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https://github.com/tanema/light_world.lua.git
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Add example browser.
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examples/complex.lua
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715
examples/complex.lua
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-- Example: Complex Example
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require "lib/postshader"
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require "lib/light"
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function initScene()
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-- physic world
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physicWorld = love.physics.newWorld(0, 9.81 * 64, true)
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wall1 = {}
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wall1.body = love.physics.newBody(physicWorld, 400, 605, "static")
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wall1.shape = love.physics.newRectangleShape(0, 0, 800, 10)
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wall1.fixture = love.physics.newFixture(wall1.body, wall1.shape)
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wall2 = {}
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wall2.body = love.physics.newBody(physicWorld, -5, 300, "static")
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wall2.shape = love.physics.newRectangleShape(0, 0, 10, 600)
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wall2.fixture = love.physics.newFixture(wall2.body, wall2.shape)
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wall3 = {}
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wall3.body = love.physics.newBody(physicWorld, 805, 300, "static")
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wall3.shape = love.physics.newRectangleShape(0, 0, 10, 600)
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wall3.fixture = love.physics.newFixture(wall3.body, wall3.shape)
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wall4 = {}
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wall4.body = love.physics.newBody(physicWorld, 400, -5, "static")
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wall4.shape = love.physics.newRectangleShape(0, 0, 800, 10)
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wall4.fixture = love.physics.newFixture(wall4.body, wall4.shape)
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phyCnt = 0
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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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function love.load()
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love.graphics.setBackgroundColor(0, 0, 0)
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love.graphics.setDefaultFilter("nearest", "nearest")
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-- load image font
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font = love.graphics.newImageFont("gfx/font.png", " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.,!?-+/():;%&`'*#=[]\"")
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love.graphics.setFont(font)
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-- set background
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quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth() + 32, love.window.getHeight() + 24, 32, 24)
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imgFloor = love.graphics.newImage("gfx/floor.png")
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imgFloor:setWrap("repeat", "repeat")
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-- load image examples
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circle = love.graphics.newImage("gfx/circle.png")
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circle_normal = love.graphics.newImage("gfx/circle_normal.png")
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cone = love.graphics.newImage("gfx/cone.png")
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cone_large = love.graphics.newImage("gfx/cone_large.png")
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cone_large_normal = love.graphics.newImage("gfx/cone_large_normal.png")
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cone_normal = love.graphics.newImage("gfx/cone_normal.png")
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chest = love.graphics.newImage("gfx/chest.png")
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chest_normal = love.graphics.newImage("gfx/chest_normal.png")
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machine = love.graphics.newImage("gfx/machine.png")
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machine_normal = love.graphics.newImage("gfx/machine_normal.png")
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machine_glow = love.graphics.newImage("gfx/machine_glow.png")
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machine2 = love.graphics.newImage("gfx/machine2.png")
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machine2_normal = love.graphics.newImage("gfx/machine2_normal.png")
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machine2_glow = love.graphics.newImage("gfx/machine2_glow.png")
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blopp = love.graphics.newImage("gfx/blopp.png")
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tile = love.graphics.newImage("gfx/tile.png")
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tile_normal = love.graphics.newImage("gfx/tile_normal.png")
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tile_glow = love.graphics.newImage("gfx/tile_glow.png")
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refraction_normal = love.graphics.newImage("gfx/refraction_normal.png")
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water = love.graphics.newImage("gfx/water.png")
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led = love.graphics.newImage("gfx/led.png")
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led2 = love.graphics.newImage("gfx/led2.png")
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led3 = love.graphics.newImage("gfx/led3.png")
