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added a normal mapping example
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74
examples/normalMap.lua
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74
examples/normalMap.lua
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-- Example: Normal map Example
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local LightWorld = require "lib/light_world"
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function love.load()
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x = 0
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y = 0
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scale = 1
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-- load images
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image = love.graphics.newImage("gfx/crossColor.jpg")
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image_normal = love.graphics.newImage("gfx/crossnrm.jpg")
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-- create light world
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lightWorld = LightWorld({
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drawBackground = drawBackground,
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drawForground = drawForground,
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ambient = {55,55,55},
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refractionStrength = 32.0,
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reflectionVisibility = 0.75,
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})
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-- create light
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lightMouse = lightWorld:newLight(0, 0, 160, 160, 160, 300)
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lightMouse:setGlowStrength(0.3)
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-- create shadow bodys
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local w, h = love.graphics.getWidth(), love.graphics.getHeight()
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imageTest = lightWorld:newImage(image, w/2, h/2)
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imageTest:setNormalMap(image_normal)
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end
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function love.update(dt)
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love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")")
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if love.keyboard.isDown("up") then
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y = y - dt * 200
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elseif love.keyboard.isDown("down") then
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y = y + dt * 200
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end
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if love.keyboard.isDown("left") then
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x = x - dt * 200
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elseif love.keyboard.isDown("right") then
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x = x + dt * 200
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end
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if love.keyboard.isDown("-") then
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scale = scale - 0.01
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elseif love.keyboard.isDown("=") then
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scale = scale + 0.01
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end
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lightMouse:setPosition(love.mouse.getX()/scale, love.mouse.getY()/scale)
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end
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function love.draw()
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love.graphics.push()
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love.graphics.translate(x, y)
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love.graphics.scale(scale)
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lightWorld:draw(x,y,scale)
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love.graphics.pop()
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end
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function drawBackground(l,t,w,h)
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love.graphics.setColor(255, 255, 255)
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love.graphics.rectangle("fill", -l/scale, -t/scale, w/scale, h/scale)
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end
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function drawForground(l,t,w,h)
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love.graphics.setColor(255, 255, 255)
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local w, h = love.graphics.getWidth(), love.graphics.getHeight()
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love.graphics.draw(image, w/2-(image:getWidth()/2), h/2-(image:getHeight()/2))
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end
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BIN
gfx/crossColor.jpg
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gfx/crossColor.jpg
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After Width: | Height: | Size: 87 KiB |
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gfx/crossnrm.jpg
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gfx/crossnrm.jpg
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After Width: | Height: | Size: 57 KiB |
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