Add glow light.

This commit is contained in:
Marcus Ihde 2014-03-06 16:56:25 +01:00
parent f23b66b7cd
commit aa4813676d
22 changed files with 306 additions and 136 deletions

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@ -13,7 +13,7 @@ function love.conf(t)
t.window.minheight = 1 -- Minimum window height if the window is resizable (number) t.window.minheight = 1 -- Minimum window height if the window is resizable (number)
t.window.fullscreen = false -- Enable fullscreen (boolean) t.window.fullscreen = false -- Enable fullscreen (boolean)
t.window.fullscreentype = "normal" -- Standard fullscreen or desktop fullscreen mode (string) t.window.fullscreentype = "normal" -- Standard fullscreen or desktop fullscreen mode (string)
t.window.vsync = false -- Enable vertical sync (boolean) t.window.vsync = true -- Enable vertical sync (boolean)
t.window.fsaa = 0 -- The number of samples to use with multi-sampled antialiasing (number) t.window.fsaa = 0 -- The number of samples to use with multi-sampled antialiasing (number)
t.window.display = 1 -- Index of the monitor to show the window in (number) t.window.display = 1 -- Index of the monitor to show the window in (number)
t.window.highdpi = false -- Enable high-dpi mode for the window on a Retina display (boolean). Added in 0.9.1 t.window.highdpi = false -- Enable high-dpi mode for the window on a Retina display (boolean). Added in 0.9.1

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144
light.lua
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@ -18,13 +18,18 @@ function love.light.newWorld()
o.poly = {} o.poly = {}
o.img = {} o.img = {}
o.shadow = love.graphics.newCanvas() o.shadow = love.graphics.newCanvas()
o.shadow2 = love.graphics.newCanvas()
o.shine = love.graphics.newCanvas() o.shine = love.graphics.newCanvas()
o.normalMap = love.graphics.newCanvas()
o.glowMap = love.graphics.newCanvas()
o.glowMap2 = love.graphics.newCanvas()
o.isGlowBlur = false
o.pixelShadow = love.graphics.newCanvas() o.pixelShadow = love.graphics.newCanvas()
o.pixelShadow2 = love.graphics.newCanvas() o.pixelShadow2 = love.graphics.newCanvas()
o.shader = love.graphics.newShader("shader/poly_shadow.glsl") o.shader = love.graphics.newShader("shader/poly_shadow.glsl")
o.shader2 = love.graphics.newShader("shader/pixel_self_shadow.glsl") o.shader2 = love.graphics.newShader("shader/pixel_self_shadow.glsl")
o.changed = true o.changed = true
o.blur = true o.blur = 2.0
-- update -- update
o.update = function() o.update = function()
LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas() LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
@ -88,6 +93,10 @@ function love.light.newWorld()
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
lightsOnScreen = lightsOnScreen + 1 lightsOnScreen = lightsOnScreen + 1
o.lights[i].visible = true
else
o.lights[i].visible = false
end end
o.lights[i].changed = o.changed o.lights[i].changed = o.changed
@ -105,9 +114,12 @@ function love.light.newWorld()
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
for i = 1, #o.lights do for i = 1, #o.lights do
if o.lights[i].visible then
love.graphics.draw(o.lights[i].shadow) love.graphics.draw(o.lights[i].shadow)
end end
end end
o.isShadowBlur = false
end
-- update shine -- update shine
love.graphics.setCanvas(o.shine) love.graphics.setCanvas(o.shine)
@ -117,23 +129,31 @@ function love.light.newWorld()
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
for i = 1, #o.lights do for i = 1, #o.lights do
if o.lights[i].visible then
love.graphics.draw(o.lights[i].shine) love.graphics.draw(o.lights[i].shine)
end
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("alpha")
o.pixelShadow:clear()
math.randomseed(2)
