Fix colors

This commit is contained in:
jiangzhi.xie 2019-09-07 19:36:40 +08:00
parent 55a11df182
commit 9d48adb46b
10 changed files with 194 additions and 160 deletions

View File

@ -96,7 +96,7 @@ function love.load()
shadowBlur = 2.0
})
mouseLight = lightWorld:newLight(0, 0, 255, 191, 127, lightRange)
mouseLight = lightWorld:newLight(0, 0, 1, 191/ 255, 0.5, lightRange)
mouseLight:setGlowStrength(0.3)
mouseLight:setSmooth(lightSmooth)
mouseLight.z = 63
@ -162,19 +162,19 @@ function love.update(dt)
tileX = tileX + dt * 32.0
tileY = tileY + dt * 8.0
for i = 1, phyCnt do
if phyLight[i]:getType() == "refraction" then
phyLight[i]:setNormalTileOffset(tileX, tileY)
end
for i = 1, phyCnt do
if phyLight[i]:getType() == "refraction" then
phyLight[i]:setNormalTileOffset(tileX, tileY)
end
end
-- draw shader
if colorAberration > 0.0 then
-- vert / horz blur
lightWorld.post_shader:addEffect("blur", 2.0, 2.0)
lightWorld.post_shader:addEffect("chromatic_aberration",
{math.sin(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * colorAberration},
{math.cos(lightDirection * 10.0) * colorAberration, math.sin(lightDirection * 10.0) * -colorAberration},
lightWorld.post_shader:addEffect("chromatic_aberration",
{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})
else
lightWorld.post_shader:removeEffect("blur")
@ -199,10 +199,10 @@ function love.draw()
lightWorld:draw(function(l, t, w, h, s)
love.graphics.setBlendMode("alpha")
if normalOn then
love.graphics.setColor(127, 127, 255)
love.graphics.setColor(0.5, 0.5, 1)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
else
love.graphics.setColor(255, 255, 255)
love.graphics.setColor(1, 1, 1)
if textureOn then
love.graphics.draw(imgFloor, quadScreen, 0,0)
else
@ -214,7 +214,7 @@ function love.draw()
if phyLight[i]:getType() == "refraction" then
if not normalOn then
love.graphics.setBlendMode("alpha")
love.graphics.setColor(255, 255, 255, 191)
love.graphics.setColor(1, 1, 1, 191/255)
love.graphics.draw(water, phyLight[i].x - phyLight[i].ox, phyLight[i].y - phyLight[i].oy)
end
end
@ -224,20 +224,22 @@ function love.draw()
for i = 1, phyCnt do
if phyLight[i]:getType() == "polygon" then
math.randomseed(i)
love.graphics.setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
love.graphics.setColor(math.random(), math.random(), math.random())
love.graphics.polygon("fill", phyLight[i]:getPoints())
elseif phyLight[i]:getType() == "circle" then
math.randomseed(i)
love.graphics.setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
love.graphics.setColor(math.random(), math.random(), math.random())
local cx, cy = phyLight[i]:getPosition()
love.graphics.circle("fill", cx, cy, phyLight[i]:getRadius())
elseif phyLight[i]:getType() == "image" then
if normalOn and phyLight[i].normal then
love.graphics.setColor(255, 255, 255)
love.graphics.setColor(1, 1, 1)
love.graphics.draw(phyLight[i].normal, phyLight[i].x - phyLight[i].nx, phyLight[i].y - phyLight[i].ny)
elseif not phyLight[i].material then
math.randomseed(i)
love.graphics.setColor(math.random(127, 255), math.random(127, 255), math.random(127, 255))
love.graphics.setColor(
math.random(127, 255) / 255, math.random(127, 255)/ 255, math.random(127, 255) / 255
)
love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ix, phyLight[i].y - phyLight[i].iy)
end
end
@ -254,65 +256,65 @@ function love.draw()
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), 44)
love.graphics.rectangle("fill", 0, love.graphics.getHeight() - 68, 240, 68)
love.graphics.rectangle("fill", love.graphics.getWidth() - 244, love.graphics.getHeight() - 84, 244, 84)
love.graphics.setColor(0, 255, 0)
love.graphics.setColor(0, 1, 0)
love.graphics.print("F1: Help (on)", 4 + 152 * 0, 4)
if shadowBlur >= 1.0 then
love.graphics.setColor(0, 255, 0)
love.graphics.setColor(0, 1, 0)
love.graphics.print("F5: Shadowblur (" .. shadowBlur .. ")", 4 + 152 * 4, 4)
else
love.graphics.setColor(255, 0, 0)
love.graphics.setColor(1, 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.setColor(0, 1, 0)
love.graphics.print("F6: Bloom (" .. (bloomOn * 4) .. ")", 4 + 152 * 0, 4 + 20 * 1)
else
love.graphics.setColor(255, 0, 0)
love.graphics.setColor(1, 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.setColor(0, 1, 0)
love.graphics.print("F7: Texture (on)", 4 + 152 * 1, 4 + 20 * 1)
else
love.graphics.setColor(255, 0, 0)
