mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
added image stencils for objects so shadows are properly stenciled, and made it so that object that dont cast shadows have shadows cast over them.
This commit is contained in:
parent
1026092cbd
commit
691da848de
@ -27,9 +27,6 @@ function initScene()
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phyCnt = 0
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phyCnt = 0
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phyLight = {}
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phyLight = {}
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phyBody = {}
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phyShape = {}
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phyFixture = {}
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end
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end
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function love.load()
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function love.load()
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@ -141,34 +138,6 @@ function love.update(dt)
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lightDirection = lightDirection + dt
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lightDirection = lightDirection + dt
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colorAberration = math.max(0.0, colorAberration - dt * 10.0)
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colorAberration = math.max(0.0, colorAberration - dt * 10.0)
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if love.keyboard.isDown("w") then
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for i = 1, phyCnt do
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if phyBody[i] then
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phyBody[i]:applyForce(0, -2000)
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end
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end
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elseif love.keyboard.isDown("s") then
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for i = 1, phyCnt do
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if phyBody[i] then
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phyBody[i]:applyForce(0, 2000)
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end
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end
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end
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if love.keyboard.isDown("a") then
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for i = 1, phyCnt do
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if phyBody[i] then
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phyBody[i]:applyForce(-2000, 0)
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end
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end
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elseif love.keyboard.isDown("d") then
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for i = 1, phyCnt do
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if phyBody[i] then
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phyBody[i]:applyForce(2000, 0)
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end
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end
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end
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if love.keyboard.isDown("up") then
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if love.keyboard.isDown("up") then
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offsetY = offsetY + dt * 200
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offsetY = offsetY + dt * 200
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elseif love.keyboard.isDown("down") then
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elseif love.keyboard.isDown("down") then
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@ -194,29 +163,6 @@ function love.update(dt)
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tileX = tileX + dt * 32.0
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tileX = tileX + dt * 32.0
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tileY = tileY + dt * 8.0
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tileY = tileY + dt * 8.0
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for i = 1, phyCnt do
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if phyBody[i] and (phyBody[i]:isAwake() or offsetChanged) then
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if phyLight[i]:getType() == "polygon" then
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phyLight[i]:setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints()))
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elseif phyLight[i]:getType() == "circle" then
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phyLight[i]:setPosition(phyBody[i]:getPosition())
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elseif phyLight[i]:getType() == "image" then
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phyLight[i]:setPosition(phyBody[i]:getPosition())
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elseif phyLight[i]:getType() == "refraction" then
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--phyLight[i]:setPosition(phyBody[i]:getPosition())
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end
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end
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if phyLight[i]:getType() == "refraction" then
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--if math.mod(i, 2) == 0 then
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phyLight[i]:setNormalTileOffset(tileX, tileY)
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--end