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led_normal = love.graphics.newImage("gfx/led_normal.png")
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led_glow = love.graphics.newImage("gfx/led_glow.png")
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led_glow2 = love.graphics.newImage("gfx/led_glow2.png")
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led_glow3 = love.graphics.newImage("gfx/led_glow3.png")
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ape = love.graphics.newImage("gfx/ape.png")
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ape_normal = love.graphics.newImage("gfx/ape_normal.png")
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ape_glow = love.graphics.newImage("gfx/ape_glow.png")
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imgLight = love.graphics.newImage("gfx/light.png")
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-- materials
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material = {}
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local files = love.filesystem.getDirectoryItems("gfx/sphere")
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for i, file in ipairs(files) do
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material[i] = love.graphics.newImage("gfx/sphere/" .. file)
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end
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-- light world
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lightRange = 400
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lightSmooth = 1.0
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lightWorld = love.light.newWorld()
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lightWorld.setAmbientColor(15, 15, 31)
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lightWorld.setRefractionStrength(16.0)
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lightWorld.setReflectionVisibility(0.75)
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mouseLight = lightWorld.newLight(0, 0, 255, 191, 127, lightRange)
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mouseLight.setGlowStrength(0.3)
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mouseLight.setSmooth(lightSmooth)
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mouseLight.z = 63
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lightDirection = 0.0
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colorAberration = 0.0
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-- init physic world
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initScene()
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helpOn = false
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physicOn = false
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lightOn = true
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gravityOn = 1
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shadowBlur = 2.0
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bloomOn = 0.25
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textureOn = true
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normalOn = false
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glowBlur = 1.0
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effectOn = 0.0
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offsetX = 0.0
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offsetY = 0.0
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offsetOldX = 0.0
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offsetOldY = 0.0
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offsetChanged = false
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tileX = 0
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tileY = 0
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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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mouseLight.setPosition(love.mouse.getX(), love.mouse.getY(), 16.0 + (math.sin(lightDirection) + 1.0) * 64.0)
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mx = love.mouse.getX()
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my = love.mouse.getY()
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lightDirection = lightDirection + dt
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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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offsetY = offsetY + dt * 200
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elseif love.keyboard.isDown("down") then
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offsetY = offsetY - dt * 200
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end
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if love.keyboard.isDown("left") then
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offsetX = offsetX + dt * 200
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elseif love.keyboard.isDown("right") then
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offsetX = offsetX - dt * 200
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end
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if offsetX ~= offsetOldX or offsetY ~= offsetOldY then
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offsetChanged = true
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for i = 2, lightWorld.getLightCount() do
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lightWorld.setLightPosition(i, lightWorld.getLightX(i) + (offsetX - offsetOldX), lightWorld.getLightY(i) + (offsetY - offsetOldY))
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end
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else
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offsetChanged = false
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end
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for i = 1, lightWorld.getLightCount() do
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lightWorld.setLightDirection(i, lightDirection)
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end
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tileX = tileX + dt * 32.0
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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 offsetChanged then
