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https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
Add reflection.
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gfx/water.png
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gfx/water.png
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71
light.lua
71
light.lua
@ -7,6 +7,8 @@ LOVE_LIGHT_SHADOW_GEOMETRY = nil
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LOVE_LIGHT_BLURV = love.graphics.newShader("shader/blurv.glsl")
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LOVE_LIGHT_BLURH = love.graphics.newShader("shader/blurh.glsl")
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LOVE_LIGHT_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()})
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LOVE_LIGHT_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()})
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LOVE_LIGHT_TRANSLATE_X = 0
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LOVE_LIGHT_TRANSLATE_Y = 0
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@ -33,6 +35,8 @@ function love.light.newWorld()
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o.glowMap2 = love.graphics.newCanvas()
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o.refractionMap = love.graphics.newCanvas()
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o.refractionMap2 = love.graphics.newCanvas()
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o.reflectionMap = love.graphics.newCanvas()
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o.reflectionMap2 = love.graphics.newCanvas()
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o.glowBlur = 1.0
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o.isGlowBlur = false
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o.refractionStrength = 8.0
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@ -41,6 +45,11 @@ function love.light.newWorld()
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o.shader = love.graphics.newShader("shader/poly_shadow.glsl")
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o.normalShader = love.graphics.newShader("shader/normal.glsl")
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o.refractionShader = love.graphics.newShader("shader/refraction.glsl")
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o.refractionShader:send("screen", {love.window.getWidth(), love.window.getHeight()})
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o.reflectionShader = love.graphics.newShader("shader/reflection.glsl")
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o.reflectionShader:send("screen", {love.window.getWidth(), love.window.getHeight()})
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o.reflectionStrength = 16.0
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o.reflectionVisibility = 1.0
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o.changed = true
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o.blur = 2.0
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-- update
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@ -178,7 +187,6 @@ function love.light.newWorld()
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end
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-- update pixel shadow
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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-- create normal map
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@ -190,12 +198,10 @@ function love.light.newWorld()
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if o.img[i].normal then
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(o.img[i].normal, o.img[i].x - o.img[i].ox2 + LOVE_LIGHT_TRANSLATE_X, o.img[i].y - o.img[i].oy2 + LOVE_LIGHT_TRANSLATE_Y)
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else
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love.graphics.setColor(0, 0, 0, 0)
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love.graphics.rectangle("fill", o.img[i].x - o.img[i].ox2 + LOVE_LIGHT_TRANSLATE_X, o.img[i].y - o.img[i].oy2, o.img[i].imgWidth, o.img[i].imgHeight + LOVE_LIGHT_TRANSLATE_Y)
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end
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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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end
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o.pixelShadow2:clear()
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@ -275,6 +281,35 @@ function love.light.newWorld()
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love.graphics.rectangle("fill", o.refraction[i].x - o.refraction[i].ox + LOVE_LIGHT_TRANSLATE_X, o.refraction[i].y - o.refraction[i].oy, o.refraction[i].normalWidth, o.refraction[i].normalHeight + LOVE_LIGHT_TRANSLATE_Y)
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end
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end
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for i = 1, #o.img do
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if o.img[i].img then
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love.graphics.setColor(0, 0, 0)
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love.graphics.draw(o.img[i].img, o.img[i].x - o.img[i].ox2 + LOVE_LIGHT_TRANSLATE_X, o.img[i].y - o.img[i].oy2 + LOVE_LIGHT_TRANSLATE_Y)
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end
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end
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end
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-- create reflection map
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if o.changed then
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o.reflectionMap:clear(0, 0, 0)
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love.graphics.setCanvas(o.reflectionMap)
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for i = 1, #o.refraction do
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if o.refraction[i].reflective and o.refraction[i].normal then
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love.graphics.setColor(255, 0, 0)
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else
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love.graphics.setColor(0, 0, 0)
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end
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o.refraction[i].mesh:setVertices(o.refraction[i].vertices)
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love.graphics.draw(o.refraction[i].mesh, o.refraction[i].x - o.refraction[i].ox + LOVE_LIGHT_TRANSLATE_X, o.refraction[i].y - o.refraction[i].oy + LOVE_LIGHT_TRANSLATE_Y)
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end
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for i = 1, #o.img do
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if o.img[i].reflective and o.img[i].img then
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love.graphics.setColor(0, 255, 0)
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else
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love.graphics.setColor(0, 0, 0)
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end
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love.graphics.draw(o.img[i].img, o.img[i].x - o.img[i].ox2 + LOVE_LIGHT_TRANSLATE_X, o.img[i].y - o.img[i].oy2 + LOVE_LIGHT_TRANSLATE_Y)
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end
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end
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love.graphics.setShader()
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@ -386,7 +421,23 @@ function love.light.newWorld()
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o.refractionShader:send("refractionStrength", o.refractionStrength)
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love.graphics.setShader(o.refractionShader)
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love.graphics.draw(o.refractionMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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--love.graphics.rectangle("fill", LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setShader()
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end
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end
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-- draw reflection
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o.drawReflection = function()
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LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
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if LOVE_LIGHT_LAST_BUFFER then
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas(o.reflectionMap2)
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love.graphics.draw(LOVE_LIGHT_LAST_BUFFER, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
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o.reflectionShader:send("backBuffer", o.reflectionMap2)
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o.reflectionShader:send("reflectionStrength", o.reflectionStrength)
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o.reflectionShader:send("reflectionVisibility", o.reflectionVisibility)
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love.graphics.setShader(o.reflectionShader)
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love.graphics.draw(o.reflectionMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setShader()
