converted the complex example to use the proper way of transformation

This commit is contained in:
Tim Anema 2014-10-23 08:25:12 -04:00
parent b976a90afe
commit 537ff2522c
4 changed files with 37 additions and 47 deletions

View File

@ -120,6 +120,7 @@ function love.load()
offsetX = 0.0 offsetX = 0.0
offsetY = 0.0 offsetY = 0.0
scale = 1.0
offsetOldX = 0.0 offsetOldX = 0.0
offsetOldY = 0.0 offsetOldY = 0.0
offsetChanged = false offsetChanged = false
@ -176,14 +177,10 @@ function love.update(dt)
offsetX = offsetX - dt * 200 offsetX = offsetX - dt * 200
end end
if offsetX ~= offsetOldX or offsetY ~= offsetOldY then if love.keyboard.isDown("-") then
offsetChanged = true scale = scale - 0.01
for i = 2, lightWorld:getLightCount() do elseif love.keyboard.isDown("=") then
local light = lightWorld:getLight(i) scale = scale + 0.01
light:setPosition(light:getX() + (offsetX - offsetOldX), light:getY() + (offsetY - offsetOldY))
end
else
offsetChanged = false
end end
for i = 1, lightWorld:getLightCount() do for i = 1, lightWorld:getLightCount() do
@ -195,10 +192,6 @@ function love.update(dt)
for i = 1, phyCnt do for i = 1, phyCnt do
if phyBody[i] and (phyBody[i]:isAwake() or offsetChanged) then if phyBody[i] and (phyBody[i]:isAwake() or offsetChanged) then
if offsetChanged then
phyBody[i]:setX(phyBody[i]:getX() + (offsetX - offsetOldX))
phyBody[i]:setY(phyBody[i]:getY() + (offsetY - offsetOldY))
end
if phyLight[i]:getType() == "polygon" then if phyLight[i]:getType() == "polygon" then
phyLight[i]:setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints())) phyLight[i]:setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints()))
elseif phyLight[i]:getType() == "circle" then elseif phyLight[i]:getType() == "circle" then
@ -213,9 +206,6 @@ function love.update(dt)
--if math.mod(i, 2) == 0 then --if math.mod(i, 2) == 0 then
phyLight[i]:setNormalTileOffset(tileX, tileY) phyLight[i]:setNormalTileOffset(tileX, tileY)
--end --end
if offsetChanged then
phyLight[i]:setPosition(phyLight[i]:getX() + (offsetX - offsetOldX), phyLight[i]:getY() + (offsetY - offsetOldY))
end
end end
end end
@ -223,9 +213,6 @@ function love.update(dt)
physicWorld:update(dt) physicWorld:update(dt)
end end
offsetOldX = offsetX
offsetOldY = offsetY
-- draw shader -- draw shader
if colorAberration > 0.0 then if colorAberration > 0.0 then
-- vert / horz blur -- vert / horz blur
@ -246,7 +233,11 @@ end
function love.draw() function love.draw()
-- set shader buffer -- set shader buffer
lightWorld:draw() love.graphics.push()
love.graphics.translate(offsetX, offsetY)
love.graphics.scale(scale)
lightWorld:draw(offsetX,offsetY, scale)
love.graphics.pop()
love.graphics.draw(imgLight, mx - 5, (my - 5) - (16.0 + (math.sin(lightDirection) + 1.0) * 64.0)) love.graphics.draw(imgLight, mx - 5, (my - 5) - (16.0 + (math.sin(lightDirection) + 1.0) * 64.0))
@ -349,7 +340,7 @@ function drawBackground(l,t,w,h)
else else
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
if textureOn then if textureOn then
love.graphics.draw(imgFloor, quadScreen, offsetX % 32 - 32, offsetY % 24 - 24) love.graphics.draw(imgFloor, quadScreen, 0,0)
else 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())
end end

