mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
Add heighmap converter, better normal map shader.
This commit is contained in:
parent
1fbc9b0902
commit
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gfx/blopp.png
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gfx/normal_palette.png
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gfx/normal_palette.png
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gfx/tile.png
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gfx/tile.png
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gfx/tile_glow.png
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gfx/tile_glow.png
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gfx/tile_normal.png
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271
light.lua
271
light.lua
@ -7,6 +7,11 @@ LOVE_LIGHT_LAST_BUFFER = nil
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LOVE_LIGHT_BLURV = love.graphics.newShader("shader/blurv.glsl")
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LOVE_LIGHT_BLURH = love.graphics.newShader("shader/blurh.glsl")
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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 = {}
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-- light world
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@ -27,19 +32,26 @@ function love.light.newWorld()
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o.pixelShadow = love.graphics.newCanvas()
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o.pixelShadow2 = love.graphics.newCanvas()
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o.shader = love.graphics.newShader("shader/poly_shadow.glsl")
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o.shader2 = love.graphics.newShader("shader/pixel_self_shadow.glsl")
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o.normalShader = love.graphics.newShader("shader/normal.glsl")
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o.changed = true
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o.blur = 2.0
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-- update
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o.update = function()
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LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
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love.graphics.setShader(o.shader)
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if LOVE_LIGHT_TRANSLATE_X ~= LOVE_LIGHT_TRANSLATE_X_OLD or LOVE_LIGHT_TRANSLATE_Y ~= LOVE_LIGHT_TRANSLATE_Y_OLD then
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LOVE_LIGHT_TRANSLATE_X_OLD = LOVE_LIGHT_TRANSLATE_X
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LOVE_LIGHT_TRANSLATE_Y_OLD = LOVE_LIGHT_TRANSLATE_Y
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o.changed = true
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end
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if o.changed then
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love.graphics.setCanvas(o.shadow)
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o.shadow:clear(unpack(o.ambient))
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love.graphics.setBlendMode("additive")
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else
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love.graphics.setColor(255,255,255)
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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end
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@ -49,29 +61,15 @@ function love.light.newWorld()
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LOVE_LIGHT_IMAGE = o.img
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for i = 1, #o.lights do
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if o.lights[i].changed or o.changed then
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local curLightX = o.lights[i].x
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local curLightY = o.lights[i].y
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local curLightRange = o.lights[i].range
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local curLightColor = {
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o.lights[i].red / 255.0,
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o.lights[i].green / 255.0,
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o.lights[i].blue / 255.0
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}
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local curLightSmooth = o.lights[i].smooth
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local curLightGlow = {
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1.0 - o.lights[i].glowSize,
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o.lights[i].glowStrength
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}
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if curLightX + curLightRange > 0 and curLightX - curLightRange < love.graphics.getWidth()
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and curLightY + curLightRange > 0 and curLightY - curLightRange < love.graphics.getHeight()
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if o.lights[i].x + o.lights[i].range > LOVE_LIGHT_TRANSLATE_X and o.lights[i].x - o.lights[i].range < love.graphics.getWidth() + LOVE_LIGHT_TRANSLATE_X
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and o.lights[i].y + o.lights[i].range > LOVE_LIGHT_TRANSLATE_Y and o.lights[i].y - o.lights[i].range < love.graphics.getHeight() + LOVE_LIGHT_TRANSLATE_Y
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then
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local lightposrange = {curLightX, love.graphics.getHeight() - curLightY, curLightRange}
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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", lightposrange)
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o.shader:send("lightColor", curLightColor)
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o.shader:send("smooth", curLightSmooth)
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o.shader:send("glow", curLightGlow)
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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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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("smooth", o.lights[i].smooth)
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o.shader:send("glow", {1.0 - o.lights[i].glowSize, o.lights[i].glowStrength})
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if o.changed then
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love.graphics.setCanvas(o.shadow)
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@ -83,14 +81,14 @@ function love.light.newWorld()
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-- draw shadow
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love.graphics.setInvertedStencil(shadowStencil)
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love.graphics.setBlendMode("additive")
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.rectangle("fill", LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y, love.graphics.getWidth(), love.graphics.getHeight())
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-- draw shine
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love.graphics.setCanvas(o.lights[i].shine)
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o.lights[i].shine:clear(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil(polyStencil)
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.rectangle("fill", LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y, love.graphics.getWidth(), love.graphics.getHeight())
