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love.graphics.setShader()
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util.drawCanvasToCanvas(self.shine, canvas, {blendmode = "additive"})
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end
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end
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function light:drawNormalShading(l,t,w,h,s, normalMap, canvas)
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function light:drawNormalShading(l,t,w,h,s, normalMap, shadowMap, canvas)
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if self.visible and self:inRange(l,t,w,h,s) then
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self.shadowShader:send('shadowMap', shadowMap)
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self.shadowShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.shadowShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, (self.z * 10) / 255.0})
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self.shadowShader:send('lightRange',{self.range})
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@ -1,6 +1,7 @@
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#define PI 3.1415926535897932384626433832795
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extern vec2 screenResolution;
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extern Image shadowMap;
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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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@ -10,35 +11,9 @@ extern float lightDirection;
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extern float lightAngle;
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extern bool invert_normal;
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float getHeightAt(Image texture, vec2 texture_coords) {
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vec4 pixel = Texel(texture, texture_coords);
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if(pixel.a > 0.0){
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return 0.0;
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} else {
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return pixel.g;
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}
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}
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bool is_in_shadow(Image texture, vec2 texture_coords, vec3 lightPosition, vec2 pixel_coords) {
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vec3 coords = vec3(pixel_coords, 0.0);
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vec3 lightVec = normalize(lightPosition - coords);
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float startHeight = getHeightAt(texture, texture_coords);
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vec2 tx;
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float currentHeight;
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for(int i = 0; i < 100; ++i) {
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tx = texture_coords + lightVec.xy;
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currentHeight = getHeightAt(texture, tx);
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if(startHeight < currentHeight){
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return true;
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}
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}
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return false;
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}
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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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vec4 shadowColor = Texel(shadowMap, texture_coords);
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//if the light is a slice and the pixel is not inside
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if(lightAngle > 0.0) {
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@ -76,6 +51,10 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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} else {
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val.rgb = lightColor * pow(att, lightSmooth);
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}
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if(shadowColor.a > 0.0) {
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shadowColor.a = 1.0 - shadowColor.a;
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val = val * shadowColor;
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}
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return val;
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} else {
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vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / screenResolution.xy, lightPosition.z);
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