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phyBody[i]:setX(phyBody[i]:getX() + (offsetX - offsetOldX))
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phyBody[i]:setY(phyBody[i]:getY() + (offsetY - offsetOldY))
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end
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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]:getX(), phyBody[i]:getY())
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elseif phyLight[i].getType() == "image" then
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phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
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elseif phyLight[i].getType() == "refraction" then
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--phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
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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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if offsetChanged then
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phyLight[i].setPosition(phyLight[i].getX() + (offsetX - offsetOldX), phyLight[i].getY() + (offsetY - offsetOldY))
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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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offsetOldX = offsetX
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offsetOldY = offsetY
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end
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function love.draw()
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-- update lightmap (don't need deltatime)
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if lightOn then
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lightWorld.update()
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end
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-- set shader buffer
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if bloomOn then
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love.postshader.setBuffer("render")
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end
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love.graphics.setBlendMode("alpha")
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if normalOn then
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love.graphics.setColor(127, 127, 255)
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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else
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love.graphics.setColor(255, 255, 255)
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if textureOn then
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love.graphics.draw(imgFloor, quadScreen, offsetX % 32 - 32, offsetY % 24 - 24)
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else
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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end
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end
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for i = 1, phyCnt do
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if phyLight[i].getType() == "refraction" then
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if not normalOn then
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--if math.mod(i, 2) == 0 then
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love.graphics.setBlendMode("alpha")
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love.graphics.setColor(255, 255, 255, 191)
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love.graphics.draw(water, phyLight[i].x - phyLight[i].ox, phyLight[i].y - phyLight[i].oy)
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--else
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--love.graphics.setBlendMode("multiplicative")
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--math.randomseed(i)
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--love.graphics.setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
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--love.graphics.rectangle("fill", phyLight[i].x - phyLight[i].ox, phyLight[i].y - phyLight[i].oy, 128, 128)
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--end
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end
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end
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end
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-- draw lightmap shadows
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if lightOn and not normalOn then
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lightWorld.drawShadow()
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end
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for i = 1, phyCnt do
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math.randomseed(i)
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love.graphics.setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
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if phyLight[i].getType() == "polygon" then
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love.graphics.polygon("fill", phyLight[i].getPoints())
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elseif phyLight[i].getType() == "circle" then
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love.graphics.circle("fill", phyLight[i].getX(), phyLight[i].getY(), phyLight[i].getRadius())
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end
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end
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-- draw lightmap shine
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if lightOn and not normalOn then
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lightWorld.drawShine()
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end
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love.graphics.setBlendMode("alpha")
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for i = 1, phyCnt do
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if phyLight[i].getType() == "image" then