love.graphics.setColor(1, 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.setColor(0, 1, 0)
love.graphics.print("F8: Normal (on)", 4 + 152 * 2, 4 + 20 * 1)
else
love.graphics.setColor(255, 0, 0)
love.graphics.setColor(1, 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.setColor(0, 1, 0)
love.graphics.print("F9: Glow Blur (" .. glowBlur .. ")", 4 + 152 * 3, 4 + 20 * 1)
else
love.graphics.setColor(255, 0, 0)
love.graphics.setColor(1, 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.setColor(0, 1, 0)
love.graphics.print("F10: Effects (" .. effectOn .. ")", 4 + 152 * 4, 4 + 20 * 1)
else
love.graphics.setColor(255, 0, 0)
love.graphics.setColor(1, 0, 0)
love.graphics.print("F10: Effects (off)", 4 + 152 * 4, 4 + 20 * 1)
end
love.graphics.setColor(255, 0, 255)
love.graphics.setColor(1, 0, 1)
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.setColor(0, 0.5, 1)
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.setColor(1, 0.5, 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)
love.graphics.setColor(1, 0.5, 0)
else
love.graphics.setColor(255, 255, 255, 191)
love.graphics.setColor(1, 1, 1, 191/255)
love.graphics.print("F1: Help", 4, 4)
end
end
@ -324,11 +326,11 @@ function love.mousepressed(x, y, c)
local light
if r == 0 then
light = lightWorld:newLight(x, y, 31, 127, 63, lightRange)
light = lightWorld:newLight(x, y, 31/ 255, 0.5, 63/ 255, lightRange)
elseif r == 1 then
light = lightWorld:newLight(x, y, 127, 63, 31, lightRange)
light = lightWorld:newLight(x, y, 0.5, 63/255, 31/255, lightRange)
else
light = lightWorld:newLight(x, y, 31, 63, 127, lightRange)
light = lightWorld:newLight(x, y, 31/255, 63/255, 127/255, lightRange)
end
light:setSmooth(lightSmooth)
light:setGlowStrength(0.3)
@ -424,7 +426,7 @@ function love.keypressed(k, u)
initScene()
elseif k == "f12" then
lightWorld:clearLights()
mouseLight = lightWorld:newLight(0, 0, 255, 191, 127, lightRange)
mouseLight = lightWorld:newLight(0, 0, 1, 191/255, 0.5, lightRange)
mouseLight:setGlowStrength(0.3)
mouseLight:setSmooth(lightSmooth)
elseif k == "1" then
@ -498,7 +500,7 @@ function love.keypressed(k, u)
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(blopp, mx, my, 42, 16, 21, 0)
phyLight[phyCnt]:generateNormalMapGradient("gradient", "gradient")
phyLight[phyCnt]:setAlpha(255 * 0.5)
phyLight[phyCnt]:setAlpha(0.5)
elseif k == "7" then
-- add image
phyCnt = phyCnt + 1
@ -517,24 +519,24 @@ function love.keypressed(k, u)
mx+w, my+h,
mx, my+h
)
phyLight[phyCnt]:setAlpha(255 * 0.5)
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))
phyLight[phyCnt]:setGlowColor(math.random(), math.random(), math.random())
math.randomseed(phyCnt)
phyLight[phyCnt]:setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
phyLight[phyCnt]:setColor(math.random(), math.random(), math.random())
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(255 * 0.5)
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))
phyLight[phyCnt]:setGlowColor(math.random(), math.random(), math.random())
math.randomseed(phyCnt)
phyLight[phyCnt]:setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
phyLight[phyCnt]:setColor(math.random(), math.random(), math.random())
elseif k == "0" then
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newRefraction(refraction_normal, mx, my)
@ -545,11 +547,11 @@ function love.keypressed(k, u)
local light
if r == 0 then
light = lightWorld:newLight(mx, my, 31, 127, 63, lightRange)
light = lightWorld:newLight(mx, my, 31/255, 127 / 255, 63 / 255, lightRange)
elseif r == 1 then
light = lightWorld:newLight(mx, my, 127, 63, 31, lightRange)
light = lightWorld:newLight(mx, my, 127 / 255, 63 / 255, 31 / 255, lightRange)
else
light = lightWorld:newLight(mx, my, 31, 63, 127, lightRange)
light = lightWorld:newLight(mx, my, 31 / 255, 63 / 255, 127 / 255, lightRange)
end
light:setSmooth(lightSmooth)
light:setGlowStrength(0.3)
@ -559,9 +561,9 @@ function love.keypressed(k, u)
local light
if r == 0 then
light = lightWorld:newLight(mx, my, 31, 127, 63, lightRange)
light = lightWorld:newLight(mx, my, 31/255, 127/255, 63/255, lightRange)
elseif r == 1 then
light = lightWorld:newLight(mx, my, 127, 63, 31, lightRange)
light = lightWorld:newLight(mx, my, 127/255, 63/255, 31/255, lightRange)
else
light = lightWorld:newLight(mx, my, 31, 63, 127, lightRange)
end