love.graphics.setShader()
love.graphics.setCanvas(o.pixelShadow)
for i = 1, #o.img do
if o.img[i].normal then
love.graphics.draw(o.img[i].normal, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
end end
end end
-- update pixel shadow -- update pixel shadow
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("alpha")
-- create normal map
if o.changed then
o.normalMap:clear()
love.graphics.setShader()
love.graphics.setCanvas(o.normalMap)
for i = 1, #o.img do
if o.img[i].normal then
love.graphics.setColor(255, 255, 255)
love.graphics.draw(o.img[i].normal, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
else
love.graphics.setColor(127, 127, 255)
love.graphics.rectangle("fill", o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2, o.img[i].imgWidth, o.img[i].imgHeight)
end
end
end
o.pixelShadow2:clear() o.pixelShadow2:clear()
love.graphics.setCanvas(o.pixelShadow2) love.graphics.setCanvas(o.pixelShadow2)
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("additive")
@ -145,6 +165,7 @@ function love.light.newWorld()
o.ambient[3] / 255.0 o.ambient[3] / 255.0
} }
for i = 1, #o.lights do for i = 1, #o.lights do
if o.lights[i].visible then
local curLightColor = { local curLightColor = {
o.lights[i].red / 255.0, o.lights[i].red / 255.0,
o.lights[i].green / 255.0, o.lights[i].green / 255.0,
@ -155,7 +176,8 @@ function love.light.newWorld()
o.shader2:send("lightColor", curLightColor) o.shader2:send("lightColor", curLightColor)
o.shader2:send("lightAmbient", curLightAmbient) o.shader2:send("lightAmbient", curLightAmbient)
o.shader2:send("lightSmooth", {o.lights[i].smooth}) o.shader2:send("lightSmooth", {o.lights[i].smooth})
love.graphics.draw(o.pixelShadow) love.graphics.draw(o.normalMap)
end
end end
love.graphics.setShader() love.graphics.setShader()
@ -164,6 +186,18 @@ function love.light.newWorld()
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.draw(o.pixelShadow2) love.graphics.draw(o.pixelShadow2)
-- create glow map
if o.changed then
o.glowMap:clear(0, 0, 0)
love.graphics.setCanvas(o.glowMap)
for i = 1, #o.img do
if o.img[i].glow then
love.graphics.draw(o.img[i].glow, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
end
end
o.isGlowBlur = false
end
love.graphics.setShader() love.graphics.setShader()
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.setStencil() love.graphics.setStencil()
@ -176,12 +210,15 @@ function love.light.newWorld()
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
if o.blur then if o.blur then
LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas() LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
LOVE_LIGHT_BLURV:send("steps", o.blur)
LOVE_LIGHT_BLURH:send("steps", o.blur)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(o.shadow) love.graphics.setCanvas(o.shadow2)
love.graphics.setShader(LOVE_LIGHT_BLURV) love.graphics.setShader(LOVE_LIGHT_BLURV)
love.graphics.draw(o.shadow) love.graphics.draw(o.shadow)
love.graphics.setCanvas(o.shadow)
love.graphics.setShader(LOVE_LIGHT_BLURH) love.graphics.setShader(LOVE_LIGHT_BLURH)
love.graphics.draw(o.shadow) love.graphics.draw(o.shadow2)
love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER) love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
love.graphics.setBlendMode("multiplicative") love.graphics.setBlendMode("multiplicative")
love.graphics.setShader() love.graphics.setShader()
@ -205,24 +242,37 @@ function love.light.newWorld()
-- draw pixel shadow -- draw pixel shadow
o.drawPixelShadow = function() o.drawPixelShadow = function()
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
if o.blur and false then
LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(o.pixelShadow)
love.graphics.setShader(LOVE_LIGHT_BLURV)