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if normalOn and phyLight[i].normal then
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(phyLight[i].normal, phyLight[i].x - phyLight[i].nx, phyLight[i].y - phyLight[i].ny)
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elseif not phyLight[i].material then
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math.randomseed(i)
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love.graphics.setColor(math.random(127, 255), math.random(127, 255), math.random(127, 255))
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love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ix, phyLight[i].y - phyLight[i].iy)
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end
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end
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end
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if not normalOn then
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lightWorld.drawMaterial()
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end
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-- draw pixel shadow
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if lightOn and not normalOn then
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lightWorld.drawPixelShadow()
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end
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-- draw glow
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if lightOn and not normalOn then
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lightWorld.drawGlow()
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end
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-- draw reflection
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lightWorld.drawReflection()
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-- draw refraction
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lightWorld.drawRefraction()
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love.graphics.draw(imgLight, mx - 5, (my - 5) - (16.0 + (math.sin(lightDirection) + 1.0) * 64.0))
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-- draw help
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if helpOn then
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love.graphics.setBlendMode("alpha")
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love.graphics.setColor(0, 0, 0, 191)
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), 44)
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love.graphics.rectangle("fill", 0, love.graphics.getHeight() - 68, 240, 68)
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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.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
|
||||||
|
love.graphics.setColor(0, 255, 0)
|
||||||
|
love.graphics.print("F5: Shadowblur (" .. shadowBlur .. ")", 4 + 152 * 4, 4)
|
||||||
|
else
|
||||||
|
love.graphics.setColor(255, 0, 0)
|
||||||
|
love.graphics.print("F5: Shadowblur (off)", 4 + 152 * 4, 4)
|
||||||
|
end
|
||||||
|
if bloomOn > 0.0 then
|
||||||
|
love.graphics.setColor(0, 255, 0)
|
||||||
|
love.graphics.print("F6: Bloom (" .. (bloomOn * 4) .. ")", 4 + 152 * 0, 4 + 20 * 1)
|
||||||
|
else
|
||||||
|
love.graphics.setColor(255, 0, 0)
|
||||||
|
love.graphics.print("F6: Bloom (off)", 4 + 152 * 0, 4 + 20 * 1)
|
||||||
|
end
|
||||||
|
if textureOn then
|
||||||
|
love.graphics.setColor(0, 255, 0)
|
||||||
|
love.graphics.print("F7: Texture (on)", 4 + 152 * 1, 4 + 20 * 1)
|
||||||
|
else
|
||||||
|
love.graphics.setColor(255, 0, 0)
|
||||||
|
love.graphics.print("F7: Texture (off)", 4 + 152 * 1, 4 + 20 * 1)
|
||||||
|
end
|
||||||
|
if normalOn then
|
||||||
|
love.graphics.setColor(0, 255, 0)
|
||||||
|
love.graphics.print("F8: Normal (on)", 4 + 152 * 2, 4 + 20 * 1)
|
||||||
|
else
|
||||||
|
love.graphics.setColor(255, 0, 0)
|
||||||
|
love.graphics.print("F8: Normal (off)", 4 + 152 * 2, 4 + 20 * 1)
|
||||||
|
end
|
||||||
|
if glowBlur >= 1.0 then
|
||||||
|
love.graphics.setColor(0, 255, 0)
|
||||||
|
love.graphics.print("F9: Glow Blur (" .. glowBlur .. ")", 4 + 152 * 3, 4 + 20 * 1)
|
||||||
|
else
|
||||||
|
love.graphics.setColor(255, 0, 0)
|
||||||
|
love.graphics.print("F9: Glow Blur (off)", 4 + 152 * 3, 4 + 20 * 1)
|
||||||
|
end
|
||||||
|
if effectOn >= 1.0 then
|
||||||
|
love.graphics.setColor(0, 255, 0)
|
||||||
|
love.graphics.print("F10: Effects (" .. effectOn .. ")", 4 + 152 * 4, 4 + 20 * 1)
|
||||||
|
else
|
||||||
|
love.graphics.setColor(255, 0, 0)
|
||||||
|
love.graphics.print("F10: Effects (off)", 4 + 152 * 4, 4 + 20 * 1)
|
||||||
|
end
|
||||||
|
love.graphics.setColor(255, 0, 255)
|
||||||
|
love.graphics.print("F11: Clear obj.", 4 + 152 * 4, 4 + 20 * 2)
|
||||||
|
love.graphics.print("F12: Clear lights", 4 + 152 * 4, 4 + 20 * 3)
|
||||||
|
love.graphics.setColor(0, 127, 255)
|
||||||
|
love.graphics.print("WASD Keys: Move objects", 4, love.graphics.getHeight() - 20 * 3)
|
||||||
|
love.graphics.print("Arrow Keys: Move map", 4, love.graphics.getHeight() - 20 * 2)
|
||||||
|
love.graphics.print("0-9 Keys: Add object", 4, love.graphics.getHeight() - 20 * 1)
|
||||||
|
love.graphics.setColor(255, 127, 0)
|
||||||
|
love.graphics.print("M.left: Add cube", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 4)
|
||||||
|
love.graphics.print("M.middle: Add light", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 3)
|
||||||
|
love.graphics.print("M.right: Add circle", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 2)
|
||||||
|
love.graphics.print("M.scroll: Change smooth", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 1)
|
||||||
|
love.graphics.setColor(255, 127, 0)
|
||||||
|
else
|
||||||
|
love.graphics.setColor(255, 255, 255, 191)
|
||||||
|
love.graphics.print("F1: Help", 4, 4)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- draw shader
|
||||||
|
if colorAberration > 0.0 then
|
||||||
|
-- vert / horz blur
|
||||||
|
love.postshader.addEffect("blur", 2.0, 2.0)
|
||||||
|
love.postshader.addEffect("chromatic", math.sin(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * colorAberration, math.sin(lightDirection * 10.0) * -colorAberration, math.sin(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * -colorAberration)