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end
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end
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if physicOn then
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physicWorld:update(dt)
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end
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-- draw shader
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-- draw shader
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if colorAberration > 0.0 then
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if colorAberration > 0.0 then
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-- vert / horz blur
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-- vert / horz blur
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@ -305,27 +251,6 @@ function love.draw()
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love.graphics.rectangle("fill", love.graphics.getWidth() - 244, love.graphics.getHeight() - 84, 244, 84)
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love.graphics.rectangle("fill", love.graphics.getWidth() - 244, love.graphics.getHeight() - 84, 244, 84)
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love.graphics.setColor(0, 255, 0)
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love.graphics.setColor(0, 255, 0)
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love.graphics.print("F1: Help (on)", 4 + 152 * 0, 4)
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love.graphics.print("F1: Help (on)", 4 + 152 * 0, 4)
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if physicOn then
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love.graphics.setColor(0, 255, 0)
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love.graphics.print("F2: Physic (on)", 4 + 152 * 1, 4)
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else
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love.graphics.setColor(255, 0, 0)
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love.graphics.print("F2: Physic (off)", 4 + 152 * 1, 4)
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end
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if lightOn then
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love.graphics.setColor(0, 255, 0)
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love.graphics.print("F3: Light (on)", 4 + 152 * 2, 4)
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else
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love.graphics.setColor(255, 0, 0)
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love.graphics.print("F3: Light (off)", 4 + 152 * 2, 4)
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end
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if gravityOn == 1.0 then
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love.graphics.setColor(0, 255, 0)
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love.graphics.print("F4: Gravity (on)", 4 + 152 * 3, 4)
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else
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love.graphics.setColor(255, 0, 0)
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love.graphics.print("F4: Gravity (off)", 4 + 152 * 3, 4)
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end
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if shadowBlur >= 1.0 then
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if shadowBlur >= 1.0 then
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love.graphics.setColor(0, 255, 0)
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love.graphics.setColor(0, 255, 0)
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love.graphics.print("F5: Shadowblur (" .. shadowBlur .. ")", 4 + 152 * 4, 4)
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love.graphics.print("F5: Shadowblur (" .. shadowBlur .. ")", 4 + 152 * 4, 4)
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@ -413,20 +338,12 @@ function love.mousepressed(x, y, c)
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x+w, y+h,
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x+w, y+h,
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x, y+h
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x, y+h
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)
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)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, w, h)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif c == "r" then
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elseif c == "r" then
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-- add circle
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-- add circle
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math.randomseed(love.timer.getTime())
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math.randomseed(love.timer.getTime())
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cRadius = math.random(8, 32)
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cRadius = math.random(8, 32)
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phyCnt = phyCnt + 1
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phyCnt = phyCnt + 1
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phyLight[phyCnt] = lightWorld:newCircle(x, y, cRadius)
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phyLight[phyCnt] = lightWorld:newCircle(x, y, cRadius)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic")
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phyShape[phyCnt] = love.physics.newCircleShape(0, 0, cRadius)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif c == "wu" then
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elseif c == "wu" then
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if lightSmooth < 4.0 then