love.graphics.draw(o.pixelShadow)
love.graphics.setShader(LOVE_LIGHT_BLURH)
love.graphics.draw(o.pixelShadow)
love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
love.graphics.setBlendMode("multiplicative") love.graphics.setBlendMode("multiplicative")
love.graphics.setShader() love.graphics.setShader()
love.graphics.draw(o.pixelShadow) love.graphics.draw(o.pixelShadow)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
end
-- draw glow
o.drawGlow = function()
love.graphics.setColor(255, 255, 255)
if o.isGlowBlur then
love.graphics.setBlendMode("additive")
love.graphics.setShader()
love.graphics.draw(o.glowMap)
love.graphics.setBlendMode("alpha")
else else
love.graphics.setBlendMode("multiplicative") LOVE_LIGHT_BLURV:send("steps", 1.0)
love.graphics.setShader() LOVE_LIGHT_BLURH:send("steps", 1.0)
love.graphics.draw(o.pixelShadow) LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(o.glowMap2)
love.graphics.setShader(LOVE_LIGHT_BLURV)
love.graphics.draw(o.glowMap)
love.graphics.setCanvas(o.glowMap)
love.graphics.setShader(LOVE_LIGHT_BLURH)
love.graphics.draw(o.glowMap2)
love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
love.graphics.setBlendMode("additive")
love.graphics.setShader()
love.graphics.draw(o.glowMap)
love.graphics.setBlendMode("alpha")
o.isGlowBlur = true
end end
end end
-- new light -- new light
@ -234,12 +284,14 @@ function love.light.newWorld()
-- clear lights -- clear lights
o.clearLights = function() o.clearLights = function()
o.lights = {} o.lights = {}
o.changed = true
end end
-- clear objects -- clear objects
o.clearObjects = function() o.clearObjects = function()
o.poly = {} o.poly = {}
o.circle = {} o.circle = {}
o.img = {} o.img = {}
o.changed = true
end end
-- set ambient color -- set ambient color
o.setAmbientColor = function(red, green, blue) o.setAmbientColor = function(red, green, blue)
@ -294,6 +346,18 @@ function love.light.newWorld()
o.getPoints = function(n) o.getPoints = function(n)
return unpack(o.poly[n].data) return unpack(o.poly[n].data)
end end
-- set light position
o.setLightPosition = function(n, x, y)
o.lights[n].setPosition(x, y)
end
-- set light x
o.setLightX = function(n, x)
o.lights[n].setX(x)
end
-- set light y
o.setLightY = function(n, y)
o.lights[n].setY(y)
end
-- get light count -- get light count
o.getLightCount = function() o.getLightCount = function()
return #o.lights return #o.lights
@ -326,6 +390,7 @@ function love.light.newLight(p, x, y, red, green, blue, range)
o.glowSize = 0.1 o.glowSize = 0.1
o.glowStrength = 0.0 o.glowStrength = 0.0
o.changed = true o.changed = true
o.visible = true
-- set position -- set position
o.setPosition = function(x, y) o.setPosition = function(x, y)
if x ~= o.x or y ~= o.y then if x ~= o.x or y ~= o.y then
@ -334,6 +399,20 @@ function love.light.newLight(p, x, y, red, green, blue, range)
o.changed = true o.changed = true
end end
end end
-- set x
o.setX = function(x)
if x ~= o.x then
o.x = x
o.changed = true
end
end
-- set y
o.setY = function(y)
if y ~= o.y then
o.y = y
o.changed = true
end
end
-- set color -- set color
o.setColor = function(red, green, blue) o.setColor = function(red, green, blue)
o.red = red o.red = red
@ -549,6 +628,7 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
o.id = #p.img o.id = #p.img
o.img = img o.img = img
o.normal = nil o.normal = nil
o.glow = nil
o.x = x o.x = x
o.y = y o.y = y
o.width = width or img:getWidth() o.width = width or img:getWidth()
@ -557,6 +637,8 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
o.oy = o.height / 2.0 o.oy = o.height / 2.0
o.ox2 = ox or o.width / 2.0 o.ox2 = ox or o.width / 2.0
o.oy2 = oy or o.height / 2.0 o.oy2 = oy or o.height / 2.0
o.imgWidth = img:getWidth()