|
||||||
|
end
|
||||||
|
|
||||||
|
if bloomOn > 0.0 then
|
||||||
|
-- blur, strength
|
||||||
|
love.postshader.addEffect("bloom", 2.0, bloomOn)
|
||||||
|
end
|
||||||
|
|
||||||
|
if effectOn == 1.0 then
|
||||||
|
love.postshader.addEffect("4colors", {15, 56, 15}, {48, 98, 48}, {139, 172, 15}, {155, 188, 15})
|
||||||
|
--love.postshader.addEffect("4colors", {108, 108, 78}, {142, 139, 87}, {195, 196, 165}, {227, 230, 201})
|
||||||
|
elseif effectOn == 2.0 then
|
||||||
|
love.postshader.addEffect("monochrom")
|
||||||
|
elseif effectOn == 3.0 then
|
||||||
|
love.postshader.addEffect("scanlines")
|
||||||
|
elseif effectOn == 4.0 then
|
||||||
|
love.postshader.addEffect("tiltshift", 4.0)
|
||||||
|
end
|
||||||
|
|
||||||
|
love.postshader.draw()
|
||||||
|
end
|
||||||
|
|
||||||
|
function love.mousepressed(x, y, c)
|
||||||
|
if c == "m" then
|
||||||
|
-- add light
|
||||||
|
local r = lightWorld.getLightCount() % 3
|
||||||
|
local light
|
||||||
|
|
||||||
|
if r == 0 then
|
||||||
|
light = lightWorld.newLight(x, y, 31, 127, 63, lightRange)
|
||||||
|
elseif r == 1 then
|
||||||
|
light = lightWorld.newLight(x, y, 127, 63, 31, lightRange)
|
||||||
|
else
|
||||||
|
light = lightWorld.newLight(x, y, 31, 63, 127, lightRange)
|
||||||
|
end
|
||||||
|
light.setSmooth(lightSmooth)
|
||||||
|
light.setGlowStrength(0.3)
|
||||||
|
elseif c == "l" then
|
||||||
|
-- add rectangle
|
||||||
|
math.randomseed(love.timer.getTime())
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newPolygon()
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, math.random(32, 64), math.random(32, 64))
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif c == "r" then
|
||||||
|
-- add circle
|
||||||
|
math.randomseed(love.timer.getTime())
|
||||||
|
cRadius = math.random(8, 32)
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newCircle(x, y, cRadius)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newCircleShape(0, 0, cRadius)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif c == "wu" then
|
||||||
|
if lightSmooth < 4.0 then
|
||||||
|
lightSmooth = lightSmooth * 1.1
|
||||||
|
mouseLight.setSmooth(lightSmooth)
|
||||||
|
end
|
||||||
|
elseif c == "wd" then
|
||||||
|
if lightSmooth > 0.5 then
|
||||||
|
lightSmooth = lightSmooth / 1.1
|
||||||
|
mouseLight.setSmooth(lightSmooth)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function love.keypressed(k, u)
|
||||||
|
-- debug options
|
||||||
|
if k == "f1" then
|
||||||
|
helpOn = not helpOn
|
||||||
|
elseif k == "f2" then
|
||||||
|
physicOn = not physicOn
|
||||||
|
elseif k == "f3" then
|
||||||
|
lightOn = not lightOn
|
||||||
|
elseif k == "f4" then
|
||||||
|
gravityOn = 1 - gravityOn
|
||||||
|
physicWorld:setGravity(0, gravityOn * 9.81 * 64)
|
||||||
|
elseif k == "f5" then
|
||||||
|
shadowBlur = math.max(1, shadowBlur * 2.0)
|
||||||
|
if shadowBlur > 8.0 then
|
||||||
|
shadowBlur = 0.0
|
||||||
|
end
|
||||||
|
lightWorld.setBlur(shadowBlur)
|
||||||
|
elseif k == "f6" or k == "b" then
|
||||||
|
bloomOn = math.max(0.25, bloomOn * 2.0)
|
||||||
|
if bloomOn > 1.0 then
|
||||||
|
bloomOn = 0.0
|
||||||
|
end
|
||||||
|
elseif k == "f7" then
|
||||||
|
textureOn = not textureOn
|
||||||
|
elseif k == "f8" then
|
||||||
|
normalOn = not normalOn
|
||||||
|
elseif k == "f9" then
|
||||||
|
glowBlur = glowBlur + 1.0
|
||||||
|
if glowBlur > 8.0 then
|
||||||
|
glowBlur = 0.0
|
||||||
|
end
|
||||||
|
lightWorld.setGlowStrength(glowBlur)
|
||||||
|
elseif k == "f10" then
|
||||||
|
effectOn = effectOn + 1.0
|
||||||
|
if effectOn > 4.0 then
|
||||||
|
effectOn = 0.0
|
||||||
|
end
|
||||||
|
elseif k == "f11" then
|
||||||
|
physicWorld:destroy()
|
||||||
|
lightWorld.clearBodys()
|
||||||
|
initScene()
|
||||||
|
elseif k == "f12" then
|
||||||
|
lightWorld.clearLights()
|
||||||
|
mouseLight = lightWorld.newLight(0, 0, 255, 191, 127, lightRange)
|
||||||
|
mouseLight.setGlowStrength(0.3)
|
||||||
|
mouseLight.setSmooth(lightSmooth)
|
||||||
|
elseif k == "1" then
|
||||||
|
-- add image
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(circle, mx, my)
|
||||||
|
phyLight[phyCnt].setNormalMap(circle_normal)
|
||||||
|
phyLight[phyCnt].setShadowType("circle", 16)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 32)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif k == "2" then
|
||||||
|
local r = lightWorld.getBodyCount() % 2
|
||||||
|
if r == 0 then
|
||||||
|
-- add image
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(cone, mx, my, 24, 12, 12, 16)
|
||||||
|
phyLight[phyCnt].setNormalMap(cone_normal)
|
||||||
|
phyLight[phyCnt].setShadowType("circle", 12, 0, -8)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif r == 1 then
|
||||||
|
-- add image
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(chest, mx, my, 32, 24, 16, 0)
|
||||||
|
phyLight[phyCnt].setNormalMap(chest_normal)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
end
|
||||||
|
elseif k == "3" then
|
||||||
|
-- add image
|
||||||
|
local r = lightWorld.getBodyCount() % #material
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(ape, mx, my, 160, 128, 80, 64)
|
||||||
|
phyLight[phyCnt].setNormalMap(ape_normal)
|
||||||
|
if r == 3 then
|
||||||
|
phyLight[phyCnt].setGlowMap(ape_glow)
|
||||||
|
end
|
||||||
|
phyLight[phyCnt].setMaterial(material[r + 1])
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
phyLight[phyCnt].setShadowType("image", 0, -16, 0.0)
|
||||||
|
elseif k == "4" then
|
||||||
|
-- add glow image
|
||||||
|
local r = lightWorld.getBodyCount() % 5
|
||||||
|
if r == 0 then
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(machine, mx, my, 32, 24, 16, 0)
|
||||||
|
phyLight[phyCnt].setNormalMap(machine_normal)
|
||||||
|
phyLight[phyCnt].setGlowMap(machine_glow)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif r == 1 then
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(machine2, mx, my, 24, 12, 12, -4)
|
||||||
|
phyLight[phyCnt].setNormalMap(machine2_normal)
|
||||||
|
phyLight[phyCnt].setGlowMap(machine2_glow)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif r == 2 then
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(led, mx, my, 32, 6, 16, -8)
|
||||||
|
