mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
light world no longer has any more globals
This commit is contained in:
parent
8115657d11
commit
9dd4e53119
@ -175,14 +175,15 @@ function love.update(dt)
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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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local light = lightWorld:getLight(i)
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light:setPosition(light:getX() + (offsetX - offsetOldX), light:getY() + (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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lightWorld:getLight(i):setDirection(lightDirection)
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end
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tileX = tileX + dt * 32.0
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@ -209,7 +210,7 @@ function love.update(dt)
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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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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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@ -703,10 +704,10 @@ function love.keypressed(k, u)
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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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light:setSmooth(lightSmooth)
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light:setGlowStrength(0.3)
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math.randomseed(love.timer.getTime())
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light.setAngle(math.random(1, 5) * 0.1 * math.pi)
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light:setAngle(math.random(1, 5) * 0.1 * math.pi)
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elseif k == "c" then
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if colorAberration == 0.0 then
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colorAberration = 3.0
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62
lib/body.lua
62
lib/body.lua
@ -1,5 +1,6 @@
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local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
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local class = require(_PACKAGE.."/class")
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local height_map_conv = require(_PACKAGE..'/height_map_conv')
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local body = class()
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@ -11,6 +12,24 @@ function body:init(world, id, type, ...)
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self.material = nil
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self.glow = nil
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self.world = world
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self.reflection = false
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self.reflective = false
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self.refraction = false
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self.refractive = false
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self.shine = true
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self.red = 0
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self.green = 0
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self.blue = 0
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self.alpha = 1.0
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self.glowRed = 255
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self.glowGreen = 255
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self.glowBlue = 255
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self.glowStrength = 0.0
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self.tileX = 0
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self.tileY = 0
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if self.type == "circle" then
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self.x = args[1] or 0
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self.y = args[2] or 0
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@ -18,10 +37,6 @@ function body:init(world, id, type, ...)
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self.ox = args[4] or 0
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self.oy = args[5] or 0
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self.shadowType = "circle"
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self.reflection = false
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self.reflective = false
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self.refraction = false
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self.refractive = false
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world.isShadows = true
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elseif self.type == "rectangle" then
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self.x = args[1] or 0
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@ -41,18 +56,10 @@ function body:init(world, id, type, ...)
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self.x - self.ox,
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self.y - self.oy + self.height
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}
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self.reflection = false
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self.reflective = false
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self.refraction = false
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self.refractive = false
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world.isShadows = true
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elseif self.type == "polygon" then
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self.shadowType = "polygon"
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self.data = args or {0, 0, 0, 0, 0, 0}
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self.reflection = false
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self.reflective = false
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self.refraction = false
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self.refractive = false
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world.isShadows = true
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elseif self.type == "image" then
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self.img = args[1]
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@ -89,10 +96,7 @@ function body:init(world, id, type, ...)
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self.x - self.ox,
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self.y - self.oy + self.height
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}
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self.reflection = false
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self.reflective = true
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self.refraction = false
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self.refractive = false
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world.isShadows = true
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elseif self.type == "refraction" then
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self.normal = args[1]
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@ -119,10 +123,7 @@ function body:init(world, id, type, ...)
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end
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self.ox = self.width * 0.5
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self.oy = self.height * 0.5
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self.reflection = false
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self.reflective = false
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self.refraction = true
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self.refractive = false
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world.isRefraction = true
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elseif self.type == "reflection" then
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self.normal = args[1]
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@ -150,22 +151,8 @@ function body:init(world, id, type, ...)