View File

@ -70,13 +70,13 @@ end
function love.draw()
cam:attach()
lightWorld:draw(function()
love.graphics.setColor(255, 255, 255)
love.graphics.setColor(1, 1, 1)
love.graphics.rectangle("fill", -x/scale, -y/scale, love.graphics.getWidth()/scale, love.graphics.getHeight()/scale)
love.graphics.setColor(63, 255, 127)
love.graphics.setColor(63/ 255, 1, 0.5)
local cx, cy = circleTest:getPosition()
love.graphics.circle("fill", cx, cy, circleTest:getRadius())
love.graphics.polygon("fill", rectangleTest:getPoints())
love.graphics.setColor(255, 255, 255)
love.graphics.setColor(1, 1, 1)
love.graphics.draw(image, 64 - image:getWidth() * 0.5, 64 - image:getHeight() * 0.5)
end)
cam:detach()

View File

@ -20,9 +20,9 @@ local function new(id, type, ...)
obj.green = 1.0
obj.blue = 1.0
obj.alpha = 1.0
obj.glowRed = 255
obj.glowGreen = 255
obj.glowBlue = 255
obj.glowRed = 1
obj.glowGreen = 1
obj.glowBlue = 1
obj.glowStrength = 0.0
obj.tileX = 0
obj.tileY = 0
@ -31,7 +31,7 @@ local function new(id, type, ...)
obj.rotation = 0
obj.scalex = 1
obj.scaley = 1
obj.castsNoShadow = false
obj.visible = true
obj.is_on_screen = true
@ -41,10 +41,10 @@ local function new(id, type, ...)
obj.y = args[2] or 0
circle_canvas = love.graphics.newCanvas(args[3]*2, args[3]*2)
util.drawto(circle_canvas, 0, 0, 1, function()
love.graphics.circle('fill', args[3], args[3], args[3])
util.drawto(circle_canvas, 0, 0, 1, false, function()
love.graphics.circle('fill', args[3], args[3], args[3])
end)
obj.img = love.graphics.newImage(circle_canvas:newImageData())
obj.img = love.graphics.newImage(circle_canvas:newImageData())
obj.imgWidth = obj.img:getWidth()
obj.imgHeight = obj.img:getHeight()
obj.ix = obj.imgWidth * 0.5
@ -130,13 +130,13 @@ function body:refresh()
end
function body:has_changed()
return self:position_changed() or
self:rotation_changed() or
return self:position_changed() or
self:rotation_changed() or
self:scale_changed()
end
function body:position_changed()
return self.old_x ~= self.x or
return self.old_x ~= self.x or
self.old_y ~= self.y
end
@ -157,12 +157,12 @@ end
function body:newGrid(frameWidth, frameHeight, imageWidth, imageHeight, left, top, border)
return anim8.newGrid(
frameWidth, frameHeight,
imageWidth or self.img:getWidth(), imageHeight or self.img:getHeight(),
frameWidth, frameHeight,
imageWidth or self.img:getWidth(), imageHeight or self.img:getHeight(),
left, top, border
)
end
-- frameWidth, frameHeight, imageWidth, imageHeight, left, top, border
-- frameWidth, frameHeight, imageWidth, imageHeight, left, top, border
function body:addAnimation(name, frames, durations, onLoop)
self.animations[name] = anim8.newAnimation(frames, durations, onLoop)
@ -193,7 +193,7 @@ function body:update(dt)
local frame = self.animation.frames[self.animation.position]
_,_,self.width, self.height = frame:getViewport()
self.imgWidth, self.imgHeight = self.width, self.height
self.normalWidth, self.normalHeight = self.width, self.height
self.normalWidth, self.normalHeight = self.width, self.height
self.ix, self.iy = self.imgWidth * 0.5,self.imgHeight * 0.5
self.nx, self.ny = self.ix, self.iy
self.animation:update(dt)
@ -286,10 +286,14 @@ function body:setNormalOffset(nx, ny)
end
-- set glow color
function body:setGlowColor(red, green, blue)
self.glowRed = red
self.glowGreen = green
self.glowBlue = blue
function body:setGlowColor(r, g, b)