phyLight[phyCnt].setNormalMap(led_normal)
|
||||||
|
phyLight[phyCnt].setGlowMap(led_glow)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif r == 3 then
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(led2, mx, my, 32, 6, 16, -8)
|
||||||
|
phyLight[phyCnt].setNormalMap(led_normal)
|
||||||
|
phyLight[phyCnt].setGlowMap(led_glow2)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif r == 4 then
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(led3, mx, my, 32, 6, 16, -8)
|
||||||
|
phyLight[phyCnt].setNormalMap(led_normal)
|
||||||
|
phyLight[phyCnt].setGlowMap(led_glow3)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
end
|
||||||
|
elseif k == "5" then
|
||||||
|
-- add image
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(cone_large, mx, my, 24, 128, 12, 64)
|
||||||
|
phyLight[phyCnt].setNormalMap(cone_large_normal)
|
||||||
|
phyLight[phyCnt].setShadowType("image", 0, -6, 0.0)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif k == "6" then
|
||||||
|
-- add image
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(blopp, mx, my, 42, 16, 21, 0)
|
||||||
|
phyLight[phyCnt].generateNormalMapGradient("gradient", "gradient")
|
||||||
|
phyLight[phyCnt].setAlpha(0.5)
|
||||||
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 42, 29)
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif k == "7" then
|
||||||
|
-- add image
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newImage(tile, mx, my)
|
||||||
|
phyLight[phyCnt].setHeightMap(tile_normal, 2.0)
|
||||||
|
phyLight[phyCnt].setGlowMap(tile_glow)
|
||||||
|
phyLight[phyCnt].setShadow(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
|
||||||
|
-- add rectangle
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newPolygon()
|
||||||
|
phyLight[phyCnt].setAlpha(0.5)
|
||||||
|
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, math.random(32, 64), math.random(32, 64))
|
||||||
|
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
math.randomseed(phyCnt)
|
||||||
|
phyLight[phyCnt].setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
||||||
|
math.randomseed(phyCnt)
|
||||||
|
phyLight[phyCnt].setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
||||||
|
elseif k == "9" then
|
||||||
|
-- add circle
|
||||||
|
math.randomseed(love.timer.getTime())
|
||||||
|
cRadius = math.random(8, 32)
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newCircle(mx, my, cRadius)
|
||||||
|
phyLight[phyCnt].setAlpha(0.5)
|
||||||
|
phyLight[phyCnt].setGlowStrength(1.0)
|
||||||
|
math.randomseed(phyCnt)
|
||||||
|
phyLight[phyCnt].setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
||||||
|
math.randomseed(phyCnt)
|
||||||
|
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
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newRefraction(refraction_normal, mx, my)
|
||||||
|
phyLight[phyCnt].setReflection(true)
|
||||||
|
elseif k == "l" then
|
||||||
|
-- add light
|
||||||
|
local r = lightWorld.getLightCount() % 3
|
||||||
|
local light
|
||||||
|
|
||||||
|
if r == 0 then
|
||||||
|
light = lightWorld.newLight(mx, my, 31, 127, 63, lightRange)
|
||||||
|
elseif r == 1 then
|
||||||
|
light = lightWorld.newLight(mx, my, 127, 63, 31, lightRange)
|
||||||
|
else
|
||||||
|
light = lightWorld.newLight(mx, my, 31, 63, 127, lightRange)
|
||||||
|
end
|
||||||
|
light.setSmooth(lightSmooth)
|
||||||
|
light.setGlowStrength(0.3)
|
||||||
|
math.randomseed(love.timer.getTime())
|
||||||
|
light.setAngle(math.random(1, 5) * 0.1 * math.pi)
|
||||||
|
elseif k == "c" then
|
||||||
|
if colorAberration == 0.0 then
|
||||||
|
colorAberration = 3.0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
@ -1,5 +1,6 @@
|
|||||||
require "postshader"
|
-- Example: Short Example
|
||||||
require "light"
|
require "lib/postshader"
|
||||||
|
require "lib/light"
|
||||||
|
|
||||||
function love.load()
|
function love.load()
|
||||||
-- load images
|
-- load images
|
BIN
gfx/love-big-ball.png
Normal file
BIN
gfx/love-big-ball.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.9 KiB |
File diff suppressed because it is too large
Load Diff
@ -1,3 +1,27 @@
|
|||||||
|
--[[
|
||||||
|
The MIT License (MIT)
|
||||||
|
|
||||||
|
Copyright (c) 2014 Marcus Ihde
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all
|
||||||
|
copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
|
SOFTWARE.
|
||||||
|
]]
|
||||||
|
|
||||||
LOVE_POSTSHADER_BUFFER_RENDER = love.graphics.newCanvas()
|
LOVE_POSTSHADER_BUFFER_RENDER = love.graphics.newCanvas()
|
||||||
LOVE_POSTSHADER_BUFFER_BACK = love.graphics.newCanvas()
|
LOVE_POSTSHADER_BUFFER_BACK = love.graphics.newCanvas()
|
||||||
LOVE_POSTSHADER_LAST_BUFFER = nil
|
LOVE_POSTSHADER_LAST_BUFFER = nil
|
||||||
@ -11,10 +35,6 @@ LOVE_POSTSHADER_MONOCHROM = love.graphics.newShader("shader/monochrom.glsl")
|
|||||||
LOVE_POSTSHADER_SCANLINES = love.graphics.newShader("shader/scanlines.glsl")
|
LOVE_POSTSHADER_SCANLINES = love.graphics.newShader("shader/scanlines.glsl")
|
||||||
LOVE_POSTSHADER_TILT_SHIFT = love.graphics.newShader("shader/tilt_shift.glsl")
|
LOVE_POSTSHADER_TILT_SHIFT = love.graphics.newShader("shader/tilt_shift.glsl")
|
||||||
|
|
||||||
LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()})
|
|
||||||
LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
|
|
||||||
LOVE_POSTSHADER_SCANLINES:send("screenHeight", {love.window.getWidth(), love.window.getHeight()})
|
|
||||||
|
|
||||||
love.postshader = {}
|
love.postshader = {}
|
||||||
|
|
||||||
love.postshader.setBuffer = function(path)
|
love.postshader.setBuffer = function(path)
|
||||||
@ -35,6 +55,8 @@ love.postshader.addEffect = function(shader, ...)
|
|||||||
|
|
||||||
if shader == "bloom" then
|
if shader == "bloom" then
|
||||||
-- Bloom Shader
|
-- Bloom Shader
|
||||||
|
LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()})
|
||||||
|
LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
|
||||||
LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
|
LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
|
||||||
LOVE_POSTSHADER_BLURH:send("steps", args[1] or 2.0)
|
LOVE_POSTSHADER_BLURH:send("steps", args[1] or 2.0)
|
||||||
|
|
||||||
@ -57,6 +79,8 @@ love.postshader.addEffect = function(shader, ...)