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lightsOnScreen = lightsOnScreen + 1
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@ -110,12 +108,12 @@ function love.light.newWorld()
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love.graphics.setStencil()
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love.graphics.setColor(unpack(o.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.rectangle("fill", LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("additive")
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for i = 1, #o.lights do
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if o.lights[i].visible then
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love.graphics.draw(o.lights[i].shadow)
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love.graphics.draw(o.lights[i].shadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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end
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end
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o.isShadowBlur = false
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@ -130,7 +128,7 @@ function love.light.newWorld()
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love.graphics.setBlendMode("additive")
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for i = 1, #o.lights do
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if o.lights[i].visible then
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love.graphics.draw(o.lights[i].shine)
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love.graphics.draw(o.lights[i].shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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end
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end
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@ -148,10 +146,11 @@ function love.light.newWorld()
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(o.img[i].normal, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
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else
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love.graphics.setColor(127, 127, 255)
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love.graphics.setColor(0, 0, 0, 0)
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love.graphics.rectangle("fill", o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2, o.img[i].imgWidth, o.img[i].imgHeight)
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end
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end
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love.graphics.setColor(255, 255, 255)
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end
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o.pixelShadow2:clear()
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@ -159,24 +158,15 @@ function love.light.newWorld()
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love.graphics.setBlendMode("additive")
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love.graphics.setShader(o.shader2)
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local curLightAmbient = {
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o.ambient[1] / 255.0,
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o.ambient[2] / 255.0,
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o.ambient[3] / 255.0
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}
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for i = 1, #o.lights do
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if o.lights[i].visible then
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local curLightColor = {
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o.lights[i].red / 255.0,
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o.lights[i].green / 255.0,
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o.lights[i].blue / 255.0
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}
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o.shader2:send("lightPosition", {o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, 16})
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o.shader2:send("lightRange", {o.lights[i].range})
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o.shader2:send("lightColor", curLightColor)
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o.shader2:send("lightAmbient", curLightAmbient)
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o.shader2:send("lightSmooth", {o.lights[i].smooth})
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love.graphics.draw(o.normalMap)
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o.normalShader:send('screenResolution', {love.graphics.getWidth(), love.graphics.getHeight()})
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o.normalShader: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.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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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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end
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@ -184,7 +174,11 @@ function love.light.newWorld()
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o.pixelShadow:clear(255, 255, 255)
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love.graphics.setCanvas(o.pixelShadow)
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love.graphics.setBlendMode("alpha")
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love.graphics.draw(o.pixelShadow2)
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love.graphics.draw(o.pixelShadow2, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("additive")
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love.graphics.setColor({o.ambient[1], o.ambient[2], o.ambient[3]})
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setBlendMode("alpha")
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-- create glow map
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if o.changed then
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@ -192,7 +186,11 @@ function love.light.newWorld()
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love.graphics.setCanvas(o.glowMap)
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for i = 1, #o.img do
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if o.img[i].glow then
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(o.img[i].glow, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
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else
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love.graphics.setColor(0, 0, 0)
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love.graphics.draw(o.img[i].img, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
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end
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end
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o.isGlowBlur = false
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@ -215,19 +213,19 @@ function love.light.newWorld()
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas(o.shadow2)
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love.graphics.setShader(LOVE_LIGHT_BLURV)
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love.graphics.draw(o.shadow)
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love.graphics.draw(o.shadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setCanvas(o.shadow)
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love.graphics.setShader(LOVE_LIGHT_BLURH)
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love.graphics.draw(o.shadow2)
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love.graphics.draw(o.shadow2, 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.shadow)