if r > 1 then r = r / 255 end
if g > 1 then g = r / 255 end
if b > 1 then b = r / 255 end
self.glowRed = r
self.glowGreen = g
self.glowBlue = b
end
-- set glow alpha
@ -337,8 +341,8 @@ function body:setPoints(...)
self.y = self.y + (self.height * 0.5)
local poly_canvas = love.graphics.newCanvas(self.width, self.height)
util.drawto(poly_canvas, 0, 0, 1, function()
love.graphics.polygon('fill', self.unit_data)
util.drawto(poly_canvas, 0, 0, 1, false, function()
love.graphics.polygon('fill', self.unit_data)
end)
--normalize points to be around the center x y
@ -347,14 +351,14 @@ function body:setPoints(...)
end
if not self.img then
self.img = love.graphics.newImage(poly_canvas:newImageData())
self.img = love.graphics.newImage(poly_canvas:newImageData())
self.imgWidth = self.img:getWidth()
self.imgHeight = self.img:getHeight()
self.ix = self.imgWidth * 0.5
self.iy = self.imgHeight * 0.5
self:generateNormalMapFlat("top")
end
--wrapping with polygon normals causes edges to show
--wrapping with polygon normals causes edges to show
--also we do not need wrapping for this default normal map
self.normal:setWrap("clamp", "clamp")
self.shadowType = "polygon"
@ -377,10 +381,14 @@ function body:setShine(b)
end
-- set glass color
function body:setColor(red, green, blue)
self.red = red
self.green = green
self.blue = blue
function body:setColor(r, g, b)
if r > 1 then r = r / 255 end
if g > 1 then g = r / 255 end
if b > 1 then b = r / 255 end
self.red = r
self.green = g
self.blue = b
end
-- set glass alpha
@ -544,7 +552,7 @@ function body:isVisible()
end
function body:inLightRange(light)
local l, t, w = light.x - light.range, light.y - light.range, light.range*2
local l, t, w = light.x - light.range, light.y - light.range, light.range*2
return self:inRange(l,t,w,w,1)
end
@ -557,7 +565,7 @@ function body:inRange(l, t, w, h, s)
local sh = (self.height * self.scaley)
radius = (sw > sh and sw or sh)
end
local bx, by, bw, bh = self.x - radius, self.y - radius, radius * 2, radius * 2
return self.visible and (bx+bw) > (l/s) and bx < (l+w)/s and (by+bh) > (t/s) and by < (t+h)/s
@ -569,7 +577,7 @@ end
function body:drawNormal()
if not self.refraction and not self.reflection and self.normalMesh then
love.graphics.setColor(255, 255, 255)
love.graphics.setColor(1, 1, 1)
if self.type == 'animation' then
self.animation:draw(self.normal, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
else
@ -579,7 +587,9 @@ function body:drawNormal()
end
function body:drawGlow()
love.graphics.setColor(self.glowRed * self.glowStrength, self.glowGreen * self.glowStrength, self.glowBlue * self.glowStrength)
love.graphics.setColor(
self.glowRed * self.glowStrength, self.glowGreen * self.glowStrength, self.glowBlue * self.glowStrength
)
if self.type == "circle" then
love.graphics.circle("fill", self.x, self.y, self.radius * self.scalex)
@ -590,7 +600,7 @@ function body:drawGlow()
love.graphics.setShader(self.glowShader)
self.glowShader:send("glowImage", self.glow)
self.glowShader:send("glowTime", love.timer.getTime() * 0.5)
love.graphics.setColor(255, 255, 255)
love.graphics.setColor(1, 1, 1)
else
love.graphics.setColor(0, 0, 0)
end
@ -607,7 +617,7 @@ end
function body:drawRefraction()
if self.refraction and self.normal then
love.graphics.setColor(255, 255, 255)
love.graphics.setColor(1, 1, 1)
if self.tileX == 0.0 and self.tileY == 0.0 then