|
|||||||
love.graphics.setBlendMode("alpha")
|
love.graphics.setBlendMode("alpha")
|
||||||
elseif shader == "blur" then
|
elseif shader == "blur" then
|
||||||
-- Blur Shader
|
-- Blur Shader
|
||||||
|
LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()})
|
||||||
|
LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
|
||||||
LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
|
LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
|
||||||
LOVE_POSTSHADER_BLURH:send("steps", args[2] or 2.0)
|
LOVE_POSTSHADER_BLURH:send("steps", args[2] or 2.0)
|
||||||
|
|
||||||
@ -85,16 +109,27 @@ love.postshader.addEffect = function(shader, ...)
|
|||||||
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
|
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
|
||||||
elseif shader == "monochrom" then
|
elseif shader == "monochrom" then
|
||||||
-- Monochrom Shader
|
-- Monochrom Shader
|
||||||
LOVE_POSTSHADER_MONOCHROM:send("time", love.timer.getTime())
|
for i = 1, 3 do
|
||||||
|
if args[i] then
|
||||||
|
args[i] = args[i] / 255.0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
LOVE_POSTSHADER_MONOCHROM:send("tint", {args[1] or 1.0, args[2] or 1.0, args[3] or 1.0})
|
||||||
|
LOVE_POSTSHADER_MONOCHROM:send("fudge", args[4] or 0.1)
|
||||||
|
LOVE_POSTSHADER_MONOCHROM:send("time", args[5] or love.timer.getTime())
|
||||||
love.graphics.setShader(LOVE_POSTSHADER_MONOCHROM)
|
love.graphics.setShader(LOVE_POSTSHADER_MONOCHROM)
|
||||||
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
|
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
|
||||||
elseif shader == "scanlines" then
|
elseif shader == "scanlines" then
|
||||||
-- Scanlines Shader
|
-- Scanlines Shader
|
||||||
LOVE_POSTSHADER_SCANLINES:send("time", love.timer.getTime())
|
LOVE_POSTSHADER_SCANLINES:send("screen", {love.window.getWidth(), love.window.getHeight()})
|
||||||
|
LOVE_POSTSHADER_SCANLINES:send("strength", args[1] or 2.0)
|
||||||
|
LOVE_POSTSHADER_SCANLINES:send("time", args[2] or love.timer.getTime())
|
||||||
love.graphics.setShader(LOVE_POSTSHADER_SCANLINES)
|
love.graphics.setShader(LOVE_POSTSHADER_SCANLINES)
|
||||||
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
|
love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER)
|
||||||
elseif shader == "tiltshift" then
|
elseif shader == "tiltshift" then
|
||||||
-- Blur Shader
|
-- Blur Shader
|
||||||
|
LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()})
|
||||||
|
LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
|
||||||
LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
|
LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0)
|
||||||
LOVE_POSTSHADER_BLURH:send("steps", args[1] or 2.0)
|
LOVE_POSTSHADER_BLURH:send("steps", args[1] or 2.0)
|
||||||
|
|
||||||
@ -104,7 +139,7 @@ love.postshader.addEffect = function(shader, ...)
|
|||||||
love.graphics.setShader(LOVE_POSTSHADER_BLURH)
|
love.graphics.setShader(LOVE_POSTSHADER_BLURH)
|
||||||
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
|
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
|
||||||
|
|
||||||
LOVE_POSTSHADER_TILT_SHIFT:send("buffer", LOVE_POSTSHADER_BUFFER_RENDER)
|
LOVE_POSTSHADER_TILT_SHIFT:send("imgBuffer", LOVE_POSTSHADER_BUFFER_RENDER)
|
||||||
love.graphics.setShader(LOVE_POSTSHADER_TILT_SHIFT)
|
love.graphics.setShader(LOVE_POSTSHADER_TILT_SHIFT)
|
||||||
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
|
love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK)
|
||||||
end
|
end
|
||||||
@ -120,9 +155,16 @@ end
|
|||||||
|
|
||||||
love.postshader.draw = function()
|
love.postshader.draw = function()
|
||||||
if LOVE_POSTSHADER_LAST_BUFFER then
|
if LOVE_POSTSHADER_LAST_BUFFER then
|
||||||
|
love.graphics.setBackgroundColor(0, 0, 0)
|
||||||
|
love.graphics.setBlendMode("alpha")
|
||||||
love.graphics.setCanvas()
|
love.graphics.setCanvas()
|
||||||
love.graphics.setShader()
|
love.graphics.setShader()
|
||||||
love.graphics.setColor(255, 255, 255)
|
love.graphics.setColor(255, 255, 255)
|
||||||
love.graphics.draw(LOVE_POSTSHADER_LAST_BUFFER)
|
