Add heighmap converter, better normal map shader.

This commit is contained in:
Marcus Ihde 2014-03-08 20:48:51 +01:00
parent 1fbc9b0902
commit 249fff23ae
10 changed files with 289 additions and 104 deletions

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271
light.lua
View File

@ -7,6 +7,11 @@ LOVE_LIGHT_LAST_BUFFER = nil
LOVE_LIGHT_BLURV = love.graphics.newShader("shader/blurv.glsl") LOVE_LIGHT_BLURV = love.graphics.newShader("shader/blurv.glsl")
LOVE_LIGHT_BLURH = love.graphics.newShader("shader/blurh.glsl") LOVE_LIGHT_BLURH = love.graphics.newShader("shader/blurh.glsl")
LOVE_LIGHT_TRANSLATE_X = 0
LOVE_LIGHT_TRANSLATE_Y = 0
LOVE_LIGHT_TRANSLATE_X_OLD = 0
LOVE_LIGHT_TRANSLATE_Y_OLD = 0
love.light = {} love.light = {}
-- light world -- light world
@ -27,19 +32,26 @@ function love.light.newWorld()
o.pixelShadow = love.graphics.newCanvas() o.pixelShadow = love.graphics.newCanvas()
o.pixelShadow2 = love.graphics.newCanvas() o.pixelShadow2 = love.graphics.newCanvas()
o.shader = love.graphics.newShader("shader/poly_shadow.glsl") o.shader = love.graphics.newShader("shader/poly_shadow.glsl")
o.shader2 = love.graphics.newShader("shader/pixel_self_shadow.glsl") o.normalShader = love.graphics.newShader("shader/normal.glsl")
o.changed = true o.changed = true
o.blur = 2.0 o.blur = 2.0
-- update -- update
o.update = function() o.update = function()
LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas() LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
love.graphics.setShader(o.shader) love.graphics.setShader(o.shader)
if LOVE_LIGHT_TRANSLATE_X ~= LOVE_LIGHT_TRANSLATE_X_OLD or LOVE_LIGHT_TRANSLATE_Y ~= LOVE_LIGHT_TRANSLATE_Y_OLD then
LOVE_LIGHT_TRANSLATE_X_OLD = LOVE_LIGHT_TRANSLATE_X
LOVE_LIGHT_TRANSLATE_Y_OLD = LOVE_LIGHT_TRANSLATE_Y
o.changed = true
end
if o.changed then if o.changed then
love.graphics.setCanvas(o.shadow) love.graphics.setCanvas(o.shadow)
o.shadow:clear(unpack(o.ambient)) o.shadow:clear(unpack(o.ambient))
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
else else
love.graphics.setColor(255,255,255) love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
end end
@ -49,29 +61,15 @@ function love.light.newWorld()
LOVE_LIGHT_IMAGE = o.img LOVE_LIGHT_IMAGE = o.img
for i = 1, #o.lights do for i = 1, #o.lights do
if o.lights[i].changed or o.changed then if o.lights[i].changed or o.changed then
local curLightX = o.lights[i].x 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
local curLightY = o.lights[i].y 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
local curLightRange = o.lights[i].range
local curLightColor = {
o.lights[i].red / 255.0,
o.lights[i].green / 255.0,
o.lights[i].blue / 255.0
}
local curLightSmooth = o.lights[i].smooth
local curLightGlow = {
1.0 - o.lights[i].glowSize,
o.lights[i].glowStrength
}
if curLightX + curLightRange > 0 and curLightX - curLightRange < love.graphics.getWidth()
and curLightY + curLightRange > 0 and curLightY - curLightRange < love.graphics.getHeight()
then then
local lightposrange = {curLightX, love.graphics.getHeight() - curLightY, curLightRange} local lightposrange = {o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, o.lights[i].range}
LOVE_LIGHT_CURRENT = o.lights[i] LOVE_LIGHT_CURRENT = o.lights[i]
o.shader:send("lightPositionRange", lightposrange) 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})
o.shader:send("lightColor", curLightColor) o.shader:send("lightColor", {o.lights[i].red / 255.0, o.lights[i].green / 255.0, o.lights[i].blue / 255.0})
o.shader:send("smooth", curLightSmooth) o.shader:send("smooth", o.lights[i].smooth)
o.shader:send("glow", curLightGlow) o.shader:send("glow", {1.0 - o.lights[i].glowSize, o.lights[i].glowStrength})
if o.changed then if o.changed then
love.graphics.setCanvas(o.shadow) love.graphics.setCanvas(o.shadow)
@ -83,14 +81,14 @@ function love.light.newWorld()
-- draw shadow -- draw shadow
love.graphics.setInvertedStencil(shadowStencil) love.graphics.setInvertedStencil(shadowStencil)
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) love.graphics.rectangle("fill", LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y, love.graphics.getWidth(), love.graphics.getHeight())
-- draw shine -- draw shine
love.graphics.setCanvas(o.lights[i].shine) love.graphics.setCanvas(o.lights[i].shine)
o.lights[i].shine:clear(255, 255, 255) o.lights[i].shine:clear(255, 255, 255)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.setStencil(polyStencil) love.graphics.setStencil(polyStencil)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) love.graphics.rectangle("fill", LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y, love.graphics.getWidth(), love.graphics.getHeight())
