mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-11 01:14:26 +00:00
just a few touchups before bed
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@ -671,6 +671,20 @@ function love.keypressed(k, u)
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phyCnt = phyCnt + 1
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phyLight[phyCnt] = lightWorld:newRefraction(refraction_normal, mx, my)
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phyLight[phyCnt]:setReflection(true)
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elseif k == "k" then
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-- add light
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local r = lightWorld:getLightCount() % 3
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local light
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if r == 0 then
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light = lightWorld:newLight(mx, my, 31, 127, 63, lightRange)
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elseif r == 1 then
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light = lightWorld:newLight(mx, my, 127, 63, 31, lightRange)
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else
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light = lightWorld:newLight(mx, my, 31, 63, 127, lightRange)
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end
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light:setSmooth(lightSmooth)
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light:setGlowStrength(0.3)
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elseif k == "l" then
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-- add light
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local r = lightWorld:getLightCount() % 3
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@ -24,8 +24,9 @@ function love.load()
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end)
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circle_image = love.graphics.newImage(circle_canvas:getImageData())
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local t = lightWorld:newCircle(150, 150, radius)
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local t = lightWorld:newImage(circle_image, 150, 150)
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t:setNormalMap(normal_map.generateFlat(circle_image, "top"))
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t:setShadowType('circle', 50)
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end
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function love.mousepressed(x, y, c)
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@ -562,7 +562,6 @@ function body:drawCircleShadow(light)
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love.graphics.polygon("fill", curShadowGeometry)
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print(self.red, self.green, self.blue, self.alpha)
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if distance1 <= self.radius then
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love.graphics.arc("fill", cx, cy, radius, 0, (math.pi * 2))
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elseif distance2 < light.range then -- dont draw circle if way off screen
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@ -1,56 +0,0 @@
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#define PI 3.1415926535897932384626433832795
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extern vec2 screenResolution;
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extern vec3 lightPosition;
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extern vec3 lightColor;
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extern float lightRange;
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extern float lightSmooth;
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extern float lightDirection;
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extern float lightAngle;
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extern bool invert_normal;
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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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if(pixelColor.a > 0.0) {
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if(lightAngle > 0.0) {
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float angle2 = atan(lightPosition.x - pixel_coords.x, pixel_coords.y - lightPosition.y) + PI;
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if(lightDirection - lightAngle > 0 && lightDirection + lightAngle < PI * 2) {
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if(angle2 < mod(lightDirection + lightAngle, PI * 2) && angle2 > mod(lightDirection - lightAngle, PI * 2)) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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} else {
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if(angle2 < mod(lightDirection + lightAngle, PI * 2) || angle2 > mod(lightDirection - lightAngle, PI * 2)) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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}
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vec3 normal;
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if(invert_normal == true) {
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normal = vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b);
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} else {
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normal = pixelColor.rgb;
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}
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float dist = distance(lightPosition, vec3(pixel_coords, normal.b));
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if(dist < lightRange) {
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vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / screenResolution.xy, lightPosition.z);
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dir.x *= screenResolution.x / screenResolution.y;
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vec3 N = normalize(normal * 2.0 - 1.0);
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vec3 L = normalize(dir);
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vec3 diff = lightColor * max(dot(N, L), 0.0);
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float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
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return vec4(diff * att, 1.0);
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} else {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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} else {
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return vec4(0.0);
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}
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}
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