o.imgHeight = img:getHeight()
o.shine = true o.shine = true
p.changed = true p.changed = true
o.data = { o.data = {
@ -611,9 +693,13 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
o.img = img o.img = img
end end
-- set normal -- set normal
o.setNormal = function(normal) o.setNormalMap = function(normal)
o.normal = normal o.normal = normal
end end
-- set normal
o.setGlowMap = function(glow)
o.glow = glow
end
-- get type -- get type
o.getType = function() o.getType = function()
return "image" return "image"

220
main.lua
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@ -24,11 +24,6 @@ function initScene()
wall4.shape = love.physics.newRectangleShape(0, 0, 800, 10) wall4.shape = love.physics.newRectangleShape(0, 0, 800, 10)
wall4.fixture = love.physics.newFixture(wall4.body, wall4.shape) wall4.fixture = love.physics.newFixture(wall4.body, wall4.shape)
myPoly1 = lightWorld.newPolygon(wall1.body:getWorldPoints(wall1.shape:getPoints()))
myPoly2 = lightWorld.newPolygon(wall2.body:getWorldPoints(wall2.shape:getPoints()))
myPoly3 = lightWorld.newPolygon(wall3.body:getWorldPoints(wall3.shape:getPoints()))
myPoly4 = lightWorld.newPolygon(wall4.body:getWorldPoints(wall4.shape:getPoints()))
phyCnt = 0 phyCnt = 0
phyLight = {} phyLight = {}
phyBody = {} phyBody = {}
@ -39,55 +34,63 @@ end
function love.load() function love.load()
love.graphics.setBackgroundColor(0, 0, 0) love.graphics.setBackgroundColor(0, 0, 0)
love.graphics.setDefaultFilter("nearest", "nearest") love.graphics.setDefaultFilter("nearest", "nearest")
quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth(), love.window.getHeight(), 32, 32)
imgFloor = love.graphics.newImage("floor.png") -- load image font
font = love.graphics.newImageFont("gfx/font.png", " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.,!?-+/():;%&`'*#=[]\"")
love.graphics.setFont(font)
-- set background
quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth() + 32, love.window.getHeight() + 24, 32, 24)
imgFloor = love.graphics.newImage("gfx/floor.png")
imgFloor:setWrap("repeat", "repeat") imgFloor:setWrap("repeat", "repeat")
circle = love.graphics.newImage "circle.png" -- load image examples
circle_normal = love.graphics.newImage "circle_normal.png" circle = love.graphics.newImage "gfx/circle.png"
cone = love.graphics.newImage "cone.png" circle_normal = love.graphics.newImage "gfx/circle_normal.png"
cone_normal = love.graphics.newImage "cone_normal.png" cone = love.graphics.newImage "gfx/cone.png"
chest = love.graphics.newImage "chest.png" cone_normal = love.graphics.newImage "gfx/cone_normal.png"
chest_normal = love.graphics.newImage "chest_normal.png" chest = love.graphics.newImage "gfx/chest.png"
chest_normal = love.graphics.newImage "gfx/chest_normal.png"
machine = love.graphics.newImage "gfx/machine.png"
machine_normal = love.graphics.newImage "gfx/machine_normal.png"
machine_glow = love.graphics.newImage "gfx/machine_glow.png"
machine2 = love.graphics.newImage "gfx/machine2.png"
machine2_normal = love.graphics.newImage "gfx/machine2_normal.png"
machine2_glow = love.graphics.newImage "gfx/machine2_glow.png"
-- light world -- light world
lightRange = 400 lightRange = 300
lightSmooth = 1.0 lightSmooth = 1.0
lightWorld = love.light.newWorld() lightWorld = love.light.newWorld()
lightWorld.setAmbientColor(15, 15, 31) lightWorld.setAmbientColor(15, 15, 31)
mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange) mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange)
mouseLight.setGlowStrength(0.3) mouseLight.setGlowStrength(0.3)
mouseLight.setSmooth(lightSmooth)
-- init physic world -- init physic world
initScene() initScene()
helpOn = true helpOn = false