lightsOnScreen = lightsOnScreen + 1 lightsOnScreen = lightsOnScreen + 1
@ -110,12 +108,12 @@ function love.light.newWorld()
love.graphics.setStencil() love.graphics.setStencil()
love.graphics.setColor(unpack(o.ambient)) love.graphics.setColor(unpack(o.ambient))
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) love.graphics.rectangle("fill", LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
for i = 1, #o.lights do for i = 1, #o.lights do
if o.lights[i].visible then if o.lights[i].visible then
love.graphics.draw(o.lights[i].shadow) love.graphics.draw(o.lights[i].shadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
end end
end end
o.isShadowBlur = false o.isShadowBlur = false
@ -130,7 +128,7 @@ function love.light.newWorld()
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
for i = 1, #o.lights do for i = 1, #o.lights do
if o.lights[i].visible then if o.lights[i].visible then
love.graphics.draw(o.lights[i].shine) love.graphics.draw(o.lights[i].shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
end end
end end
@ -148,10 +146,11 @@ function love.light.newWorld()
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
love.graphics.draw(o.img[i].normal, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2) love.graphics.draw(o.img[i].normal, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
else else
love.graphics.setColor(127, 127, 255) love.graphics.setColor(0, 0, 0, 0)
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) 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)
end end
end end
love.graphics.setColor(255, 255, 255)
end end
o.pixelShadow2:clear() o.pixelShadow2:clear()
@ -159,24 +158,15 @@ function love.light.newWorld()
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
love.graphics.setShader(o.shader2) love.graphics.setShader(o.shader2)
local curLightAmbient = {
o.ambient[1] / 255.0,
o.ambient[2] / 255.0,
o.ambient[3] / 255.0
}
for i = 1, #o.lights do for i = 1, #o.lights do
if o.lights[i].visible then if o.lights[i].visible then
local curLightColor = { o.normalShader:send('screenResolution', {love.graphics.getWidth(), love.graphics.getHeight()})
o.lights[i].red / 255.0, o.normalShader:send('lightColor', {o.lights[i].red / 255.0, o.lights[i].green / 255.0, o.lights[i].blue / 255.0})
o.lights[i].green / 255.0, o.normalShader:send('lightPosition',{o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, o.lights[i].z / 255.0})
o.lights[i].blue / 255.0 o.normalShader:send('lightRange',{o.lights[i].range})
} o.normalShader:send("lightSmooth", o.lights[i].smooth)
o.shader2:send("lightPosition", {o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, 16}) love.graphics.setShader(o.normalShader)
o.shader2:send("lightRange", {o.lights[i].range}) love.graphics.draw(o.normalMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
o.shader2:send("lightColor", curLightColor)
o.shader2:send("lightAmbient", curLightAmbient)
o.shader2:send("lightSmooth", {o.lights[i].smooth})
love.graphics.draw(o.normalMap)
end end
end end
@ -184,7 +174,11 @@ function love.light.newWorld()
o.pixelShadow:clear(255, 255, 255) o.pixelShadow:clear(255, 255, 255)
love.graphics.setCanvas(o.pixelShadow) love.graphics.setCanvas(o.pixelShadow)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.draw(o.pixelShadow2) love.graphics.draw(o.pixelShadow2, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setBlendMode("additive")
love.graphics.setColor({o.ambient[1], o.ambient[2], o.ambient[3]})
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setBlendMode("alpha")
-- create glow map -- create glow map
if o.changed then if o.changed then
@ -192,7 +186,11 @@ function love.light.newWorld()
love.graphics.setCanvas(o.glowMap) love.graphics.setCanvas(o.glowMap)
for i = 1, #o.img do for i = 1, #o.img do
if o.img[i].glow then if o.img[i].glow then
love.graphics.setColor(255, 255, 255)
love.graphics.draw(o.img[i].glow, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2) love.graphics.draw(o.img[i].glow, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
else
love.graphics.setColor(0, 0, 0)
love.graphics.draw(o.img[i].img, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
end end
end end
o.isGlowBlur = false o.isGlowBlur = false
@ -215,19 +213,19 @@ function love.light.newWorld()
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(o.shadow2) love.graphics.setCanvas(o.shadow2)
love.graphics.setShader(LOVE_LIGHT_BLURV) love.graphics.setShader(LOVE_LIGHT_BLURV)
love.graphics.draw(o.shadow) love.graphics.draw(o.shadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setCanvas(o.shadow) love.graphics.setCanvas(o.shadow)