love.graphics.draw(self.normal, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
else
@ -633,12 +643,12 @@ end
function body:drawReflection()
if self.reflection and self.normal then
love.graphics.setColor(255, 0, 0)
love.graphics.setColor(1, 0, 0)
self.normalMesh:setVertices(self.normalVert)
love.graphics.draw(self.normalMesh, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
end
if self.reflective and self.img then
love.graphics.setColor(0, 255, 0)
love.graphics.setColor(0, 1, 0)
if self.type == 'animation' then
self.animation:draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
else
@ -657,7 +667,7 @@ end
function body:drawMaterial()
if self.material and self.normal then
love.graphics.setShader(self.materialShader)
love.graphics.setColor(255, 255, 255)
love.graphics.setColor(1, 1, 1)
self.materialShader:send("material", self.material)
if self.type == 'animation' then
self.animation:draw(self.normal, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
@ -678,7 +688,7 @@ function body:drawShadow(light)
if self.castsNoShadow or (self.zheight - light.z) > 0 then
return
end
love.graphics.setColor(self.red, self.green, self.blue, self.alpha)
if self.shadowType == "polygon" then
self:drawPolyShadow(light)
@ -695,7 +705,7 @@ function body:drawPolyShadow(light)
local lightPosition = vector(light.x, light.y)
local lh = lightPosition * self.zheight
local height_diff = (self.zheight - light.z)
local height_diff = (self.zheight - light.z)
if height_diff == 0 then -- prevent inf
height_diff = -0.001
end
@ -707,8 +717,8 @@ function body:drawPolyShadow(light)
if vector(startToEnd.y, -startToEnd.x) * (vertex - lightPosition) > 0 then
local point1 = (lh - (vertex * light.z))/height_diff
local point2 = (lh - (nextVertex * light.z))/height_diff
love.graphics.polygon("fill",
vertex.x, vertex.y, point1.x, point1.y,
love.graphics.polygon("fill",
vertex.x, vertex.y, point1.x, point1.y,
point2.x, point2.y, nextVertex.x, nextVertex.y)
end
end
@ -720,7 +730,7 @@ function body:drawCircleShadow(light)
local selfPos = vector(self.x - self.ox, self.y - self.oy)
local lightPosition = vector(light.x, light.y)
local lh = lightPosition * self.zheight
local height_diff = (self.zheight - light.z)
local height_diff = (self.zheight - light.z)
local radius = self.radius * self.scalex
if height_diff == 0 then -- prevent inf
height_diff = -0.001
@ -733,15 +743,15 @@ function body:drawCircleShadow(light)
selfPos.y + math.cos(angle) * radius)
local point3 = (lh - (point1 * light.z))/height_diff
local point4 = (lh - (point2 * light.z))/height_diff
local shadow_radius = point3:dist(point4)/2
local circleCenter = (point3 + point4)/2
if lightPosition:dist(selfPos) <= radius then
love.graphics.circle("fill", circleCenter.x, circleCenter.y, shadow_radius)
else
love.graphics.polygon("fill", point1.x, point1.y,
point2.x, point2.y,
love.graphics.polygon("fill", point1.x, point1.y,
point2.x, point2.y,
point4.x, point4.y,
point3.x, point3.y)
if lightPosition:dist(circleCenter) < light.range then -- dont draw circle if way off screen
@ -757,7 +767,7 @@ function body:drawCircleShadow(light)
end
function body:drawImageShadow(light)
local height_diff = (light.z - self.zheight)
local height_diff = (light.z - self.zheight)
if height_diff <= 0.1 then -- prevent shadows from leaving thier person like peter pan.
height_diff = 0.1
end