physicOn = false physicOn = false
lightOn = true lightOn = true
gravityOn = 1 gravityOn = 1
shadowBlurOn = true shadowBlur = 2.0
bloomOn = true bloomOn = true
textureOn = true textureOn = true
offsetX = 0.0
offsetY = 0.0
offsetOldX = 0.0
offsetOldY = 0.0
offsetChanged = false
end end
function love.update(dt) function love.update(dt)
love.window.setTitle("FPS:" .. love.timer.getFPS()) love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")")
mouseLight.setPosition(love.mouse.getX(), love.mouse.getY()) mouseLight.setPosition(love.mouse.getX(), love.mouse.getY())
mx = love.mouse.getX() mx = love.mouse.getX()
my = love.mouse.getY() my = love.mouse.getY()
for i = 1, phyCnt do
if phyBody[i]:isAwake() then
if phyLight[i].getType() == "polygon" then
phyLight[i].setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints()))
elseif phyLight[i].getType() == "circle" then
phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
elseif phyLight[i].getType() == "image" then
phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
end
end
end
if love.keyboard.isDown("w") then if love.keyboard.isDown("w") then
for i = 1, phyCnt do for i = 1, phyCnt do
phyBody[i]:applyForce(0, -2000) phyBody[i]:applyForce(0, -2000)
@ -108,17 +111,57 @@ function love.update(dt)
end end
end end
if love.keyboard.isDown("up") then
offsetY = offsetY + dt * 200
elseif love.keyboard.isDown("down") then
offsetY = offsetY - dt * 200
end
if love.keyboard.isDown("left") then
offsetX = offsetX + dt * 200
elseif love.keyboard.isDown("right") then
offsetX = offsetX - dt * 200
end
if offsetX ~= offsetOldX or offsetY ~= offsetOldY then
offsetChanged = true
for i = 2, lightWorld.getLightCount() do
lightWorld.setLightPosition(i, lightWorld.getLightX(i) + (offsetX - offsetOldX), lightWorld.getLightY(i) + (offsetY - offsetOldY))
end
else
offsetChanged = false
end
for i = 1, phyCnt do
if phyBody[i]:isAwake() or offsetChanged then
if offsetChanged then
phyBody[i]:setX(phyBody[i]:getX() + (offsetX - offsetOldX))
phyBody[i]:setY(phyBody[i]:getY() + (offsetY - offsetOldY))
end
if phyLight[i].getType() == "polygon" then
phyLight[i].setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints()))
elseif phyLight[i].getType() == "circle" then
phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
elseif phyLight[i].getType() == "image" then
phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
end
end
end
if physicOn then if physicOn then
physicWorld:update(dt) physicWorld:update(dt)
end end
-- update lightmap offsetOldX = offsetX
if lightOn then offsetOldY = offsetY
lightWorld.update(dt)
end
end end
function love.draw() function love.draw()
-- update lightmap (don't need deltatime)
if lightOn then
lightWorld.update()
end
-- set shader buffer -- set shader buffer
if bloomOn then if bloomOn then
love.postshader.setBuffer("render") love.postshader.setBuffer("render")
@ -127,7 +170,7 @@ function love.draw()
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
if textureOn then if textureOn then
love.graphics.draw(imgFloor, quadScreen) love.graphics.draw(imgFloor, quadScreen, offsetX % 32 - 32, offsetY % 24 - 24)
else else
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
end end
@ -151,76 +194,89 @@ function love.draw()
end end
for i = 1, phyCnt do for i = 1, phyCnt do
love.graphics.setColor(191 + math.sin(i) * 63, 191 + math.cos(i) * 63, 191 + math.tan(i) * 63)
if phyLight[i].getType() == "image" then if phyLight[i].getType() == "image" then
love.graphics.setColor(223 + math.sin(i) * 31, 223 + math.cos(i) * 31, 223 + math.tan(i) * 31)
love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ox2, phyLight[i].y - phyLight[i].oy2) love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ox2, phyLight[i].y - phyLight[i].oy2)