love.graphics.setShader(LOVE_LIGHT_BLURH) love.graphics.setShader(LOVE_LIGHT_BLURH)
love.graphics.draw(o.shadow2) love.graphics.draw(o.shadow2, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER) love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
love.graphics.setBlendMode("multiplicative") love.graphics.setBlendMode("multiplicative")
love.graphics.setShader() love.graphics.setShader()
love.graphics.draw(o.shadow) love.graphics.draw(o.shadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
else else
love.graphics.setBlendMode("multiplicative") love.graphics.setBlendMode("multiplicative")
love.graphics.setShader() love.graphics.setShader()
love.graphics.draw(o.shadow) love.graphics.draw(o.shadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
end end
end end
@ -236,7 +234,7 @@ function love.light.newWorld()
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("multiplicative") love.graphics.setBlendMode("multiplicative")
love.graphics.setShader() love.graphics.setShader()
love.graphics.draw(o.shine) love.graphics.draw(o.shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
end end
-- draw pixel shadow -- draw pixel shadow
@ -244,7 +242,7 @@ function love.light.newWorld()
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("multiplicative") love.graphics.setBlendMode("multiplicative")
love.graphics.setShader() love.graphics.setShader()
love.graphics.draw(o.pixelShadow) love.graphics.draw(o.pixelShadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
end end
-- draw glow -- draw glow
@ -253,7 +251,7 @@ function love.light.newWorld()
if o.isGlowBlur then if o.isGlowBlur then
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
love.graphics.setShader() love.graphics.setShader()
love.graphics.draw(o.glowMap) love.graphics.draw(o.glowMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
else else
LOVE_LIGHT_BLURV:send("steps", 1.0) LOVE_LIGHT_BLURV:send("steps", 1.0)
@ -262,14 +260,14 @@ function love.light.newWorld()
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(o.glowMap2) love.graphics.setCanvas(o.glowMap2)
love.graphics.setShader(LOVE_LIGHT_BLURV) love.graphics.setShader(LOVE_LIGHT_BLURV)
love.graphics.draw(o.glowMap) love.graphics.draw(o.glowMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setCanvas(o.glowMap) love.graphics.setCanvas(o.glowMap)
love.graphics.setShader(LOVE_LIGHT_BLURH) love.graphics.setShader(LOVE_LIGHT_BLURH)
love.graphics.draw(o.glowMap2) love.graphics.draw(o.glowMap2, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER) love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
love.graphics.setShader() love.graphics.setShader()
love.graphics.draw(o.glowMap) love.graphics.draw(o.glowMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
o.isGlowBlur = true o.isGlowBlur = true
@ -293,6 +291,11 @@ function love.light.newWorld()
o.img = {} o.img = {}
o.changed = true o.changed = true
end end
-- set offset
o.setTranslation = function(translateX, translateY)
LOVE_LIGHT_TRANSLATE_X = translateX
LOVE_LIGHT_TRANSLATE_Y = translateY
end
-- set ambient color -- set ambient color
o.setAmbientColor = function(red, green, blue) o.setAmbientColor = function(red, green, blue)
o.ambient = {red, green, blue} o.ambient = {red, green, blue}
@ -389,7 +392,7 @@ function love.light.newLight(p, x, y, red, green, blue, range)
o.shine = love.graphics.newCanvas() o.shine = love.graphics.newCanvas()
o.x = x o.x = x
o.y = y o.y = y
o.z = 1 o.z = 15
o.red = red o.red = red
o.green = green o.green = green
o.blue = blue o.blue = blue
@ -478,6 +481,7 @@ function love.light.newRectangle(p, x, y, width, height)
o.ox = o.width / 2 o.ox = o.width / 2
o.oy = o.height / 2 o.oy = o.height / 2
o.shine = true o.shine = true
o.type = "rectangle"
p.changed = true p.changed = true
o.data = { o.data = {
o.x - o.ox, o.x - o.ox,
@ -564,7 +568,7 @@ function love.light.newRectangle(p, x, y, width, height)
end end
-- get type -- get type
o.getType = function() o.getType = function()
return "rectangle" return o.type
end end
return o return o
@ -579,6 +583,7 @@ function love.light.newCircle(p, x, y, radius)
o.y = y or 0 o.y = y or 0
o.radius = radius or 200 o.radius = radius or 200
o.shine = true o.shine = true
o.type = "circle"
p.changed = true p.changed = true
-- set position -- set position
o.setPosition = function(x, y) o.setPosition = function(x, y)
@ -633,7 +638,7 @@ function love.light.newCircle(p, x, y, radius)
end end
-- get type -- get type
o.getType = function() o.getType = function()
return "circle" return o.type
end end
return o return o
@ -645,11 +650,12 @@ function love.light.newPolygon(p, ...)