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if lightSmooth < 4.0 then
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lightSmooth = lightSmooth * 1.1
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lightSmooth = lightSmooth * 1.1
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@ -444,13 +361,6 @@ function love.keypressed(k, u)
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-- debug options
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-- debug options
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if k == "f1" then
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if k == "f1" then
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helpOn = not helpOn
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helpOn = not helpOn
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elseif k == "f2" then
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physicOn = not physicOn
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elseif k == "f3" then
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lightOn = not lightOn
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elseif k == "f4" then
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gravityOn = 1 - gravityOn
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physicWorld:setGravity(0, gravityOn * 9.81 * 64)
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elseif k == "f5" then
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elseif k == "f5" then
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shadowBlur = math.max(1, shadowBlur * 2.0)
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shadowBlur = math.max(1, shadowBlur * 2.0)
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if shadowBlur > 8.0 then
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if shadowBlur > 8.0 then
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@ -518,10 +428,6 @@ function love.keypressed(k, u)
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phyLight[phyCnt] = lightWorld:newImage(circle, mx, my)
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phyLight[phyCnt] = lightWorld:newImage(circle, mx, my)
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phyLight[phyCnt]:setNormalMap(circle_normal)
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phyLight[phyCnt]:setNormalMap(circle_normal)
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phyLight[phyCnt]:setShadowType("circle", 16)
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phyLight[phyCnt]:setShadowType("circle", 16)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 32)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif k == "2" then
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elseif k == "2" then
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local r = lightWorld:getBodyCount() % 2
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local r = lightWorld:getBodyCount() % 2
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if r == 0 then
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if r == 0 then
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@ -530,19 +436,11 @@ function love.keypressed(k, u)
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phyLight[phyCnt] = lightWorld:newImage(cone, mx, my, 24, 12, 12, 16)
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phyLight[phyCnt] = lightWorld:newImage(cone, mx, my, 24, 12, 12, 16)
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phyLight[phyCnt]:setNormalMap(cone_normal)
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phyLight[phyCnt]:setNormalMap(cone_normal)
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phyLight[phyCnt]:setShadowType("circle", 12)
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phyLight[phyCnt]:setShadowType("circle", 12)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif r == 1 then
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elseif r == 1 then
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-- add image
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-- add image
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phyCnt = phyCnt + 1
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phyCnt = phyCnt + 1
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phyLight[phyCnt] = lightWorld:newImage(chest, mx, my, 32, 24, 16, 0)
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phyLight[phyCnt] = lightWorld:newImage(chest, mx, my, 32, 24, 16, 0)
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phyLight[phyCnt]:setNormalMap(chest_normal)
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phyLight[phyCnt]:setNormalMap(chest_normal)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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end
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end
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elseif k == "3" then
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elseif k == "3" then
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-- add image
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-- add image
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@ -554,10 +452,6 @@ function love.keypressed(k, u)
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phyLight[phyCnt]:setGlowMap(ape_glow)
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phyLight[phyCnt]:setGlowMap(ape_glow)
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end
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end
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phyLight[phyCnt]:setMaterial(material[r + 1])
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phyLight[phyCnt]:setMaterial(material[r + 1])
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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phyLight[phyCnt]:setShadowType("image", 0, -16, 0.0)