end end
end end
-- draw pixel shadow -- draw pixel shadow
if lightOn then
lightWorld.drawPixelShadow() lightWorld.drawPixelShadow()
end
-- draw glow
if lightOn then
lightWorld.drawGlow()
end
-- draw help -- draw help
if helpOn then if helpOn then
love.graphics.setBlendMode("alpha")
love.graphics.setColor(0, 0, 0, 191) love.graphics.setColor(0, 0, 0, 191)
love.graphics.rectangle("fill", 8, 8, 210, 16 * 16) love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), 44)
love.graphics.setColor(0, 127, 255) love.graphics.rectangle("fill", 0, love.graphics.getHeight() - 68, 240, 68)
love.graphics.print("WASD: Move objects", 16, 16) love.graphics.rectangle("fill", love.graphics.getWidth() - 244, love.graphics.getHeight() - 84, 244, 84)
love.graphics.setColor(0, 255, 0) love.graphics.setColor(0, 255, 0)
love.graphics.print("F1: Help on", 16, 32) love.graphics.print("F1: Help (on)", 4 + 152 * 0, 4)
if physicOn then if physicOn then
love.graphics.setColor(0, 255, 0) love.graphics.setColor(0, 255, 0)
love.graphics.print("F2: Physic on", 16, 48) love.graphics.print("F2: Physic (on)", 4 + 152 * 1, 4)
else else
love.graphics.setColor(255, 0, 0) love.graphics.setColor(255, 0, 0)
love.graphics.print("F2: Physic off", 16, 48) love.graphics.print("F2: Physic (off)", 4 + 152 * 1, 4)
end end
if lightOn then if lightOn then
love.graphics.setColor(0, 255, 0) love.graphics.setColor(0, 255, 0)
love.graphics.print("F3: Light on", 16, 64) love.graphics.print("F3: Light (on)", 4 + 152 * 2, 4)
else else
love.graphics.setColor(255, 0, 0) love.graphics.setColor(255, 0, 0)
love.graphics.print("F3: Light off", 16, 64) love.graphics.print("F3: Light (off)", 4 + 152 * 2, 4)
end end
if gravityOn == 1.0 then if gravityOn == 1.0 then
love.graphics.setColor(0, 255, 0) love.graphics.setColor(0, 255, 0)
love.graphics.print("F4: Gravity on", 16, 80) love.graphics.print("F4: Gravity (on)", 4 + 152 * 3, 4)
else else
love.graphics.setColor(255, 0, 0) love.graphics.setColor(255, 0, 0)
love.graphics.print("F4: Gravity off", 16, 80) love.graphics.print("F4: Gravity (off)", 4 + 152 * 3, 4)
end end
if shadowBlurOn then if shadowBlur >= 1.0 then
love.graphics.setColor(0, 255, 0) love.graphics.setColor(0, 255, 0)
love.graphics.print("F5: Shadowblur on", 16, 96) love.graphics.print("F5: Shadowblur (" .. shadowBlur .. ")", 4 + 152 * 4, 4)
else else
love.graphics.setColor(255, 0, 0) love.graphics.setColor(255, 0, 0)
love.graphics.print("F5: Shadowblur off", 16, 96) love.graphics.print("F5: Shadowblur (off)", 4 + 152 * 4, 4)
end end
if bloomOn then if bloomOn then
love.graphics.setColor(0, 255, 0) love.graphics.setColor(0, 255, 0)
love.graphics.print("F6: Bloom on", 16, 112) love.graphics.print("F6: Bloom on", 4 + 152 * 0, 4 + 20 * 1)
else else
love.graphics.setColor(255, 0, 0) love.graphics.setColor(255, 0, 0)
love.graphics.print("F6: Bloom off", 16, 112) love.graphics.print("F6: Bloom off", 4 + 152 * 0, 4 + 20 * 1)
end end
if textureOn then if textureOn then
love.graphics.setColor(0, 255, 0) love.graphics.setColor(0, 255, 0)
love.graphics.print("F7: Texture on", 16, 128) love.graphics.print("F7: Texture on", 4 + 152 * 1, 4 + 20 * 1)
else else
love.graphics.setColor(255, 0, 0) love.graphics.setColor(255, 0, 0)
love.graphics.print("F7: Texture off", 16, 128) love.graphics.print("F7: Texture off", 4 + 152 * 1, 4 + 20 * 1)
end end
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 0, 255)
love.graphics.print("F11: Clear objects", 16, 144) love.graphics.print("F11: Clear obj.", 4 + 152 * 3, 4 + 20 * 1)
love.graphics.print("F12: Clear lights", 16, 160) love.graphics.print("F12: Clear lights", 4 + 152 * 4, 4 + 20 * 1)