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self.ox = self.width * 0.5
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self.oy = self.height * 0.5
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self.reflection = true
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self.reflective = false
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self.refraction = false
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self.refractive = false
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world.isReflection = true
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end
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self.shine = true
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self.red = 0
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self.green = 0
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self.blue = 0
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self.alpha = 1.0
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self.glowRed = 255
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self.glowGreen = 255
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self.glowBlue = 255
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self.glowStrength = 0.0
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self.tileX = 0
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self.tileY = 0
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end
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-- refresh
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@ -370,7 +357,7 @@ function body:setNormalMap(normal, width, height, nx, ny)
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end
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-- set height map
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function body:setHeightMap(heightMap, strength)
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self:setNormalMap(HeightMapToNormalMap(heightMap, strength))
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self:setNormalMap(height_map_conv.toNormalMap(heightMap, strength))
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end
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-- generate flat normal map
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function body:generateNormalMapFlat(mode)
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@ -443,14 +430,16 @@ function body:generateNormalMapGradient(horizontalGradient, verticalGradient)
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end
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-- generate normal map
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function body:generateNormalMap(strength)
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self:setNormalMap(HeightMapToNormalMap(self.img, strength))
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self:setNormalMap(height_map_conv.toNormalMap(self.img, strength))
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end
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-- set material
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function body:setMaterial(material)
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if material then
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self.material = material
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end
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end
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-- set normal
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function body:setGlowMap(glow)
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self.glow = glow
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@ -458,6 +447,7 @@ function body:setGlowMap(glow)
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self.world.isGlow = true
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end
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-- set tile offset
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function body:setNormalTileOffset(tx, ty)
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self.tileX = tx / self.normalWidth
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@ -470,10 +460,12 @@ function body:setNormalTileOffset(tx, ty)
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}
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self.world.changed = true
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end
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-- get type
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function body:getType()
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return self.type
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end
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-- get type
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function body:setShadowType(type, ...)
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self.shadowType = type
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@ -553,7 +545,6 @@ function body:drawShadow(light)
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end
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end
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function body:drawPixelShadow()
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if self.type == "image" and self.normalMesh then
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love.graphics.setColor(255, 255, 255)
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@ -561,7 +552,6 @@ function body:drawPixelShadow()
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end
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end
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function body:drawGlow()
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if self.glowStrength > 0.0 then
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love.graphics.setColor(self.glowRed * self.glowStrength, self.glowGreen * self.glowStrength, self.glowBlue * self.glowStrength)
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50
lib/height_map_conv.lua
Normal file
50
lib/height_map_conv.lua
Normal file
@ -0,0 +1,50 @@
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height_map = {}
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function height_map.toNormalMap(heightMap, strength)
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local imgData = heightMap:getData()
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local imgData2 = love.image.newImageData(heightMap:getWidth(), heightMap:getHeight())
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local red, green, blue, alpha
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local x, y
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local matrix = {}
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matrix[1] = {}
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matrix[2] = {}
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matrix[3] = {}
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strength = strength or 1.0
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for i = 0, heightMap:getHeight() - 1 do
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for k = 0, heightMap:getWidth() - 1 do
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for l = 1, 3 do
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for m = 1, 3 do
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if k + (l - 1) < 1 then
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x = heightMap:getWidth() - 1
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elseif k + (l - 1) > heightMap:getWidth() - 1 then
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x = 1
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else
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x = k + l - 1
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end
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if i + (m - 1) < 1 then
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y = heightMap:getHeight() - 1
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elseif i + (m - 1) > heightMap:getHeight() - 1 then
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y = 1
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else
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y = i + m - 1
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end
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local red, green, blue, alpha = imgData:getPixel(x, y)
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matrix[l][m] = red
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end
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end
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red = (255 + ((matrix[1][2] - matrix[2][2]) + (matrix[2][2] - matrix[3][2])) * strength) / 2.0
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green = (255 + ((matrix[2][2] - matrix[1][1]) + (matrix[2][3] - matrix[2][2])) * strength) / 2.0