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love.graphics.draw(o.shadow, 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.shadow)
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love.graphics.draw(o.shadow, 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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@ -236,7 +234,7 @@ function love.light.newWorld()
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.shine)
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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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-- draw pixel shadow
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@ -244,7 +242,7 @@ function love.light.newWorld()
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.pixelShadow)
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love.graphics.draw(o.pixelShadow, 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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-- draw glow
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@ -253,7 +251,7 @@ function love.light.newWorld()
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if o.isGlowBlur then
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love.graphics.setBlendMode("additive")
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love.graphics.setShader()
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love.graphics.draw(o.glowMap)
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love.graphics.draw(o.glowMap, 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_LIGHT_BLURV:send("steps", 1.0)
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@ -262,14 +260,14 @@ function love.light.newWorld()
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas(o.glowMap2)
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love.graphics.setShader(LOVE_LIGHT_BLURV)
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love.graphics.draw(o.glowMap)
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love.graphics.draw(o.glowMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setCanvas(o.glowMap)
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love.graphics.setShader(LOVE_LIGHT_BLURH)
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love.graphics.draw(o.glowMap2)
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love.graphics.draw(o.glowMap2, 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("additive")
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love.graphics.setShader()
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love.graphics.draw(o.glowMap)
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love.graphics.draw(o.glowMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("alpha")
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o.isGlowBlur = true
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@ -293,6 +291,11 @@ function love.light.newWorld()
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o.img = {}
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o.changed = true
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end
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-- set offset
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o.setTranslation = function(translateX, translateY)
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LOVE_LIGHT_TRANSLATE_X = translateX
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LOVE_LIGHT_TRANSLATE_Y = translateY
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end
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-- set ambient color
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o.setAmbientColor = function(red, green, blue)
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o.ambient = {red, green, blue}
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@ -389,7 +392,7 @@ function love.light.newLight(p, x, y, red, green, blue, range)
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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.z = 1
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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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@ -478,6 +481,7 @@ function love.light.newRectangle(p, x, y, width, height)
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o.ox = o.width / 2
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o.oy = o.height / 2
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o.shine = true
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o.type = "rectangle"
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p.changed = true
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o.data = {
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o.x - o.ox,
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@ -564,7 +568,7 @@ function love.light.newRectangle(p, x, y, width, height)
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end
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-- get type
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o.getType = function()
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return "rectangle"
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return o.type
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end
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return o
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@ -579,6 +583,7 @@ function love.light.newCircle(p, x, y, radius)
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o.y = y or 0
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o.radius = radius or 200
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o.shine = true
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o.type = "circle"
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p.changed = true
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-- set position
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o.setPosition = function(x, y)
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@ -633,7 +638,7 @@ function love.light.newCircle(p, x, y, radius)
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end
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-- get type
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o.getType = function()
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return "circle"
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return o.type
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end
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return o
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@ -645,11 +650,12 @@ function love.light.newPolygon(p, ...)
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p.poly[#p.poly + 1] = o
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o.id = #p.poly
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o.shine = true
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o.type = "polygon"
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p.changed = true
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if ... then
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o.data = {...}
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else
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o.data = {0,0,0,0,0,0}
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o.data = {0, 0, 0, 0, 0, 0}
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end
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-- set polygon data
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o.setPoints = function(...)
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@ -672,7 +678,7 @@ function love.light.newPolygon(p, ...)