p.poly[#p.poly + 1] = o p.poly[#p.poly + 1] = o
o.id = #p.poly o.id = #p.poly
o.shine = true o.shine = true
o.type = "polygon"
p.changed = true p.changed = true
if ... then if ... then
o.data = {...} o.data = {...}
else else
o.data = {0,0,0,0,0,0} o.data = {0, 0, 0, 0, 0, 0}
end end
-- set polygon data -- set polygon data
o.setPoints = function(...) o.setPoints = function(...)
@ -672,7 +678,7 @@ function love.light.newPolygon(p, ...)
end end
-- get type -- get type
o.getType = function() o.getType = function()
return "polygon" return o.type
end end
return o return o
@ -698,6 +704,7 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
o.imgWidth = img:getWidth() o.imgWidth = img:getWidth()
o.imgHeight = img:getHeight() o.imgHeight = img:getHeight()
o.shine = true o.shine = true
o.type = "image"
p.changed = true p.changed = true
o.data = { o.data = {
o.x - o.ox, o.x - o.ox,
@ -786,13 +793,90 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
o.setNormalMap = function(normal) o.setNormalMap = function(normal)
o.normal = normal o.normal = normal
end end
-- set height map
o.setHeightMap = function(heightMap, strength)
o.normal = HeightMapToNormalMap(heightMap, strength)
end
-- generate flat normal map
o.generateNormalMapFlat = function(mode)
local imgData = o.img:getData()
local imgNormalData = love.image.newImageData(o.imgWidth, o.imgHeight)
local color
if mode == "top" then
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 -- set normal
o.setGlowMap = function(glow) o.setGlowMap = function(glow)
o.glow = glow o.glow = glow
end end
-- get type -- get type
o.getType = function() o.getType = function()
return "image" return o.type
end end
return o return o
@ -854,8 +938,8 @@ function calculateShadows(lightsource, geometry, circle, image)
curShadowGeometry[8] = curPolygon[nextIndex*2] curShadowGeometry[8] = curPolygon[nextIndex*2]
local lightVecBackFront = normalize({curPolygon[nextIndex*2-1] - lightsource.x, curPolygon[nextIndex*2] - lightsource.y}) local lightVecBackFront = normalize({curPolygon[nextIndex*2-1] - lightsource.x, curPolygon[nextIndex*2] - lightsource.y})
curShadowGeometry[5] = curShadowGeometry[7] + lightVecBackFront[1]*shadowLength curShadowGeometry[5] = curShadowGeometry[7] + lightVecBackFront[1] * shadowLength
curShadowGeometry[6] = curShadowGeometry[8] + lightVecBackFront[2]*shadowLength curShadowGeometry[6] = curShadowGeometry[8] + lightVecBackFront[2] * shadowLength
end end
end end
if curShadowGeometry[1] if curShadowGeometry[1]
@ -875,10 +959,10 @@ function calculateShadows(lightsource, geometry, circle, image)
for i, v in pairs(circle) do for i, v in pairs(circle) do
local curShadowGeometry = {} local curShadowGeometry = {}
local angle = math.atan2(lightsource.x - v.x, v.y - lightsource.y) + math.pi / 2 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 x2 = (v.x + math.sin(angle) * v.radius)
local y2 = v.y - math.cos(angle) * v.radius local y2 = (v.y - math.cos(angle) * v.radius)
local x3 = v.x - math.sin(angle) * v.radius local x3 = (v.x - math.sin(angle) * v.radius)
local y3 = v.y + math.cos(angle) * v.radius local y3 = (v.y + math.cos(angle) * v.radius)
curShadowGeometry[1] = x2 curShadowGeometry[1] = x2
curShadowGeometry[2] = y2 curShadowGeometry[2] = y2
@ -904,7 +988,7 @@ shadowStencil = function()
love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data)) love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
end end
for i = 1, #LOVE_LIGHT_CIRCLE do 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 end
for i = 1, #LOVE_LIGHT_IMAGE do 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) --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() polyStencil = function()