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blue = 192
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imgData2:setPixel(k, i, red, green, blue)
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end
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end
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return love.graphics.newImage(imgData2)
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end
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return height_map
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@ -22,7 +22,6 @@ function light:init(world, x, y, r, g, b, range)
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self.smooth = 1.0
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self.glowSize = 0.1
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self.glowStrength = 0.0
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self.changed = true
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self.visible = true
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end
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@ -34,7 +33,6 @@ function light:setPosition(x, y, z)
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if z then
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self.z = z
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end
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self.changed = true
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end
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end
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@ -52,7 +50,6 @@ end
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function light:setX(x)
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if x ~= self.x then
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self.x = x
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self.changed = true
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end
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end
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@ -60,7 +57,6 @@ end
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function light:setY(y)
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if y ~= self.y then
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self.y = y
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self.changed = true
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end
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end
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-- set color
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@ -74,7 +70,6 @@ end
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function light:setRange(range)
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if range ~= self.range then
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self.range = range
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self.changed = true
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end
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end
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@ -88,9 +83,9 @@ function light:setDirection(direction)
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else
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self.direction = direction
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end
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self.changed = true
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end
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end
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-- set angle
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function light:setAngle(angle)
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if angle ~= self.angle then
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@ -101,31 +96,25 @@ function light:setAngle(angle)
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else
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self.angle = angle
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end
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self.changed = true
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end
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end
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-- set glow size
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function light:setSmooth(smooth)
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self.smooth = smooth
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self.changed = true
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end
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-- set glow size
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function light:setGlowSize(size)
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self.glowSize = size
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self.changed = true
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end
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-- set glow strength
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function light:setGlowStrength(strength)
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self.glowStrength = strength
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self.changed = true
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end
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-- get type
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function light:getType()
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return "light"
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end
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function light:updateShadow()
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if self.changed or self.changed then
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if self.x + self.range > self.world.translate_x and self.x - self.range < love.graphics.getWidth() + self.world.translate_x
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and self.y + self.range > self.world.translate_y and self.y - self.range < love.graphics.getHeight() + self.world.translate_y
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then
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@ -144,7 +133,7 @@ function light:updateShadow()
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love.graphics.clear()
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-- calculate shadows
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local shadow_geometry = calculateShadows(light, self.world.body)
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local shadow_geometry = self.calculateShadows(light, self.world.body)
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-- draw shadow
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love.graphics.setInvertedStencil(stencils.shadow(shadow_geometry, self.world.body))
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@ -184,9 +173,6 @@ function light:updateShadow()
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else
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self.visible = false
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end
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self.changed = self.world.changed
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end
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end
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function light:drawShadow()
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@ -201,7 +187,7 @@ function light:drawShine()
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end
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end
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function calculateShadows(light, body)
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function light.calculateShadows(light, body)
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local shadowGeometry = {}
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local shadowLength = 100000
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@ -25,14 +25,13 @@ local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
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local class = require(_PACKAGE..'/class')
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local Light = require(_PACKAGE..'/light')
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local Body = require(_PACKAGE..'/body')
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local height_map_conv = require(_PACKAGE..'/height_map_conv')
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local light_world = class()
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function light_world:init()
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self.translate_x = 0
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self.translate_y = 0
