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https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
just a bit of a refactor that should be a bit of an optimizations because I wont be sending a buffer several time for no reason
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@ -109,6 +109,9 @@ function light_world:drawNormalShading(l,t,w,h,s)
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end
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end
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end)
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end)
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self.shadowShader:send('normalMap', self.normalMap)
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self.shadowShader:send("invert_normal", self.normalInvert == true)
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self.shadow_buffer:clear()
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self.shadow_buffer:clear()
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for i = 1, #self.lights do
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for i = 1, #self.lights do
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local light = self.lights[i]
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local light = self.lights[i]
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@ -131,14 +134,12 @@ function light_world:drawNormalShading(l,t,w,h,s)
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end
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end
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end)
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end)
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-- draw scene for this light using normals and shadowmap
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-- draw scene for this light using normals and shadowmap
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self.shadowShader:send('shadowMap', self.shadowMap)
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self.shadowShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0})
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self.shadowShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0})
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self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0})
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self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0})
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self.shadowShader:send('lightRange',{light.range * s})
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self.shadowShader:send('lightRange',{light.range * s})
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self.shadowShader:send("lightSmooth", light.smooth)
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self.shadowShader:send("lightSmooth", light.smooth)
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self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
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self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
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self.shadowShader:send("invert_normal", self.normalInvert == true)
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util.drawCanvasToCanvas(self.shadowMap, self.shadow_buffer, {
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util.drawCanvasToCanvas(self.normalMap, self.shadow_buffer, {
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blendmode = 'additive',
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blendmode = 'additive',
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shader = self.shadowShader,
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shader = self.shadowShader,
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stencil = function()
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stencil = function()
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@ -4,7 +4,7 @@
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*/
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*/
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#define PI 3.1415926535897932384626433832795
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#define PI 3.1415926535897932384626433832795
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extern Image shadowMap; //a canvas containing shadow data only
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extern Image normalMap; //a canvas containing shadow data only
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extern vec3 lightPosition; //the light position on the screen(not global)
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extern vec3 lightPosition; //the light position on the screen(not global)
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extern vec3 lightColor; //the rgb color of the light
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extern vec3 lightColor; //the rgb color of the light
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extern float lightRange; //the range of the light
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extern float lightRange; //the range of the light
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@ -13,8 +13,7 @@ extern vec2 lightGlow; //how brightly the light bulb part glows
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extern bool invert_normal; //if the light should invert normals
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extern bool invert_normal; //if the light should invert normals
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec4 pixelColor = Texel(texture, texture_coords);
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vec4 normalColor = Texel(normalMap, texture_coords);
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vec4 shadowColor = Texel(shadowMap, texture_coords);
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float dist = distance(lightPosition, vec3(pixel_coords, 1.0));
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float dist = distance(lightPosition, vec3(pixel_coords, 1.0));
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//if the pixel is within this lights range
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//if the pixel is within this lights range
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@ -23,13 +22,13 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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return vec4(0.0, 0.0, 0.0, 1.0);
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}else{
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}else{
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vec3 normal;
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vec3 normal;
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if(pixelColor.a > 0.0) {
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if(normalColor.a > 0.0) {
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//if on the normal map ie there is normal map data
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//if on the normal map ie there is normal map data
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//so get the normal data
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//so get the normal data
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if(invert_normal) {
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if(invert_normal) {
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normal = normalize(vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b) * 2.0 - 1.0);
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normal = normalize(vec3(normalColor.r, 1 - normalColor.g, normalColor.b) * 2.0 - 1.0);
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} else {
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} else {
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normal = normalize(pixelColor.rgb * 2.0 - 1.0);
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normal = normalize(normalColor.rgb * 2.0 - 1.0);
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}
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}
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} else {
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} else {
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// not on the normal map so it is the floor with a normal point strait up
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// not on the normal map so it is the floor with a normal point strait up
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@ -38,7 +37,7 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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//calculater attenuation of light based on the distance
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//calculater attenuation of light based on the distance
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float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
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float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
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// if not on the normal map draw attenuated shadows
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// if not on the normal map draw attenuated shadows
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if(pixelColor.a == 0.0) {
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if(normalColor.a == 0.0) {
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//start with a dark color and add in the light color and shadow color
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//start with a dark color and add in the light color and shadow color
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vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
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if (lightGlow.x < 1.0 && lightGlow.y > 0.0) {
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if (lightGlow.x < 1.0 && lightGlow.y > 0.0) {
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@ -47,6 +46,7 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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pixel.rgb = lightColor * pow(att, lightSmooth);
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pixel.rgb = lightColor * pow(att, lightSmooth);
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}
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}
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//If on the shadow map add the shadow color
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//If on the shadow map add the shadow color
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vec4 shadowColor = Texel(texture, texture_coords);
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if(shadowColor.a > 0.0) {
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if(shadowColor.a > 0.0) {
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pixel.rgb = pixel.rgb * shadowColor.rgb;
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pixel.rgb = pixel.rgb * shadowColor.rgb;
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}
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}
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