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phyLight[phyCnt]:setShadowType("image", 0, -16, 0.0)
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elseif k == "4" then
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elseif k == "4" then
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-- add glow image
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-- add glow image
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@ -567,46 +461,26 @@ function love.keypressed(k, u)
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phyLight[phyCnt] = lightWorld:newImage(machine, mx, my, 32, 24, 16, 0)
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phyLight[phyCnt] = lightWorld:newImage(machine, mx, my, 32, 24, 16, 0)
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phyLight[phyCnt]:setNormalMap(machine_normal)
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phyLight[phyCnt]:setNormalMap(machine_normal)
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phyLight[phyCnt]:setGlowMap(machine_glow)
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phyLight[phyCnt]:setGlowMap(machine_glow)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif r == 1 then
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elseif r == 1 then
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phyCnt = phyCnt + 1
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phyCnt = phyCnt + 1
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phyLight[phyCnt] = lightWorld:newImage(machine2, mx, my, 24, 12, 12, -4)
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phyLight[phyCnt] = lightWorld:newImage(machine2, mx, my, 24, 12, 12, -4)
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phyLight[phyCnt]:setNormalMap(machine2_normal)
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phyLight[phyCnt]:setNormalMap(machine2_normal)
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phyLight[phyCnt]:setGlowMap(machine2_glow)
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phyLight[phyCnt]:setGlowMap(machine2_glow)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif r == 2 then
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elseif r == 2 then
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phyCnt = phyCnt + 1
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phyCnt = phyCnt + 1
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phyLight[phyCnt] = lightWorld:newImage(led, mx, my, 32, 6, 16, -8)
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phyLight[phyCnt] = lightWorld:newImage(led, mx, my, 32, 6, 16, -8)
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phyLight[phyCnt]:setNormalMap(led_normal)
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phyLight[phyCnt]:setNormalMap(led_normal)
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phyLight[phyCnt]:setGlowMap(led_glow)
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phyLight[phyCnt]:setGlowMap(led_glow)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif r == 3 then
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elseif r == 3 then
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phyCnt = phyCnt + 1
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phyCnt = phyCnt + 1
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phyLight[phyCnt] = lightWorld:newImage(led2, mx, my, 32, 6, 16, -8)
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phyLight[phyCnt] = lightWorld:newImage(led2, mx, my, 32, 6, 16, -8)
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phyLight[phyCnt]:setNormalMap(led_normal)
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phyLight[phyCnt]:setNormalMap(led_normal)
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phyLight[phyCnt]:setGlowMap(led_glow2)
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phyLight[phyCnt]:setGlowMap(led_glow2)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif r == 4 then
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elseif r == 4 then
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phyCnt = phyCnt + 1
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phyCnt = phyCnt + 1
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phyLight[phyCnt] = lightWorld:newImage(led3, mx, my, 32, 6, 16, -8)
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phyLight[phyCnt] = lightWorld:newImage(led3, mx, my, 32, 6, 16, -8)
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phyLight[phyCnt]:setNormalMap(led_normal)
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phyLight[phyCnt]:setNormalMap(led_normal)
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phyLight[phyCnt]:setGlowMap(led_glow3)
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phyLight[phyCnt]:setGlowMap(led_glow3)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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end
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end
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elseif k == "5" then
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elseif k == "5" then
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-- add image
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-- add image
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@ -614,20 +488,12 @@ function love.keypressed(k, u)
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phyLight[phyCnt] = lightWorld:newImage(cone_large, mx, my, 24, 128, 12, 64)
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phyLight[phyCnt] = lightWorld:newImage(cone_large, mx, my, 24, 128, 12, 64)
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phyLight[phyCnt]:setNormalMap(cone_large_normal)
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phyLight[phyCnt]:setNormalMap(cone_large_normal)