View File

@ -59,6 +59,7 @@ local function new(options)
options = options or {}
for k, v in pairs(options) do obj[k] = v end
for i, v in ipairs(obj.ambient) do if v > 1 then obj.ambient[i] = v / 255 end end
local world = setmetatable(obj, light_world)
world:refreshScreenSize()
@ -94,8 +95,8 @@ function light_world:update(dt)
end
function light_world:draw(cb)
util.drawto(self.render_buffer, self.l, self.t, self.s, function()
cb( self.l,self.t,self.w,self.h,self.s)
util.drawto(self.render_buffer, self.l, self.t, self.s, false, function()
cb(self.l,self.t,self.w,self.h,self.s)
_ = self.disableMaterial or self:drawMaterial( self.l,self.t,self.w,self.h,self.s)
self:drawShadows( self.l,self.t,self.w,self.h,self.s)
_ = self.disableGlow or self:drawGlow( self.l,self.t,self.w,self.h,self.s)
@ -103,6 +104,7 @@ function light_world:draw(cb)
_ = self.disableReflection or self:drawReflection( self.l,self.t,self.w,self.h,self.s)
end)
self.post_shader:drawWith(self.render_buffer, self.l, self.t, self.s)
-- love.graphics.draw(self.shadow_buffer)
end
-- draw normal shading
@ -110,7 +112,7 @@ function light_world:drawShadows(l,t,w,h,s)
love.graphics.setCanvas( self.normalMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.normalMap, l, t, s, function()
util.drawto(self.normalMap, l, t, s, false, function()
for i = 1, #self.bodies do
if self.bodies[i]:isVisible() then
self.bodies[i]:drawNormal()
@ -132,7 +134,7 @@ function light_world:drawShadows(l,t,w,h,s)
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.shadowMap, l, t, s, function()
util.drawto(self.shadowMap, l, t, s, true, function()
--I dont know if it uses both or just calls both
love.graphics.stencil(function()
local angle = light.direction - (light.angle / 2.0)
@ -157,8 +159,8 @@ function light_world:drawShadows(l,t,w,h,s)
end)
-- draw scene for this light using normals and shadowmap
self.shadowShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0})
self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (light.y + t/s) * s, (light.z * 10) / 255.0})
self.shadowShader:send('lightColor', {light.red, light.green, light.blue})
self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (light.y + t/s) * s, (light.z * 10) / 255})
self.shadowShader:send('lightRange',light.range * s)
self.shadowShader:send("lightSmooth", light.smooth)
self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
@ -174,7 +176,7 @@ function light_world:drawShadows(l,t,w,h,s)
end
-- add in ambient color
util.drawto(self.shadow_buffer, l, t, s, function()
util.drawto(self.shadow_buffer, l, t, s, false, function()
love.graphics.setBlendMode("add")
love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
love.graphics.rectangle("fill", -l/s, -t/s, w/s,h/s)
@ -211,7 +213,7 @@ function light_world:drawGlow(l,t,w,h,s)
love.graphics.setCanvas( self.glowMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.glowMap, l, t, s, function()
util.drawto(self.glowMap, l, t, s, false, function()
for i = 1, #self.bodies do
if self.bodies[i]:isVisible() and self.bodies[i].glowStrength > 0.0 then
has_glow = true
@ -231,7 +233,7 @@ function light_world:drawRefraction(l,t,w,h,s)
love.graphics.setCanvas( self.refractionMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.refractionMap, l, t, s, function()
util.drawto(self.refractionMap, l, t, s, false, function()
for i = 1, #self.bodies do
if self.bodies[i]:isVisible() then
self.bodies[i]:drawRefraction()
@ -250,7 +252,7 @@ function light_world:drawReflection(l,t,w,h,s)
love.graphics.setCanvas( self.reflectionMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.reflectionMap, l, t, s, function()
util.drawto(self.reflectionMap, l, t, s, false, function()
for i = 1, #self.bodies do
if self.bodies[i]:isVisible() then
self.bodies[i]:drawReflection()
@ -282,7 +284,10 @@ end
function light_world:setScale(s) self.s = s end
function light_world:clearLights() self.lights = {} end
function light_world:clearBodies() self.bodies = {} end
function light_world:setAmbientColor(red, green, blue) self.ambient = {red, green, blue} end
function light_world:setAmbientColor(red, green, blue)
self.ambient = {red, green, blue}
for i, v in ipairs(self.ambient) do if v > 1 then self.ambient[i] = v / 255 end end
end
function light_world:setShadowBlur(blur) self.shadowBlur = blur end
function light_world:setGlowStrength(strength) self.glowBlur = strength end
function light_world:setRefractionStrength(strength) self.refractionStrength = strength end

View File

@ -5,15 +5,19 @@ local light = {}
light.__index = light
local function new(x, y, r, g, b, range)
if r and r > 1 then r = r / 255 end
if g and g > 1 then g = g / 255 end
if b and b > 1 then b = b / 255 end
local obj = {
direction = 0,
angle = math.pi * 2.0,
x = x or 0,
y = y or 0,
z = 1,
red = r or 255,
green = g or 255,
blue = b or 255,
red = r or 1,
green = g or 1,
blue = b or 1,
range = range or 300,
smooth = 1.0,
glowSize = 0.1,
@ -55,10 +59,14 @@ function light:getPosition()
end
-- set color
function light:setColor(red, green, blue)
self.red = red
self.green = green
self.blue = blue
function light:setColor(r, g, b)
if r > 1 then r = r / 255 end
if g > 1 then g = g / 255 end
if b > 1 then b = b / 255 end
self.red = r
self.green = g
self.blue = b
end
-- get range