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self.translate_x_old = 0
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self.translate_y_old = 0
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self.direction = 0
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self.last_buffer = nil
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@ -78,7 +77,6 @@ function light_world:init()
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self.reflectionStrength = 16.0
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self.reflectionVisibility = 1.0
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self.changed = true
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self.blur = 2.0
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self.optionShadows = true
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self.optionPixelShadows = true
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@ -96,13 +94,6 @@ end
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-- update
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function light_world:update()
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self.last_buffer = love.graphics.getCanvas()
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if self.translate_x ~= self.translate_x_old or self.translate_y ~= self.translate_y_old then
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self.translate_x_old = self.translate_x
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self.translate_y_old = self.translate_y
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self.changed = true
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end
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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self:updateShadows()
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@ -114,7 +105,6 @@ function light_world:update()
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil()
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love.graphics.setCanvas(self.last_buffer)
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self.changed = false
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end
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function light_world:updateShadows()
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@ -137,10 +127,10 @@ function light_world:updateShadows()
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love.graphics.rectangle("fill", self.translate_x, self.translate_y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("additive")
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for i = 1, #self.lights do
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self.lights[i]:drawShadow()
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end
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self.isShadowBlur = false
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-- update shine
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love.graphics.setCanvas(self.shine)
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@ -149,6 +139,7 @@ function light_world:updateShadows()
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love.graphics.rectangle("fill", self.translate_x, self.translate_y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("additive")
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for i = 1, #self.lights do
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self.lights[i]:drawShine()
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end
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@ -234,14 +225,12 @@ function light_world:updateRelfection()
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return
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end
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-- create reflection map
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if self.changed then
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self.reflectionMap:clear(0, 0, 0)
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love.graphics.setCanvas(self.reflectionMap)
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for i = 1, #self.body do
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self.body[i]:drawReflection()
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end
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end
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end
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function light_world:refreshScreenSize()
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self.shadow = love.graphics.newCanvas()
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@ -424,13 +413,11 @@ end
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function light_world:clearLights()
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self.lights = {}
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self.isLight = false
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self.changed = true
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end
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-- clear objects
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function light_world:clearBodys()
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self.body = {}
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self.changed = true
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self.isShadows = false
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self.isPixelShadows = false
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self.isGlow = false
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@ -472,13 +459,11 @@ end
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-- set blur
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function light_world:setBlur(blur)
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self.blur = blur
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self.changed = true
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end
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-- set blur
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function light_world:setShadowBlur(blur)
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self.blur = blur
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self.changed = true
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end
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-- set buffer
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@ -493,160 +478,94 @@ function light_world:setBuffer(buffer)
|
||||
love.graphics.setCanvas(self.glowMap)
|
||||
end
|
||||
end
|
||||
|
||||
-- set glow blur
|
||||
function light_world:setGlowStrength(strength)
|
||||
self.glowBlur = strength
|
||||
self.changed = true
|
||||
end
|
||||
|
||||
-- set refraction blur
|
||||
function light_world:setRefractionStrength(strength)
|
||||
self.refractionStrength = strength
|
||||
end
|
||||
|
||||
-- set reflection strength
|
||||
function light_world:setReflectionStrength(strength)
|
||||
self.reflectionStrength = strength
|
||||
end
|
||||
|
||||
-- set reflection visibility
|
||||
function light_world:setReflectionVisibility(visibility)
|
||||
self.reflectionVisibility = visibility
|
||||
end
|
||||
|
||||
-- new rectangle
|
||||
function light_world:newRectangle(x, y, w, h)
|
||||
return self:newBody("rectangle", x, y, width, height)
|
||||
end
|
||||
|
||||
-- new circle
|
||||
function light_world:newCircle(x, y, r)
|
||||
return self:newBody("circle", x, y, radius)
|
||||
end
|
||||
|
||||
-- new polygon
|
||||
function light_world:newPolygon(...)
|
||||
return self:newBody("polygon", ...)
|
||||
end
|
||||
|
||||
-- new image
|
||||
function light_world:newImage(img, x, y, width, height, ox, oy)
|
||||
return self:newBody("image", img, x, y, width, height, ox, oy)
|
||||
end
|
||||
|
||||
-- new refraction
|
||||
function light_world:newRefraction(normal, x, y, width, height)
|
||||
return self:newBody("refraction", normal, x, y, width, height)
|
||||
end
|
||||
|
||||
-- new refraction from height map
|
||||
function light_world:newRefractionHeightMap(heightMap, x, y, strength)
|
||||
local normal = HeightMapToNormalMap(heightMap, strength)
|
||||
local normal = height_map_conv.toNormalMap(heightMap, strength)
|
||||
return self.newRefraction(p, normal, x, y)
|
||||
end
|
||||
|
||||
-- new reflection
|
||||
function light_world:newReflection(normal, x, y, width, height)
|
||||
return self:newBody("reflection", normal, x, y, width, height)
|
||||
end
|
||||
|
||||
-- new reflection from height map
|
||||
function light_world:newReflectionHeightMap(heightMap, x, y, strength)
|
||||
local normal = HeightMapToNormalMap(heightMap, strength)
|
||||
local normal = height_map_conv.toNormalMap(heightMap, strength)
|
||||
return self.newReflection(p, normal, x, y)
|
||||
end
|
||||
|
||||
-- new body
|
||||
function light_world:newBody(type, ...)