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phyLight[phyCnt]:setShadowType("image", 0, -6, 0.0)
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phyLight[phyCnt]:setShadowType("image", 0, -6, 0.0)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif k == "6" then
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elseif k == "6" then
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-- add image
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-- add image
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phyCnt = phyCnt + 1
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phyCnt = phyCnt + 1
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phyLight[phyCnt] = lightWorld:newImage(blopp, mx, my, 42, 16, 21, 0)
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phyLight[phyCnt] = lightWorld:newImage(blopp, mx, my, 42, 16, 21, 0)
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phyLight[phyCnt]:generateNormalMapGradient("gradient", "gradient")
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phyLight[phyCnt]:generateNormalMapGradient("gradient", "gradient")
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phyLight[phyCnt]:setAlpha(255 * 0.5)
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phyLight[phyCnt]:setAlpha(255 * 0.5)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 42, 29)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif k == "7" then
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elseif k == "7" then
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-- add image
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-- add image
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phyCnt = phyCnt + 1
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phyCnt = phyCnt + 1
|
||||||
@ -636,10 +502,6 @@ function love.keypressed(k, u)
|
|||||||
phyLight[phyCnt]:setGlowMap(tile_glow)
|
phyLight[phyCnt]:setGlowMap(tile_glow)
|
||||||
phyLight[phyCnt]:setShadow(false)
|
phyLight[phyCnt]:setShadow(false)
|
||||||
phyLight[phyCnt].reflective = false
|
phyLight[phyCnt].reflective = 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)
|
|
||||||
elseif k == "8" then
|
elseif k == "8" then
|
||||||
-- add rectangle
|
-- add rectangle
|
||||||
phyCnt = phyCnt + 1
|
phyCnt = phyCnt + 1
|
||||||
@ -652,11 +514,6 @@ function love.keypressed(k, u)
|
|||||||
)
|
)
|
||||||
phyLight[phyCnt]:setAlpha(255 * 0.5)
|
phyLight[phyCnt]:setAlpha(255 * 0.5)
|
||||||
phyLight[phyCnt]:setGlowStrength(1.0)
|
phyLight[phyCnt]:setGlowStrength(1.0)
|
||||||
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
|
||||||
math.randomseed(love.timer.getTime())
|
|
||||||
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, w, h)
|
|
||||||
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
|
||||||
phyFixture[phyCnt]:setRestitution(0.5)
|
|
||||||
math.randomseed(phyCnt)
|
math.randomseed(phyCnt)
|
||||||
phyLight[phyCnt]:setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
phyLight[phyCnt]:setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
||||||
math.randomseed(phyCnt)
|
math.randomseed(phyCnt)
|
||||||
@ -673,10 +530,6 @@ function love.keypressed(k, u)
|
|||||||
phyLight[phyCnt]:setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
phyLight[phyCnt]:setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
||||||
math.randomseed(phyCnt)
|
math.randomseed(phyCnt)
|
||||||
phyLight[phyCnt]:setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
phyLight[phyCnt]:setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
||||||
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
|
||||||
phyShape[phyCnt] = love.physics.newCircleShape(0, 0, cRadius)
|
|
||||||
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
|
||||||
phyFixture[phyCnt]:setRestitution(0.5)
|
|
||||||
elseif k == "0" then
|
elseif k == "0" then
|
||||||
phyCnt = phyCnt + 1
|
phyCnt = phyCnt + 1
|
||||||
phyLight[phyCnt] = lightWorld:newRefraction(refraction_normal, mx, my)
|
phyLight[phyCnt] = lightWorld:newRefraction(refraction_normal, mx, my)
|
||||||
|
@ -615,6 +615,12 @@ function body:drawMaterial()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function body:drawStencil()
|
||||||
|
if not self.refraction and not self.reflection and not self.castsNoShadow then
|
||||||
|
love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
function body:drawShadow(light)
|
function body:drawShadow(light)
|
||||||
if self.castsNoShadow or (self.zheight - light.z) > 0 then
|
if self.castsNoShadow or (self.zheight - light.z) > 0 then
|
||||||
return
|
return
|
||||||
|
23
lib/init.lua
23
lib/init.lua
@ -31,9 +31,10 @@ local PostShader = require(_PACKAGE..'postshader')
|
|||||||
local light_world = {}
|
local light_world = {}
|
||||||
light_world.__index = light_world
|
light_world.__index = light_world
|
||||||
|
|
||||||
light_world.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl")
|
light_world.image_mask = love.graphics.newShader(_PACKAGE.."/shaders/image_mask.glsl")
|
||||||
light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl")
|
light_world.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl")
|
||||||
light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl")
|
light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl")
|
||||||
|
light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl")
|
||||||
|
|
||||||
local function new(options)
|
local function new(options)
|
||||||
local obj = {}
|
local obj = {}
|
||||||
@ -122,17 +123,27 @@ function light_world:drawShadows(l,t,w,h,s)
|
|||||||
self.shadow_buffer:clear()
|
self.shadow_buffer:clear()
|
||||||
for i = 1, #self.lights do
|
for i = 1, #self.lights do
|
||||||
local light = self.lights[i]
|
local light = self.lights[i]
|
||||||
if self.lights[i]:isVisible() then
|