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end
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-- get type
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o.getType = function()
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return "polygon"
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return o.type
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end
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return o
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@ -698,6 +704,7 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
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o.imgWidth = img:getWidth()
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o.imgHeight = img:getHeight()
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o.shine = true
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o.type = "image"
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p.changed = true
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o.data = {
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o.x - o.ox,
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@ -786,13 +793,90 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
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o.setNormalMap = function(normal)
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o.normal = normal
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end
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-- set height map
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o.setHeightMap = function(heightMap, strength)
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o.normal = HeightMapToNormalMap(heightMap, strength)
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end
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-- generate flat normal map
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o.generateNormalMapFlat = function(mode)
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local imgData = o.img:getData()
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local imgNormalData = love.image.newImageData(o.imgWidth, o.imgHeight)
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local color
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if mode == "top" then
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color = {127, 127, 255}
|
||||
elseif mode == "front" then
|
||||
color = {127, 255, 127}
|
||||
elseif mode == "back" then
|
||||
color = {127, 0, 127}
|
||||
elseif mode == "left" then
|
||||
color = {31, 255, 223}
|
||||
elseif mode == "right" then
|
||||
color = {223, 223, 127}
|
||||
end
|
||||
|
||||
for i = 0, o.imgHeight - 1 do
|
||||
for k = 0, o.imgWidth - 1 do
|
||||
local r, g, b, a = imgData:getPixel(k, i)
|
||||
if a > 0 then
|
||||
imgNormalData:setPixel(k, i, color[1], color[2], color[3], 255)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
o.normal = love.graphics.newImage(imgNormalData)
|
||||
end
|
||||
-- generate faded normal map
|
||||
o.generateNormalMapFade = function(horizontalFade, verticalFade)
|
||||
local imgData = o.img:getData()
|
||||
local imgNormalData = love.image.newImageData(o.imgWidth, o.imgHeight)
|
||||
local dx = 255.0 / o.imgWidth
|
||||
local dy = 255.0 / o.imgHeight
|
||||
local nx
|
||||
local ny
|
||||
local nz
|
||||
|
||||
for i = 0, o.imgWidth - 1 do
|
||||
for k = 0, o.imgHeight - 1 do
|
||||
local r, g, b, a = imgData:getPixel(i, k)
|
||||
if a > 0 then
|
||||
if horizontalFade == "fade" then
|
||||
nx = i * dx
|
||||
elseif horizontalFade == "inverse" then
|
||||
nx = 255 - i * dx
|
||||
else
|
||||
nx = 127
|
||||
end
|
||||
|
||||
if verticalFade == "fade" then
|
||||
ny = 127 + k * dy * 0.5
|
||||
nz = 255 - k * dy * 0.5
|
||||
elseif verticalFade == "inverse" then