for i = 1, #LOVE_LIGHT_CIRCLE do for i = 1, #LOVE_LIGHT_CIRCLE do
if LOVE_LIGHT_CIRCLE[i].shine then 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
end end
for i = 1, #LOVE_LIGHT_POLY do 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) --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 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 end

View File

@ -57,6 +57,10 @@ function love.load()
machine2 = love.graphics.newImage "gfx/machine2.png" machine2 = love.graphics.newImage "gfx/machine2.png"
machine2_normal = love.graphics.newImage "gfx/machine2_normal.png" machine2_normal = love.graphics.newImage "gfx/machine2_normal.png"
machine2_glow = love.graphics.newImage "gfx/machine2_glow.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 -- light world
lightRange = 300 lightRange = 300
@ -77,6 +81,7 @@ function love.load()
shadowBlur = 2.0 shadowBlur = 2.0
bloomOn = true bloomOn = true
textureOn = true textureOn = true
normalOn = false
offsetX = 0.0 offsetX = 0.0
offsetY = 0.0 offsetY = 0.0
@ -168,14 +173,19 @@ function love.draw()
end end
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.setColor(255, 255, 255) if normalOn then
if textureOn then love.graphics.setColor(127, 127, 255)
love.graphics.draw(imgFloor, quadScreen, offsetX % 32 - 32, offsetY % 24 - 24)
else
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) 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 end
-- draw lightmap shadows -- draw lightmap shadows
if lightOn then if lightOn and not normalOn then
lightWorld.drawShadow() lightWorld.drawShadow()
end end
@ -189,24 +199,30 @@ function love.draw()
end end
-- draw lightmap shine -- draw lightmap shine
if lightOn then if lightOn and not normalOn then
lightWorld.drawShine() lightWorld.drawShine()
end end
for i = 1, phyCnt do for i = 1, phyCnt do
if phyLight[i].getType() == "image" then if phyLight[i].getType() == "image" then
love.graphics.setColor(223 + math.sin(i) * 31, 223 + math.cos(i) * 31, 223 + math.tan(i) * 31) if not normalOn then
love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ox2, phyLight[i].y - phyLight[i].oy2) --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
end end
-- draw pixel shadow -- draw pixel shadow
if lightOn then if lightOn and not normalOn then
lightWorld.drawPixelShadow() lightWorld.drawPixelShadow()
end end
-- draw glow -- draw glow
if lightOn then if lightOn and not normalOn then
lightWorld.drawGlow() lightWorld.drawGlow()
end end
@ -261,6 +277,13 @@ function love.draw()
love.graphics.setColor(255, 0, 0) love.graphics.setColor(255, 0, 0)
love.graphics.print("F7: Texture off", 4 + 152 * 1, 4 + 20 * 1) love.graphics.print("F7: Texture off", 4 + 152 * 1, 4 + 20 * 1)
end 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.setColor(255, 0, 255)
love.graphics.print("F11: Clear obj.", 4 + 152 * 3, 4 + 20 * 1) love.graphics.print("F11: Clear obj.", 4 + 152 * 3, 4 + 20 * 1)
love.graphics.print("F12: Clear lights", 4 + 152 * 4, 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 bloomOn = not bloomOn
elseif k == "f7" then elseif k == "f7" then
textureOn = not textureOn textureOn = not textureOn
elseif k == "f8" then
normalOn = not normalOn
elseif k == "f11" then elseif k == "f11" then
physicWorld:destroy() physicWorld:destroy()
lightWorld.clearObjects() lightWorld.clearObjects()
@ -407,5 +432,25 @@ function love.keypressed(k, u)
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32) phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5) 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
end end

33
shader/normal.glsl Normal file
View 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);
}
}

View File

@ -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);
}
}