if light:isVisible() then
|
||||||
-- create shadow map for this light
|
-- create shadow map for this light
|
||||||
self.shadowMap:clear()
|
self.shadowMap:clear()
|
||||||
util.drawto(self.shadowMap, l, t, s, function()
|
util.drawto(self.shadowMap, l, t, s, function()
|
||||||
|
--I dont know if it uses both or just calls both
|
||||||
love.graphics.setStencil(function()
|
love.graphics.setStencil(function()
|
||||||
local angle = light.direction - (light.angle / 2.0)
|
local angle = light.direction - (light.angle / 2.0)
|
||||||
love.graphics.arc("fill", light.x, light.y, light.range, angle, angle + light.angle)
|
love.graphics.arc("fill", light.x, light.y, light.range, angle, angle + light.angle)
|
||||||
end)
|
end)
|
||||||
|
love.graphics.setInvertedStencil(function()
|
||||||
|
love.graphics.setShader(self.image_mask)
|
||||||
|
for k = 1, #self.bodies do
|
||||||
|
if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
|
||||||
|
self.bodies[k]:drawStencil()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
love.graphics.setShader()
|
||||||
|
end)
|
||||||
for k = 1, #self.bodies do
|
for k = 1, #self.bodies do
|
||||||
if self.bodies[k]:inLightRange(self.lights[i]) and self.bodies[k]:isVisible() then
|
if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
|
||||||
self.bodies[k]:drawShadow(self.lights[i])
|
self.bodies[k]:drawShadow(light)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
6
lib/shaders/image_mask.glsl
Normal file
6
lib/shaders/image_mask.glsl
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
//https://love2d.org/wiki/love.graphics.setStencil image mask
|
||||||
|
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
|
||||||
|
if (Texel(texture, texture_coords).rgb == vec3(0.0))
|
||||||
|
discard;
|
||||||
|
return vec4(1.0);
|
||||||
|
}
|
@ -13,52 +13,38 @@ extern vec2 lightGlow; //how brightly the light bulb part glows
|
|||||||
extern bool invert_normal; //if the light should invert normals
|
extern bool invert_normal; //if the light should invert normals
|
||||||
|
|
||||||
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
|
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
|
||||||
vec4 normalColor = Texel(normalMap, texture_coords);
|
|
||||||
|
|
||||||
float dist = distance(lightPosition, vec3(pixel_coords, 1.0));
|
float dist = distance(lightPosition, vec3(pixel_coords, 1.0));
|
||||||
//if the pixel is within this lights range
|
if(dist > lightRange) { //not in range draw in shadows
|
||||||
if(dist > lightRange) {
|
|
||||||
//not in range draw in shadows
|
|
||||||
return vec4(0.0, 0.0, 0.0, 1.0);
|
return vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
}else{
|
}else{
|
||||||
vec3 normal;
|
vec4 shadowColor = Texel(texture, texture_coords);
|
||||||
if(normalColor.a > 0.0) {
|
vec4 normalColor = Texel(normalMap, texture_coords);
|
||||||
//if on the normal map ie there is normal map data
|
vec4 pixel;
|
||||||
//so get the normal data
|
//calculate attenuation of light based on the distance
|
||||||
if(invert_normal) {
|
|
||||||
normal = normalize(vec3(normalColor.r, 1 - normalColor.g, normalColor.b) * 2.0 - 1.0);
|
|
||||||
} else {
|
|
||||||
normal = normalize(normalColor.rgb * 2.0 - 1.0);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
// not on the normal map so it is the floor with a normal point strait up
|
|
||||||
normal = vec3(0.0, 0.0, 1.0);
|
|
||||||
}
|
|
||||||
//calculater attenuation of light based on the distance
|
|
||||||
float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
|
float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
|
||||||
// if not on the normal map draw attenuated shadows
|
// if not on the normal map draw attenuated shadows
|
||||||
if(normalColor.a == 0.0) {
|
if(normalColor.a <= 0.0) {
|
||||||
//start with a dark color and add in the light color and shadow color
|
//start with a dark color and add in the light color and shadow color
|
||||||
vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
|
pixel = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
if (lightGlow.x < 1.0 && lightGlow.y > 0.0) {
|
if (lightGlow.x < 1.0 && lightGlow.y > 0.0) {
|
||||||
pixel.rgb = clamp(lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y, 0.0, 1.0);
|
pixel.rgb = clamp(lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y, 0.0, 1.0);
|
||||||
} else {
|
} else {
|
||||||
pixel.rgb = lightColor * pow(att, lightSmooth);
|
pixel.rgb = lightColor * pow(att, lightSmooth);
|
||||||
}
|
}
|
||||||
//If on the shadow map add the shadow color
|
|
||||||
vec4 shadowColor = Texel(texture, texture_coords);
|
|
||||||
if(shadowColor.a > 0.0) {
|
|
||||||
pixel.rgb = pixel.rgb * shadowColor.rgb;
|
|
||||||
}
|
|
||||||
return pixel;
|
|
||||||
} else {
|
} else {
|
||||||
|
vec3 normal = normalize(vec3(normalColor.r,invert_normal ? 1 - normalColor.g : normalColor.g, normalColor.b) * 2.0 - 1.0);
|
||||||
//on the normal map, draw normal shadows
|
//on the normal map, draw normal shadows
|
||||||
vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z);
|
vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z);
|
||||||
dir.x *= love_ScreenSize.x / love_ScreenSize.y;
|
dir.x *= love_ScreenSize.x / love_ScreenSize.y;
|
||||||
vec3 diff = lightColor * max(dot(normalize(normal), normalize(dir)), 0.0);
|
vec3 diff = lightColor * max(dot(normalize(normal), normalize(dir)), 0.0);
|
||||||
//return the light that is effected by the normal and attenuation
|
//return the light that is effected by the normal and attenuation
|
||||||
return vec4(diff * att, 1.0);
|
pixel = vec4(diff * att, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(shadowColor.a > 0.0) {
|
||||||
|
pixel.rgb = pixel.rgb * shadowColor.rgb;
|
||||||
|
}
|
||||||
|
return pixel;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user