|
||||
ny = 127 - k * dy * 0.5
|
||||
nz = 127 - k * dy * 0.25
|
||||
else
|
||||
ny = 255
|
||||
nz = 127
|
||||
end
|
||||
|
||||
imgNormalData:setPixel(i, k, nx, ny, nz, 255)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
o.normal = love.graphics.newImage(imgNormalData)
|
||||
end
|
||||
-- generate normal map
|
||||
o.generateNormalMap = function(strength)
|
||||
o.normal = HeightMapToNormalMap(o.img, strength)
|
||||
end
|
||||
-- set normal
|
||||
o.setGlowMap = function(glow)
|
||||
o.glow = glow
|
||||
end
|
||||
-- get type
|
||||
o.getType = function()
|
||||
return "image"
|
||||
return o.type
|
||||
end
|
||||
|
||||
return o
|
||||
@ -854,8 +938,8 @@ function calculateShadows(lightsource, geometry, circle, image)
|
||||
curShadowGeometry[8] = curPolygon[nextIndex*2]
|
||||
|
||||
local lightVecBackFront = normalize({curPolygon[nextIndex*2-1] - lightsource.x, curPolygon[nextIndex*2] - lightsource.y})
|
||||
curShadowGeometry[5] = curShadowGeometry[7] + lightVecBackFront[1]*shadowLength
|
||||
curShadowGeometry[6] = curShadowGeometry[8] + lightVecBackFront[2]*shadowLength
|
||||
curShadowGeometry[5] = curShadowGeometry[7] + lightVecBackFront[1] * shadowLength
|
||||
curShadowGeometry[6] = curShadowGeometry[8] + lightVecBackFront[2] * shadowLength
|
||||
end
|
||||
end
|
||||
if curShadowGeometry[1]
|
||||
@ -875,10 +959,10 @@ function calculateShadows(lightsource, geometry, circle, image)
|
||||
for i, v in pairs(circle) do
|
||||
local curShadowGeometry = {}
|
||||
local angle = math.atan2(lightsource.x - v.x, v.y - lightsource.y) + math.pi / 2
|
||||
local x2 = v.x + math.sin(angle) * v.radius
|
||||
local y2 = v.y - math.cos(angle) * v.radius
|
||||
local x3 = v.x - math.sin(angle) * v.radius
|
||||
local y3 = v.y + math.cos(angle) * v.radius
|
||||
local x2 = (v.x + math.sin(angle) * v.radius)
|
||||
local y2 = (v.y - math.cos(angle) * v.radius)
|
||||
local x3 = (v.x - math.sin(angle) * v.radius)
|
||||
local y3 = (v.y + math.cos(angle) * v.radius)
|
||||
|
||||
curShadowGeometry[1] = x2
|
||||
curShadowGeometry[2] = y2
|
||||
@ -904,7 +988,7 @@ shadowStencil = function()
|
||||
love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
|
||||
end
|
||||
for i = 1, #LOVE_LIGHT_CIRCLE do
|
||||
love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].getX(), LOVE_LIGHT_CIRCLE[i].getY(), LOVE_LIGHT_CIRCLE[i].getRadius())
|
||||
love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].x, LOVE_LIGHT_CIRCLE[i].y, LOVE_LIGHT_CIRCLE[i].radius)
|
||||
end
|
||||
for i = 1, #LOVE_LIGHT_IMAGE do
|
||||
--love.graphics.rectangle("fill", LOVE_LIGHT_IMAGE[i].x, LOVE_LIGHT_IMAGE[i].y, LOVE_LIGHT_IMAGE[i].width, LOVE_LIGHT_IMAGE[i].height)
|
||||
@ -914,7 +998,7 @@ end
|
||||
polyStencil = function()
|
||||
for i = 1, #LOVE_LIGHT_CIRCLE do
|
||||
if LOVE_LIGHT_CIRCLE[i].shine then
|
||||
love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].getX(), LOVE_LIGHT_CIRCLE[i].getY(), LOVE_LIGHT_CIRCLE[i].getRadius())
|
||||
love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].x, LOVE_LIGHT_CIRCLE[i].y, LOVE_LIGHT_CIRCLE[i].radius)
|
||||
end
|
||||
end
|
||||
for i = 1, #LOVE_LIGHT_POLY do
|
||||
@ -927,4 +1011,51 @@ polyStencil = function()
|
||||
--love.graphics.rectangle("fill", LOVE_LIGHT_IMAGE[i].x, LOVE_LIGHT_IMAGE[i].y, LOVE_LIGHT_IMAGE[i].width, LOVE_LIGHT_IMAGE[i].height)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function HeightMapToNormalMap(heightMap, strength)
|
||||
local imgData = heightMap:getData()
|
||||
local imgData2 = love.image.newImageData(heightMap:getWidth(), heightMap:getHeight())
|
||||
local red, green, blue, alpha
|
||||
local x, y
|
||||
local matrix = {}
|
||||
matrix[1] = {}
|
||||
matrix[2] = {}
|
||||
matrix[3] = {}
|
||||
strength = strength or 1.0