|
||||
local id = #self.body + 1
|
||||
self.body[id] = Body(self, id, type, ...)
|
||||
self.changed = true
|
||||
return self.body[#self.body]
|
||||
end
|
||||
-- set polygon data
|
||||
function light_world:setPoints(n, ...)
|
||||
self.body[n].data = {...}
|
||||
end
|
||||
-- get polygon count
|
||||
|
||||
-- get body count
|
||||
function light_world:getBodyCount()
|
||||
return #self.body
|
||||
end
|
||||
-- get polygon
|
||||
function light_world:getPoints(n)
|
||||
if self.body[n].data then
|
||||
return unpack(self.body[n].data)
|
||||
end
|
||||
end
|
||||
-- set light position
|
||||
function light_world:setLightPosition(n, x, y, z)
|
||||
self.lights[n]:setPosition(x, y, z)
|
||||
end
|
||||
-- set light x
|
||||
function light_world:setLightX(n, x)
|
||||
self.lights[n]:setX(x)
|
||||
end
|
||||
-- set light y
|
||||
function light_world:setLightY(n, y)
|
||||
self.lights[n]:setY(y)
|
||||
end
|
||||
-- set light angle
|
||||
function light_world:setLightAngle(n, angle)
|
||||
self.lights[n]:setAngle(angle)
|
||||
end
|
||||
-- set light direction
|
||||
function light_world:setLightDirection(n, direction)
|
||||
self.lights[n]:setDirection(direction)
|
||||
|
||||
-- get light
|
||||
function light_world:getBody(n)
|
||||
return self.body[n]
|
||||
end
|
||||
|
||||
-- get light count
|
||||
function light_world:getLightCount()
|
||||
return #self.lights
|
||||
end
|
||||
-- get light x position
|
||||
function light_world:getLightX(n)
|
||||
return self.lights[n].x
|
||||
end
|
||||
-- get light y position
|
||||
function light_world:getLightY(n)
|
||||
return self.lights[n].y
|
||||
end
|
||||
-- get type
|
||||
function light_world:getType()
|
||||
return "world"
|
||||
end
|
||||
|
||||
function HeightMapToNormalMap(heightMap, strength)
|
||||
local imgData = heightMap:getData()
|
||||
local imgData2 = love.image.newImageData(heightMap:getWidth(), heightMap:getHeight())
|
||||
local red, green, blue, alpha
|
||||
local x, y
|
||||
local matrix = {}
|
||||
matrix[1] = {}
|
||||
matrix[2] = {}
|
||||
matrix[3] = {}
|
||||
strength = strength or 1.0
|
||||
|
||||
for i = 0, heightMap:getHeight() - 1 do
|
||||
for k = 0, heightMap:getWidth() - 1 do
|
||||
for l = 1, 3 do
|
||||
for m = 1, 3 do
|
||||
if k + (l - 1) < 1 then
|
||||
x = heightMap:getWidth() - 1
|
||||
elseif k + (l - 1) > heightMap:getWidth() - 1 then
|
||||
x = 1
|
||||
else
|
||||
x = k + l - 1
|
||||
end
|
||||
|
||||
if i + (m - 1) < 1 then
|
||||
y = heightMap:getHeight() - 1
|
||||
elseif i + (m - 1) > heightMap:getHeight() - 1 then
|
||||
y = 1
|
||||
else
|
||||
y = i + m - 1
|
||||
end
|
||||
|
||||
local red, green, blue, alpha = imgData:getPixel(x, y)
|
||||
matrix[l][m] = red
|
||||
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
|
||||
|
||||
imgData2:setPixel(k, i, red, green, blue)
|
||||
end
|
||||
end
|
||||
|
||||
return love.graphics.newImage(imgData2)
|
||||
-- get light
|
||||
function light_world:getLight(n)
|
||||
return self.lights[n]
|
||||
end
|
||||
|
||||
return light_world
|
||||
|
Loading…
Reference in New Issue
Block a user