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https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
really simplified directional lights
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@ -138,6 +138,9 @@ function light_world:drawNormalShading(l,t,w,h,s)
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self.bodies[k]:drawShadow(light)
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end
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end
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local angle = math.pi - light.angle / 2.0
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love.graphics.setColor(0, 0, 0)
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love.graphics.arc("fill", light.x, light.y, light.range, light.direction - angle, light.direction + angle)
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end)
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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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@ -146,8 +149,6 @@ function light_world:drawNormalShading(l,t,w,h,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("lightGlow", {1.0 - light.glowSize, light.glowStrength})
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self.shadowShader:send("lightAngle", math.pi - light.angle / 2.0)
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self.shadowShader:send("lightDirection", light.direction)
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self.shadowShader:send("invert_normal", self.normalInvert == true)
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util.drawCanvasToCanvas(self.normalMap, self.normal2, {
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blendmode = 'additive',
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@ -14,15 +14,6 @@ extern float lightAngle; //if set, the light becomes directional to a slice
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extern float lightDirection; //which direction to shine the light in if directional in degrees
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extern bool invert_normal; //if the light should invert normals
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//calculate if a pixel is within the light slice
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bool not_in_slice(vec2 pixel_coords){
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float angle = atan(lightPosition.x - pixel_coords.x, pixel_coords.y - lightPosition.y) + PI;
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bool pastRightSide = angle < mod(lightDirection + lightAngle, PI * 2);
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bool pastLeftSide = angle > mod(lightDirection - lightAngle, PI * 2);
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bool lightUp = lightDirection - lightAngle > 0 && lightDirection + lightAngle < PI * 2;
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return (lightUp && (pastRightSide && pastLeftSide)) || (!lightUp && (pastRightSide || pastLeftSide));
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}
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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 shadowColor = Texel(shadowMap, texture_coords);
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@ -33,11 +24,6 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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//not in range draw in shadows
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return vec4(0.0, 0.0, 0.0, 1.0);
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}else{
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//if the light is a slice and the pixel is not inside
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if(lightAngle > 0.0 && not_in_slice(pixel_coords)) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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vec3 normal;
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if(pixelColor.a > 0.0) {
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//if on the normal map ie there is normal map data
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