love.graphics.print("M.left: Add cube", 16, 176) love.graphics.setColor(0, 127, 255)
love.graphics.print("M.middle: Add light", 16, 192) love.graphics.print("WASD Keys: Move objects", 4, love.graphics.getHeight() - 20 * 3)
love.graphics.print("M.right: Add circle", 16, 208) love.graphics.print("Arrow Keys: Move map", 4, love.graphics.getHeight() - 20 * 2)
love.graphics.print("M.scroll: Change smooth", 16, 224) love.graphics.print("1-5 Keys: Add image", 4, love.graphics.getHeight() - 20 * 1)
love.graphics.print("1-3: Add image", 16, 240) 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 else
love.graphics.setColor(255, 255, 255, 63) love.graphics.setColor(255, 255, 255, 191)
love.graphics.print("F1: Help", 8, 8) love.graphics.print("F1: Help", 4, 4)
end end
-- draw shader -- draw shader
@ -262,13 +318,17 @@ function love.mousepressed(x, y, c)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5) phyFixture[phyCnt]:setRestitution(0.5)
elseif c == "wu" then elseif c == "wu" then
if lightSmooth < 4.0 then
lightSmooth = lightSmooth * 1.1 lightSmooth = lightSmooth * 1.1
mouseLight.setSmooth(lightSmooth) mouseLight.setSmooth(lightSmooth)
end
elseif c == "wd" then elseif c == "wd" then
if lightSmooth > 0.5 then
lightSmooth = lightSmooth / 1.1 lightSmooth = lightSmooth / 1.1
mouseLight.setSmooth(lightSmooth) mouseLight.setSmooth(lightSmooth)
end end
end end
end
function love.keypressed(k, u) function love.keypressed(k, u)
-- debug options -- debug options
@ -282,8 +342,11 @@ function love.keypressed(k, u)
gravityOn = 1 - gravityOn gravityOn = 1 - gravityOn
physicWorld:setGravity(0, gravityOn * 9.81 * 64) physicWorld:setGravity(0, gravityOn * 9.81 * 64)
elseif k == "f5" then elseif k == "f5" then
shadowBlurOn = not shadowBlurOn shadowBlur = math.max(1, shadowBlur * 2.0)
lightWorld.setBlur(shadowBlurOn) if shadowBlur > 8.0 then
shadowBlur = 0.0
end
lightWorld.setBlur(shadowBlur)
elseif k == "f6" then elseif k == "f6" then
bloomOn = not bloomOn bloomOn = not bloomOn
elseif k == "f7" then elseif k == "f7" then
@ -296,11 +359,12 @@ function love.keypressed(k, u)
lightWorld.clearLights() lightWorld.clearLights()
mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange) mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange)
mouseLight.setGlowStrength(0.3) mouseLight.setGlowStrength(0.3)
mouseLight.setSmooth(lightSmooth)
elseif k == "1" then elseif k == "1" then
-- add image -- add image
phyCnt = phyCnt + 1 phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld.newImage(circle, mx, my) phyLight[phyCnt] = lightWorld.newImage(circle, mx, my)
phyLight[phyCnt].setNormal(circle_normal) phyLight[phyCnt].setNormalMap(circle_normal)
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 32) phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 32)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
@ -309,19 +373,39 @@ function love.keypressed(k, u)
-- add image -- add image
phyCnt = phyCnt + 1 phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld.newImage(cone, mx, my, 24, 12, 12, 28) phyLight[phyCnt] = lightWorld.newImage(cone, mx, my, 24, 12, 12, 28)
phyLight[phyCnt].setNormal(cone_normal) phyLight[phyCnt].setNormalMap(cone_normal)
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 25, 32) phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5) phyFixture[phyCnt]:setRestitution(0.5)
elseif k == "3" then elseif k == "3" then
-- add image -- add image
phyCnt = phyCnt + 1 phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld.newImage(chest, mx, my, 32, 24, 16, 36) phyLight[phyCnt] = lightWorld.newImage(chest, mx, my, 32, 24, 16, 36)
phyLight[phyCnt].setNormal(chest_normal) phyLight[phyCnt].setNormalMap(chest_normal)