View File

@ -1,7 +1,7 @@
local normal_map = {}
function normal_map.fromHeightMap(heightMap, strength)
local imgData = heightMap:getData()
local imgData = normal_map.getImgData(heightMap)
local imgData2 = love.image.newImageData(heightMap:getWidth(), heightMap:getHeight())
local red, green, blue, alpha
local x, y
@ -31,14 +31,14 @@ function normal_map.fromHeightMap(heightMap, strength)
y = i + m - 1
end
local red, green, blue, alpha = imgData:getPixel(x, y)
matrix[l][m] = red
local r, _g, _b, _a = imgData:getPixel(x, y)
matrix[l][m] = r
end
end
red = (255 + ((matrix[1][2] - matrix[2][2]) + (matrix[2][2] - matrix[3][2])) * strength) / 2.0
green = (255 + ((matrix[2][2] - matrix[1][1]) + (matrix[2][3] - matrix[2][2])) * strength) / 2.0
blue = 192
red = (1 + ((matrix[1][2] - matrix[2][2]) + (matrix[2][2] - matrix[3][2])) * strength) / 2.0
green = (1 + ((matrix[2][2] - matrix[1][1]) + (matrix[2][3] - matrix[2][2])) * strength) / 2.0
blue = 192/255
imgData2:setPixel(k, i, red, green, blue)
end
@ -48,20 +48,20 @@ function normal_map.fromHeightMap(heightMap, strength)
end
function normal_map.generateFlat(img, mode)
local imgData = love.image.newImageData(img:getWidth(), img:getHeight())
local imgData = normal_map.getImgData(img)
local imgNormalData = love.image.newImageData(img:getWidth(), img:getHeight())
local color
if mode == "top" then
color = {127, 127, 255}
color = {0.5, 0.5, 1}
elseif mode == "front" then
color = {127, 0, 127}
color = {0.5, 0, 0.5}
elseif mode == "back" then
color = {127, 255, 127}
color = {0.5, 1, 0.5}
elseif mode == "left" then
color = {31, 0, 223}
color = {31/255, 0, 223/255}
elseif mode == "right" then
color = {223, 0, 127}
color = {223/255, 0, 0.5}
end
for i = 0, img:getHeight() - 1 do
@ -78,7 +78,7 @@ function normal_map.generateGradient(img, horizontalGradient, verticalGradient)
horizontalGradient = horizontalGradient or "gradient"
verticalGradient = verticalGradient or horizontalGradient
local imgData = img:getData()
local imgData = normal_map.getImgData(img)
local imgWidth, imgHeight = img:getWidth(), img:getHeight()
local imgNormalData = love.image.newImageData(imgWidth, imgHeight)
local dx = 255.0 / imgWidth
@ -94,23 +94,23 @@ function normal_map.generateGradient(img, horizontalGradient, verticalGradient)
if horizontalGradient == "gradient" then
nx = i * dx
elseif horizontalGradient == "inverse" then
nx = 255 - i * dx
nx = 1 - i * dx
else
nx = 127
nx = 0.5
end
if verticalGradient == "gradient" then
ny = 127 - k * dy * 0.5
nz = 255 - k * dy * 0.5
ny = 0.5 - k * dy * 0.5
nz = 1 - k * dy * 0.5
elseif verticalGradient == "inverse" then
ny = 127 + k * dy * 0.5
nz = 127 - k * dy * 0.25
ny = 0.5 + k * dy * 0.5
nz = 0.5 - k * dy * 0.25
else
ny = 255
nz = 127
ny = 1
nz = 0.5
end
imgNormalData:setPixel(i, k, nx, ny, nz, 255)
imgNormalData:setPixel(i, k, nx, ny, nz, 1)
end
end
end
@ -118,4 +118,10 @@ function normal_map.generateGradient(img, horizontalGradient, verticalGradient)
return love.graphics.newImage(imgNormalData)
end
function normal_map.getImgData(img)
local canvas = love.graphics.newCanvas(img:getWidth(), img:getHeight())
canvas:renderTo(function() love.graphics.draw(img, 0, 0) end)
return canvas:newImageData()
end
return normal_map

View File

@ -32,7 +32,7 @@ local shaders = {}
for i,v in ipairs(files) do
local name = _PACKAGE.."/shaders/postshaders".."/"..v
if love.filesystem.getInfo(name).type == "file" then
if love.filesystem.getInfo(name).type == "file" and string.sub(v, 1, 1) ~= '.' then
local str = love.filesystem.read(name)
local effect = util.loadShader(name)
local defs = {}
@ -94,7 +94,9 @@ function post_shader:drawBloom(canvas, args)
util.process(self.back_buffer, {shader = shaders['blurh'][1]})
util.process(self.back_buffer, {shader = shaders['contrast'][1]})
util.process(canvas, {shader = shaders['contrast'][1]})
util.drawCanvasToCanvas(self.back_buffer, canvas, {blendmode = "add", color = {255, 255, 255, (args[2] or 0.25) * 255}})
util.drawCanvasToCanvas(self.back_buffer, canvas, {
blendmode = "add", color = {1, 1, 1, (args[2] or 0.25)}
})
end
function post_shader:drawBlur(canvas, args)
@ -151,7 +153,7 @@ function post_shader:drawShader(shaderName, canvas, args)
end
function process_tint(r, g, b)
return (r and r/255.0 or 1.0), (g and g/255.0 or 1.0), (b and b/255.0 or 1.0)
return (r or 1.0), (g or 1.0), (b or 1.0)
end
function process_palette(palette)