|
||||
|
||||
for i = 0, heightMap:getHeight() - 1 do
|
||||
for k = 0, heightMap:getWidth() - 1 do
|
||||
for l = 1, 3 do
|
||||
for m = 1, 3 do
|
||||
if k + (l - 1) < 1 then
|
||||
x = heightMap:getWidth() - 1
|
||||
elseif k + (l - 1) > heightMap:getWidth() - 1 then
|
||||
x = 1
|
||||
else
|
||||
x = k + l - 1
|
||||
end
|
||||
|
||||
if i + (m - 1) < 1 then
|
||||
y = heightMap:getHeight() - 1
|
||||
elseif i + (m - 1) > heightMap:getHeight() - 1 then
|
||||
y = 1
|
||||
else
|
||||
y = i + m - 1
|
||||
end
|
||||
|
||||
local red, green, blue, alpha = imgData:getPixel(x, y)
|
||||
matrix[l][m] = red
|
||||
end
|
||||
end
|
||||
|
||||
red = (255 + ((matrix[1][2] - matrix[2][2]) + (matrix[2][2] - matrix[3][2])) * strength) / 2.0
|
||||
green = (255 - ((matrix[2][2] - matrix[1][1]) + (matrix[2][3] - matrix[2][2])) * strength) / 2.0
|
||||
blue = 192
|
||||
|
||||
imgData2:setPixel(k, i, red, green, blue)
|
||||
end
|
||||
end
|
||||
|
||||
return love.graphics.newImage(imgData2)
|
||||
end
|
65
main.lua
65
main.lua
@ -57,6 +57,10 @@ function love.load()
|
||||
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 = 300
|
||||
@ -77,6 +81,7 @@ function love.load()
|
||||
shadowBlur = 2.0
|
||||
bloomOn = true
|
||||
textureOn = true
|
||||
normalOn = false
|
||||
|
||||
offsetX = 0.0
|
||||
offsetY = 0.0
|
||||
@ -168,14 +173,19 @@ function love.draw()
|
||||
end
|
||||
|
||||
love.graphics.setBlendMode("alpha")
|
||||
love.graphics.setColor(255, 255, 255)
|
||||
if textureOn then
|
||||
love.graphics.draw(imgFloor, quadScreen, offsetX % 32 - 32, offsetY % 24 - 24)
|
||||
else
|
||||
if normalOn then
|
||||
love.graphics.setColor(127, 127, 255)
|
||||
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
|
||||
else
|
||||
love.graphics.setColor(255, 255, 255)
|
||||
if textureOn then
|
||||
love.graphics.draw(imgFloor, quadScreen, offsetX % 32 - 32, offsetY % 24 - 24)
|
||||
else
|
||||
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
|
||||
end
|
||||
end
|
||||
-- draw lightmap shadows
|
||||
if lightOn then
|
||||
if lightOn and not normalOn then
|
||||
lightWorld.drawShadow()
|
||||
end
|
||||
|
||||
@ -189,24 +199,30 @@ function love.draw()
|
||||
end
|
||||
|
||||
-- draw lightmap shine
|
||||
if lightOn then
|
||||
if lightOn and not normalOn then
|
||||
lightWorld.drawShine()
|
||||
end
|
||||
|
||||
for i = 1, phyCnt do
|
||||
if phyLight[i].getType() == "image" then
|
||||
love.graphics.setColor(223 + math.sin(i) * 31, 223 + math.cos(i) * 31, 223 + math.tan(i) * 31)
|
||||
love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ox2, phyLight[i].y - phyLight[i].oy2)
|
||||
if not normalOn then
|
||||
--love.graphics.setColor(255, 255, 255)
|
||||
love.graphics.setColor(127 + math.sin(i) * 127, 127 + math.cos(i) * 127, 127 + math.tan(i) * 127)
|
||||
love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ox2, phyLight[i].y - phyLight[i].oy2)
|
||||
elseif phyLight[i].normal then
|
||||
love.graphics.setColor(255, 255, 255)
|
||||
love.graphics.draw(phyLight[i].normal, phyLight[i].x - phyLight[i].ox2, phyLight[i].y - phyLight[i].oy2)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- draw pixel shadow
|
||||
if lightOn then
|
||||
if lightOn and not normalOn then
|
||||
lightWorld.drawPixelShadow()
|
||||
end
|
||||
|
||||
-- draw glow
|
||||
if lightOn then
|
||||
if lightOn and not normalOn then
|
||||
lightWorld.drawGlow()
|
||||
end
|
||||
|
||||
@ -261,6 +277,13 @@ function love.draw()
|
||||
love.graphics.setColor(255, 0, 0)
|
||||
love.graphics.print("F7: Texture off", 4 + 152 * 1, 4 + 20 * 1)
|
||||
end
|
||||
if normalOn then
|
||||
love.graphics.setColor(0, 255, 0)
|
||||
love.graphics.print("F8: Normal on", 4 + 152 * 2, 4 + 20 * 1)
|
||||
else
|
||||
love.graphics.setColor(255, 0, 0)