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24) phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5) phyFixture[phyCnt]:setRestitution(0.5)
elseif k == "4" then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld.newImage(machine, mx, my, 32, 24, 16, 36)
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 k == "5" then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld.newImage(machine2, mx, my, 24, 12, 12, 28)
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)
end end
end end

View File

@ -46,6 +46,8 @@ love.postshader.draw = 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("steps", 2.0)
LOVE_POSTSHADER_BLURH:send("steps", 2.0)
love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK) love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK)
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")

View File

@ -1,14 +1,13 @@
extern vec2 screen = vec2(800.0, 600.0); extern vec2 screen = vec2(800.0, 600.0);
extern float steps = 2.0;
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 = vec2(1.0 / screen.x, 1.0 / screen.y); vec2 pSize = vec2(1.0 / screen.x, 1.0 / screen.y);
vec4 col = Texel(texture, texture_coords); vec4 col = Texel(texture, texture_coords);
col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y - pSize.y)); for(int i = 1; i <= steps; i++) {
col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y)); col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y - pSize.y * i));
col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y - pSize.y * 2)); col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * i));
col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * 2)); }
col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y - pSize.y * 3)); col = col / (steps * 2.0 + 1.0);
col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * 3));
col = col / 7.0;
return vec4(col.r, col.g, col.b, 1.0); return vec4(col.r, col.g, col.b, 1.0);
} }

View File

@ -1,14 +1,13 @@
extern vec2 screen = vec2(800.0, 600.0); extern vec2 screen = vec2(800.0, 600.0);
extern float steps = 2.0;
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 = vec2(1.0 / screen.x, 1.0 / screen.y); vec2 pSize = vec2(1.0 / screen.x, 1.0 / screen.y);
vec4 col = Texel(texture, texture_coords); vec4 col = Texel(texture, texture_coords);
col = col + Texel(texture, vec2(texture_coords.x - pSize.x, texture_coords.y)); for(int i = 1; i <= steps; i++) {
col = col + Texel(texture, vec2(texture_coords.x + pSize.x, texture_coords.y)); col = col + Texel(texture, vec2(texture_coords.x - pSize.x * i, texture_coords.y));
col = col + Texel(texture, vec2(texture_coords.x - pSize.x * 2, texture_coords.y)); col = col + Texel(texture, vec2(texture_coords.x + pSize.x * i, texture_coords.y));
col = col + Texel(texture, vec2(texture_coords.x + pSize.x * 2, texture_coords.y)); }
col = col + Texel(texture, vec2(texture_coords.x - pSize.x * 3, texture_coords.y)); col = col / (steps * 2.0 + 1.0);
col = col + Texel(texture, vec2(texture_coords.x + pSize.x * 3, texture_coords.y));
col = col / 7.0;
return vec4(col.r, col.g, col.b, 1.0); return vec4(col.r, col.g, col.b, 1.0);
} }

View File

@ -14,8 +14,8 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
float att = 1 - distance / lightRange; float att = 1 - distance / lightRange;
if(distance < lightRange && pixel.a > 0.0) { if(pixel.a > 0.0 && distance < lightRange) {
return vec4(vec3(clamp(1 - dot(normal, lightDirection), 0.0, 1.0)) * lightColor * pow(att, lightSmooth) + lightAmbient, 1.0); return vec4(vec3(clamp((1 - dot(normal, lightDirection)) * pow(att, lightSmooth * 4.0), 0.0, 1.0)) * lightColor + lightAmbient, 1.0);
} else if(pixel.a == 0.0) { } else if(pixel.a == 0.0) {
return vec4(0.0); return vec4(0.0);
} else { } else {