love.graphics.draw(LOVE_POSTSHADER_LAST_BUFFER)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
love.postshader.refreshScreenSize = function()
|
||||||
|
LOVE_POSTSHADER_BUFFER_RENDER = love.graphics.newCanvas()
|
||||||
|
LOVE_POSTSHADER_BUFFER_BACK = love.graphics.newCanvas()
|
||||||
|
end
|
@ -1,4 +1,6 @@
|
|||||||
extern float time = 0.0;
|
extern float time = 0.0;
|
||||||
|
extern vec3 tint = vec3(1.0, 1.0, 1.0);
|
||||||
|
extern float fudge = 0.1;
|
||||||
|
|
||||||
float rand(vec2 position, float seed) {
|
float rand(vec2 position, float seed) {
|
||||||
return fract(sin(dot(position.xy,vec2(12.9898, 78.233))) * seed);
|
return fract(sin(dot(position.xy,vec2(12.9898, 78.233))) * seed);
|
||||||
@ -6,6 +8,6 @@ float rand(vec2 position, float seed) {
|
|||||||
|
|
||||||
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 pixel = Texel(texture, texture_coords);
|
vec4 pixel = Texel(texture, texture_coords);
|
||||||
|
float intensity = (pixel.r + pixel.g + pixel.b) / 3.0 + (rand(texture_coords, time) - 0.5) * fudge;
|
||||||
return vec4(vec3((pixel.r + pixel.g + pixel.b) / 3.0) + (rand(texture_coords, time) - 0.5) * 0.1, 1.0);
|
return vec4(intensity * tint.r, intensity * tint.g, intensity * tint.b, 1.0);
|
||||||
}
|
}
|
@ -1,22 +1,24 @@
|
|||||||
extern vec2 screenHeight = vec2(800.0, 600.0);
|
extern vec2 screenHeight = vec2(800.0, 600.0);
|
||||||
|
extern float strength = 2.0;
|
||||||
extern float time = 0.0;
|
extern float time = 0.0;
|
||||||
|
|
||||||
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
|
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
|
||||||
vec2 pSize = 1.0 / screenHeight;
|
vec2 pSize = 1.0 / screenHeight;
|
||||||
float brightness = 1.0;
|
float brightness = 1.0;
|
||||||
float offsetX = sin(texture_coords.y * 10.0 + time * 2.0) * pSize.x;
|
float offsetX = sin(texture_coords.y * 10.0 + time * strength) * pSize.x;
|
||||||
|
float corner = 500.0;
|
||||||
|
|
||||||
if(texture_coords.x < 0.5) {
|
if(texture_coords.x < 0.5) {
|
||||||
if(texture_coords.y < 0.5) {
|
if(texture_coords.y < 0.5) {
|
||||||
brightness = min(texture_coords.x * texture_coords.y * 100.0, 1.0);
|
brightness = min(texture_coords.x * texture_coords.y * corner, 1.0);
|
||||||
} else {
|
} else {
|
||||||
brightness = min(texture_coords.x * (1.0 - texture_coords.y) * 100.0, 1.0);
|
brightness = min(texture_coords.x * (1.0 - texture_coords.y) * corner, 1.0);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
if(texture_coords.y < 0.5) {
|
if(texture_coords.y < 0.5) {
|
||||||
brightness = min((1.0 - texture_coords.x) * texture_coords.y * 100.0, 1.0);
|
brightness = min((1.0 - texture_coords.x) * texture_coords.y * corner, 1.0);
|
||||||
} else {
|
} else {
|
||||||
brightness = min((1.0 - texture_coords.x) * (1.0 - texture_coords.y) * 100.0, 1.0);
|
brightness = min((1.0 - texture_coords.x) * (1.0 - texture_coords.y) * corner, 1.0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
float red = Texel(texture, vec2(texture_coords.x + offsetX, texture_coords.y + pSize.y * 0.5)).r;
|
float red = Texel(texture, vec2(texture_coords.x + offsetX, texture_coords.y + pSize.y * 0.5)).r;
|
||||||
|
@ -1,12 +1,12 @@
|
|||||||
extern Image buffer;
|
extern Image imgBuffer;
|
||||||
|
|
||||||
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 pixel = Texel(texture, texture_coords);
|
vec4 pixel = Texel(texture, texture_coords);
|
||||||
vec4 pixel2 = Texel(buffer, texture_coords);
|
vec4 pixelBuffer = Texel(imgBuffer, texture_coords);
|
||||||
|
|
||||||
if(texture_coords.y > 0.5) {
|
if(texture_coords.y > 0.5) {
|
||||||
return vec4(pixel.rgb * (texture_coords.y - 0.5) * 2.0 + pixel2.rgb * (1.0 - texture_coords.y) * 2.0, 1.0);
|
return vec4(pixel.rgb * (texture_coords.y - 0.5) * 2.0 + pixelBuffer.rgb * (1.0 - texture_coords.y) * 2.0, 1.0);
|
||||||
} else {
|
} else {
|
||||||
return vec4(pixel.rgb * (0.5 - texture_coords.y) * 2.0 + pixel2.rgb * texture_coords.y * 2.0, 1.0);
|
return vec4(pixel.rgb * (0.5 - texture_coords.y) * 2.0 + pixelBuffer.rgb * texture_coords.y * 2.0, 1.0);
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user