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https://github.com/tanema/light_world.lua.git
synced 2024-12-11 01:14:26 +00:00
took out annoyance in naming
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7db34a4a02
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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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end
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end
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function body:drawPixelShadow()
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function body:drawNormalShading()
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if self.type == "image" and self.normalMesh then
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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.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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love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny)
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25
lib/init.lua
25
lib/init.lua
@ -72,8 +72,8 @@ function light_world:refreshScreenSize(w, h)
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self.render_buffer = love.graphics.newCanvas(w, h)
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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.shadow = love.graphics.newCanvas(w, h)
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self.shadow2 = love.graphics.newCanvas(w, h)
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self.shadow2 = love.graphics.newCanvas(w, h)
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self.pixelShadow = love.graphics.newCanvas(w, h)
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self.normal = love.graphics.newCanvas(w, h)
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self.pixelShadow2 = 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.shine = love.graphics.newCanvas(w, h)
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self.shine2 = 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.normalMap = love.graphics.newCanvas(w, h)
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@ -105,7 +105,7 @@ function light_world:draw(l,t,s)
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self.drawForeground( 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:drawMaterial( l,t,w,h,s)
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self:drawShine( l,t,w,h,s)
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self:drawShine( l,t,w,h,s)
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self:drawPixelShadow(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:drawGlow( l,t,w,h,s)
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self:drawRefraction( l,t,w,h,s)
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self:drawRefraction( l,t,w,h,s)
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self:drawReflection( l,t,w,h,s)
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self:drawReflection( l,t,w,h,s)
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@ -164,34 +164,33 @@ function light_world:drawShine(l,t,w,h,s)
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util.drawCanvasToCanvas(self.shine, self.render_buffer, {blendmode = "multiplicative"})
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util.drawCanvasToCanvas(self.shine, self.render_buffer, {blendmode = "multiplicative"})
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end
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end
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-- draw pixel shadow
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-- draw normal shading
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function light_world:drawPixelShadow(l,t,w,h,s)
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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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if not self.isShadows then
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return
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return
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end
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end
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-- update pixel shadow
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-- create normal map
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-- create normal map
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self.normalMap:clear()
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self.normalMap:clear()
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util.drawto(self.normalMap, l, t, s, function()
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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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for i = 1, #self.body do
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self.body[i]:drawPixelShadow()
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self.body[i]:drawNormalShading()
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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.pixelShadow2:clear()
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self.normal2: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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self.lights[i]:drawPixelShadow(l,t,w,h,s, self.normalMap, self.pixelShadow2)
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self.lights[i]:drawNormalShading(l,t,w,h,s, self.normalMap, self.normal2)
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end
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end
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self.pixelShadow:clear(255, 255, 255)
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self.normal:clear(255, 255, 255)
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util.drawCanvasToCanvas(self.pixelShadow2, self.pixelShadow, {blendmode = "alpha"})
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util.drawCanvasToCanvas(self.normal2, self.normal, {blendmode = "alpha"})
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util.drawto(self.pixelShadow, l, t, s, function()
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util.drawto(self.normal, l, t, s, function()
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love.graphics.setBlendMode("additive")
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love.graphics.setBlendMode("additive")
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love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
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love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
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love.graphics.rectangle("fill", -l/s, -t/s, w/s,h/s)
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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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end)
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util.drawCanvasToCanvas(self.pixelShadow, self.render_buffer, {blendmode = "multiplicative"})
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util.drawCanvasToCanvas(self.normal, self.render_buffer, {blendmode = "multiplicative"})
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end
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end
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-- draw material
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-- draw material
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@ -195,7 +195,7 @@ function light:drawShine(l,t,w,h,s,bodies,canvas)
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end
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end
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end
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end
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function light:drawPixelShadow(l,t,w,h,s, normalMap, canvas)
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function light:drawNormalShading(l,t,w,h,s, normalMap, canvas)
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if self.visible and self:inRange(l,t,w,h,s) then
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if self.visible and self:inRange(l,t,w,h,s) then
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self.normalShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.normalShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.normalShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, self.z / 255.0})
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self.normalShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, self.z / 255.0})
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