|
||||
love.graphics.print("F8: Normal off", 4 + 152 * 2, 4 + 20 * 1)
|
||||
end
|
||||
love.graphics.setColor(255, 0, 255)
|
||||
love.graphics.print("F11: Clear obj.", 4 + 152 * 3, 4 + 20 * 1)
|
||||
love.graphics.print("F12: Clear lights", 4 + 152 * 4, 4 + 20 * 1)
|
||||
@ -351,6 +374,8 @@ function love.keypressed(k, u)
|
||||
bloomOn = not bloomOn
|
||||
elseif k == "f7" then
|
||||
textureOn = not textureOn
|
||||
elseif k == "f8" then
|
||||
normalOn = not normalOn
|
||||
elseif k == "f11" then
|
||||
physicWorld:destroy()
|
||||
lightWorld.clearObjects()
|
||||
@ -407,5 +432,25 @@ function love.keypressed(k, u)
|
||||
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
|
||||
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||
phyFixture[phyCnt]:setRestitution(0.5)
|
||||
elseif k == "6" then
|
||||
-- add image
|
||||
phyCnt = phyCnt + 1
|
||||
phyLight[phyCnt] = lightWorld.newImage(blopp, mx, my, 42, 16, 21, 20)
|
||||
phyLight[phyCnt].generateNormalMapFade("fade", "fade")
|
||||
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 42, 29)
|
||||
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||
phyFixture[phyCnt]:setRestitution(0.5)
|
||||
elseif k == "7" then
|
||||
-- add image
|
||||
phyCnt = phyCnt + 1
|
||||
phyLight[phyCnt] = lightWorld.newImage(tile, mx, my)
|
||||
phyLight[phyCnt].setHeightMap(tile_normal, 2.0)
|
||||
phyLight[phyCnt].setGlowMap(tile_glow)
|
||||
phyLight[phyCnt].setShadow(false)
|
||||
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 64, 64)
|
||||
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||
phyFixture[phyCnt]:setRestitution(0.5)
|
||||
end
|
||||
end
|
33
shader/normal.glsl
Normal file
33
shader/normal.glsl
Normal file
@ -0,0 +1,33 @@
|
||||
extern vec2 screenResolution;
|
||||
extern vec3 lightPosition;
|
||||
extern vec3 lightColor;
|
||||
extern float lightRange;
|
||||
extern float lightSmooth;
|
||||
|
||||
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
|
||||
vec4 pixelColor = Texel(texture, texture_coords);
|
||||
|
||||
if(pixelColor.a > 0.0) {
|
||||
vec3 normal = vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b);
|
||||
float dist = distance(lightPosition, vec3(screen_coords, normal.b));
|
||||
|
||||
if(dist < lightRange) {
|
||||
vec3 dir = vec3((lightPosition.xy - screen_coords.xy) / screenResolution.xy, lightPosition.z);
|
||||
|
||||
dir.x *= screenResolution.x / screenResolution.y;
|
||||
|
||||
vec3 N = normalize(normal * 2.0 - 1.0);
|
||||
vec3 L = normalize(dir);
|
||||
|
||||
vec3 diff = lightColor * max(dot(N, L), 0.0);
|
||||
|
||||
float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
|
||||
|
||||
return vec4(diff * att, 1.0);
|
||||
} else {
|
||||
return vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
} else {
|
||||
return vec4(0.0);
|
||||
}
|
||||
}
|
@ -1,24 +0,0 @@
|
||||
extern vec3 lightPosition;
|
||||
extern float lightRange;
|
||||
extern vec3 lightColor;
|
||||
extern vec3 lightAmbient;
|
||||
extern float lightSmooth;
|
||||
|
||||
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
|
||||
vec3 lightDirection = vec3(pixel_coords.xy, 0) - lightPosition.xyz;
|
||||
float distance = length(lightDirection);
|
||||
|
||||
vec4 pixel = Texel(texture, texture_coords);
|
||||
vec3 normal = vec3(pixel.x, 1 - pixel.y, pixel.z);
|
||||
normal = mix(vec3(-1), vec3(1), normal);
|
||||
|
||||
float att = 1 - distance / lightRange;
|
||||
|
||||
if(pixel.a > 0.0 && distance < lightRange) {
|
||||
return vec4(vec3(clamp((1 - dot(normal, lightDirection)) * pow(att, lightSmooth * 4.0), 0.0, 1.0)) * lightColor + lightAmbient, 1.0);
|
||||
} else if(pixel.a == 0.0) {
|
||||
return vec4(0.0);
|
||||
} else {
|
||||
return vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user