View File

@ -399,7 +399,7 @@ function body:shadowStencil()
end end
end end
function body:drawShadow(light, l,t,w,h,s) function body:drawShadow(light)
if self.alpha < 1.0 then if self.alpha < 1.0 then
love.graphics.setBlendMode("multiplicative") love.graphics.setBlendMode("multiplicative")
love.graphics.setColor(self.red, self.green, self.blue) love.graphics.setColor(self.red, self.green, self.blue)
@ -457,18 +457,18 @@ function body:drawShadow(light, l,t,w,h,s)
} }
self.shadowMesh:setVertices(self.shadowVert) self.shadowMesh:setVertices(self.shadowVert)
love.graphics.draw(self.shadowMesh, self.x - self.ox + l, self.y - self.oy + t, 0, s, s) love.graphics.draw(self.shadowMesh, self.x - self.ox, self.y - self.oy, 0, s, s)
end end
end end
function body:drawPixelShadow(l,t,w,h) function body:drawPixelShadow()
if self.type == "image" and self.normalMesh then if self.type == "image" and self.normalMesh then
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny) love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny)
end end
end end
function body:drawGlow(l,t,w,h) function body:drawGlow()
if self.glowStrength > 0.0 then if self.glowStrength > 0.0 then
love.graphics.setColor(self.glowRed * self.glowStrength, self.glowGreen * self.glowStrength, self.glowBlue * self.glowStrength) love.graphics.setColor(self.glowRed * self.glowStrength, self.glowGreen * self.glowStrength, self.glowBlue * self.glowStrength)
else else
@ -497,14 +497,14 @@ function body:drawGlow(l,t,w,h)
love.graphics.setShader() love.graphics.setShader()
end end
function body:drawRefraction(l,t,w,h) function body:drawRefraction()
if self.refraction and self.normal then if self.refraction and self.normal then
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
if self.tileX == 0.0 and self.tileY == 0.0 then if self.tileX == 0.0 and self.tileY == 0.0 then
love.graphics.draw(normal, self.x - self.nx + l, self.y - self.ny + t) love.graphics.draw(normal, self.x - self.nx, self.y - self.ny)
else else
self.normalMesh:setVertices(self.normalVert) self.normalMesh:setVertices(self.normalVert)
love.graphics.draw(self.normalMesh, self.x - self.nx + l, self.y - self.ny + t) love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny)
end end
end end
@ -518,32 +518,32 @@ function body:drawRefraction(l,t,w,h)
elseif self.type == "polygon" then elseif self.type == "polygon" then
love.graphics.polygon("fill", unpack(self.data)) love.graphics.polygon("fill", unpack(self.data))
elseif self.type == "image" and self.img then elseif self.type == "image" and self.img then
love.graphics.draw(self.img, self.x - self.ix + l, self.y - self.iy + t) love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy)
end end
end end
end end
function body:drawReflection(l,t,w,h) function body:drawReflection()
if self.reflection and self.normal then if self.reflection and self.normal then
love.graphics.setColor(255, 0, 0) love.graphics.setColor(255, 0, 0)
self.normalMesh:setVertices(self.normalVert) self.normalMesh:setVertices(self.normalVert)
love.graphics.draw(self.normalMesh, self.x - self.nx + l, self.y - self.ny + t) love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny)
end end
if self.reflective and self.img then if self.reflective and self.img then
love.graphics.setColor(0, 255, 0) love.graphics.setColor(0, 255, 0)
love.graphics.draw(self.img, self.x - self.ix + l, self.y - self.iy + t) love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy)
elseif not self.reflection and self.img then elseif not self.reflection and self.img then
love.graphics.setColor(0, 0, 0) love.graphics.setColor(0, 0, 0)
love.graphics.draw(self.img, self.x - self.ix + l, self.y - self.iy + t) love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy)
end end
end end
function body:drawMaterial(l,t,w,h) function body:drawMaterial()
if self.material and self.normal then if self.material and self.normal then
love.graphics.setShader(self.materialShader) love.graphics.setShader(self.materialShader)
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
self.materialShader:send("material", self.material) self.materialShader:send("material", self.material)
love.graphics.draw(self.normal, self.x - self.nx + l, self.y - self.ny + t) love.graphics.draw(self.normal, self.x - self.nx, self.y - self.ny)
love.graphics.setShader() love.graphics.setShader()
end end
end end

View File

@ -142,17 +142,16 @@ function light:drawShadow(l,t,w,h,s,bodies, canvas)
end end
end end
-- draw shadow
self.shadow:clear() self.shadow:clear()
self.shader:send("lightPosition", {self.x - l, h - (self.y - t), self.z}) util.drawto(self.shadow, l, t, s, function()
self.shader:send("lightPosition", {self.x + l, h - (self.y + t), self.z})
self.shader:send("lightRange", self.range) self.shader:send("lightRange", self.range)
self.shader:send("lightColor", {self.red / 255.0, self.green / 255.0, self.blue / 255.0}) self.shader:send("lightColor", {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
self.shader:send("lightSmooth", self.smooth) self.shader:send("lightSmooth", self.smooth)
self.shader:send("lightGlow", {1.0 - self.glowSize, self.glowStrength}) self.shader:send("lightGlow", {1.0 - self.glowSize, self.glowStrength})
self.shader:send("lightAngle", math.pi - self.angle / 2.0) self.shader:send("lightAngle", math.pi - self.angle / 2.0)
self.shader:send("lightDirection", self.direction) self.shader:send("lightDirection", self.direction)
-- draw shadow
util.drawto(self.shadow, l, t, s, function()
love.graphics.setShader(self.shader) love.graphics.setShader(self.shader)
love.graphics.setInvertedStencil(stencils.shadow(shadow_geometry, bodies)) love.graphics.setInvertedStencil(stencils.shadow(shadow_geometry, bodies))
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
@ -178,9 +177,9 @@ function light:drawShadow(l,t,w,h,s,bodies, canvas)
end) end)
-- update shine -- update shine
self.shine:clear(255, 255, 255)
util.drawto(self.shine, l, t, s, function() util.drawto(self.shine, l, t, s, function()
love.graphics.setShader(self.shader) love.graphics.setShader(self.shader)
self.shine:clear(255, 255, 255)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.setStencil(stencils.colorShadow(bodies)) love.graphics.setStencil(stencils.colorShadow(bodies))
love.graphics.rectangle("fill", -l,-t,w,h) love.graphics.rectangle("fill", -l,-t,w,h)

View File

@ -131,7 +131,7 @@ function light_world:drawShadow(l,t,w,h,s)
util.drawto(self.shadow, l, t, s, function() util.drawto(self.shadow, l, t, s, function()
love.graphics.setColor(unpack(self.ambient)) love.graphics.setColor(unpack(self.ambient))
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.rectangle("fill", l, t, w, h) love.graphics.rectangle("fill", -l, -t, w, h)
for i = 1, #self.lights do for i = 1, #self.lights do
self.lights[i]:drawShadow(l,t,w,h,s,self.body, self.shadow) self.lights[i]:drawShadow(l,t,w,h,s,self.body, self.shadow)
end end
@ -151,7 +151,7 @@ function light_world:drawShine(l,t,w,h,s)
util.drawto(self.shine, l, t, s, function() util.drawto(self.shine, l, t, s, function()
love.graphics.setColor(unpack(self.ambient)) love.graphics.setColor(unpack(self.ambient))
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.rectangle("fill", l, t, w, h) love.graphics.rectangle("fill", -l, -t, w, h)
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
for i = 1, #self.lights do for i = 1, #self.lights do