View File

@ -34,7 +34,7 @@
// Uncomment to only draw every third pixel, which highlights the shape
// of individual (remaining) spots.
//#define DEBUG
// #define DEBUG
// Uncomment one of these to choose a gamma correction method.
// If none are uncommented, no gamma correction is done.
@ -62,7 +62,6 @@ vec4 A_IN = vec4( 12.0/(InputGamma+1.0)-3.0 );
vec4 B_IN = vec4(1.0) - A_IN;
vec4 A_OUT = vec4(6.0 - 15.0 * OutputGamma / 2.0 / (OutputGamma+1.0));
vec4 B_OUT = vec4(1.0) - A_OUT;
uniform Image _tex0_;
#define GAMMA_IN(color) ( (A_IN + B_IN * color) * color * color )
#define GAMMA_OUT(color) ( A_OUT * sqrt(color) + B_OUT * sqrt( sqrt(color) ) )
@ -79,25 +78,26 @@ vec4 B_IN = vec4(1.0) - A_IN;
#endif
#ifdef DEBUG
vec4 grid_color( vec2 coords )
vec4 grid_color(Image tex, vec2 coords )
{
vec2 snes = floor( coords * love_ScreenSize.xy );
if ( (mod(snes.x, 3.0) == 0.0) && (mod(snes.y, 3.0) == 0.0) )
return texture2D(_tex0_, coords);
else
if ( (mod(snes.x, 3.0) == 0.0) && (mod(snes.y, 3.0) == 0.0) ) {
return texture2D(tex, coords);
} else {
return vec4(0.0);
}
}
#define TEX2D(coords) GAMMA_IN( grid_color( coords ) )
#define TEX2D(tex, coords) GAMMA_IN( grid_color(tex, coords) )
#else // DEBUG
#define TEX2D(coords) GAMMA_IN( texture2D(_tex0_, coords) )
#define TEX2D(tex, coords) GAMMA_IN( texture2D(tex, coords) )
#endif // DEBUG
vec2 onex = vec2( 1.0/love_ScreenSize.x, 0.0 );
vec2 oney = vec2( 0.0, 1.0/love_ScreenSize.y );
vec4 effect(vec4 vcolor, Image texture, highp vec2 texCoord, vec2 pixel_coords)
vec4 effect(vec4 vcolor, Image tex, highp vec2 texCoord, vec2 pixel_coords)
{
highp vec2 coords = (texCoord * love_ScreenSize.xy);
highp vec2 pixel_start = floor(coords);
@ -124,9 +124,8 @@ vec4 effect(vec4 vcolor, Image texture, highp vec2 texCoord, vec2 pixel_coords)
if (vweight !=0.0 ) {
for ( i = -1.0; i<=1.0; i++ ) {
pixel = TEX2D(
texture_coords
+ i * onex
+ j * oney
tex,
texture_coords + i * onex + j * oney
);
/* Evaluate the distance (in x) from

View File

@ -11,9 +11,11 @@ end
function util.drawCanvasToCanvas(canvas, other_canvas, options)
options = options or {}
util.drawto(other_canvas, 0, 0, 1, function()
if options["blendmode"] then
love.graphics.setBlendMode(options["blendmode"], "premultiplied")
util.drawto(other_canvas, 0, 0, 1, options['stencil'] or options['istencil'] and true or false, function()
if options["blendmode"] == 'multiply' then
love.graphics.setBlendMode(options["blendmode"], 'premultiplied')
elseif options["blendmode"] then
love.graphics.setBlendMode(options["blendmode"])
end
if options["shader"] then
love.graphics.setShader(options["shader"])
@ -29,7 +31,7 @@ function util.drawCanvasToCanvas(canvas, other_canvas, options)
if options["color"] then
love.graphics.setColor(unpack(options["color"]))
else
love.graphics.setColor(255,255,255)
love.graphics.setColor(1,1,1)
end
if love.graphics.getCanvas() ~= canvas then
love.graphics.draw(canvas,0,0)
@ -47,11 +49,11 @@ function util.drawCanvasToCanvas(canvas, other_canvas, options)
end)
end
function util.drawto(canvas, x, y, scale, cb)
function util.drawto(canvas, x, y, scale, stencil, cb)
local last_buffer = love.graphics.getCanvas()
love.graphics.push()
love.graphics.origin()
love.graphics.setCanvas({canvas,stencil = true})
love.graphics.setCanvas({ canvas, stencil = stencil })
love.graphics.translate(x, y)
love.graphics.scale(scale)
cb()
@ -60,7 +62,6 @@ function util.drawto(canvas, x, y, scale, cb)
end
function util.loadShader(name)
print("loading:", name)
local shader = ""
local externInit = {}
for line in love.filesystem.lines(name) do
@ -97,4 +98,5 @@ function util.loadShader(name)
return effect
end
return util

View File

@ -121,7 +121,7 @@ function exf.start(item, file)
local unused1, unused2, n = string.find(item, "(%s)%.lua")
if exf.intable(exf.available, file) then
if not love.filesystem.exists("examples/" .. file) then
if not love.filesystem.getInfo("examples/" .. file) then
print("Could not load game .. " .. file)
else
@ -337,7 +337,7 @@ function List:draw()
love.graphics.setLineStyle("rough")
love.graphics.setFont(self.font)
love.graphics.setColor(48/255, 156/255, 1)
love.graphics.setColor(48/255, 156/255, 225 / 255)
local mx, my = love.mouse.getPosition()