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end
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end
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@ -449,6 +500,14 @@ function love.light.newWorld()
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o.setRefractionStrength = function(strength)
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o.refractionStrength = strength
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end
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-- set reflection strength
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o.setReflectionStrength = function(strength)
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o.reflectionStrength = strength
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end
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-- set reflection visibility
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o.setReflectionVisibility = function(visibility)
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o.reflectionVisibility = visibility
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end
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-- new rectangle
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o.newRectangle = function(x, y, w, h)
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return love.light.newRectangle(o, x, y, w, h)
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@ -986,6 +1045,7 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
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o.glowBlue = 255
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o.glowStrength = 0.0
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o.refractionStrength = 1.0
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o.reflective = true
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o.type = "image"
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p.changed = true
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o.data = {
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@ -1215,6 +1275,7 @@ function love.light.newRefraction(p, normal, x, y)
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o.normalWidth = normal:getWidth()
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o.normalHeight = normal:getHeight()
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o.strength = strength or 1.0
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o.reflective = true
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o.type = "refraction"
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p.changed = true
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-- set position
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19
main.lua
19
main.lua
@ -62,6 +62,7 @@ function love.load()
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tile_normal = love.graphics.newImage("gfx/tile_normal.png")
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tile_glow = love.graphics.newImage("gfx/tile_glow.png")
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refraction_normal = love.graphics.newImage("gfx/refraction_normal.png")
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water = love.graphics.newImage("gfx/water.png")
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-- light world
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lightRange = 400
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@ -69,6 +70,7 @@ function love.load()
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lightWorld = love.light.newWorld()
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lightWorld.setAmbientColor(15, 15, 31)
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lightWorld.setRefractionStrength(16.0)
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lightWorld.setReflectionVisibility(0.75)
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mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange)
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mouseLight.setGlowStrength(0.3)
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mouseLight.setSmooth(lightSmooth)
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@ -216,6 +218,16 @@ function love.draw()
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end
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end
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love.graphics.setBlendMode("multiplicative")
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for i = 1, phyCnt do
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if phyLight[i].getType() == "refraction" then
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if not normalOn then
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love.graphics.setColor(255, 255, 255, 127)
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love.graphics.draw(water, phyLight[i].x - phyLight[i].ox, phyLight[i].y - phyLight[i].oy)
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end
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end
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end
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-- draw lightmap shadows
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if lightOn and not normalOn then
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lightWorld.drawShadow()
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@ -236,6 +248,7 @@ function love.draw()
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lightWorld.drawShine()
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end
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love.graphics.setBlendMode("alpha")
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for i = 1, phyCnt do
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if phyLight[i].getType() == "image" then
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if not normalOn then
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@ -259,6 +272,9 @@ function love.draw()
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lightWorld.drawGlow()
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end
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-- draw reflection
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lightWorld.drawReflection()
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-- draw refraction
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lightWorld.drawRefraction()
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@ -498,6 +514,7 @@ function love.keypressed(k, u)
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phyLight[phyCnt].setHeightMap(tile_normal, 2.0)
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phyLight[phyCnt].setGlowMap(tile_glow)
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phyLight[phyCnt].setShadow(false)
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phyLight[phyCnt].reflective = false
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 64, 64)
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phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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@ -535,7 +552,7 @@ function love.keypressed(k, u)
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phyFixture[phyCnt]:setRestitution(0.5)
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elseif k == "0" then
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phyCnt = phyCnt + 1
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phyLight[phyCnt] = lightWorld.newRefraction(refraction_normal, mx, my, 1.0)
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phyLight[phyCnt] = lightWorld.newRefraction(refraction_normal, mx, my)
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--phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
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--phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, phyLight[phyCnt].getWidth(), phyLight[phyCnt].getHeight())
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--phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
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24
shader/reflection.glsl
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24
shader/reflection.glsl
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@ -0,0 +1,24 @@
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extern Image backBuffer;
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extern vec2 screen = vec2(800.0, 600.0);
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extern float reflectionStrength;
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extern float reflectionVisibility;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec2 pSize = vec2(1.0 / screen.x, 1.0 / screen.y);
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vec4 normal = Texel(texture, texture_coords);
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if(normal.a > 0.0 && normal.r > 0.0) {
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vec3 pColor = Texel(backBuffer, texture_coords).rgb;
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vec4 pColor2;
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for(int i = 0; i < reflectionStrength; i++) {
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pColor2 = Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * i));
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if(pColor2.a > 0.0 && pColor2.g > 0.0) {
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vec3 rColor = Texel(backBuffer, vec2(texture_coords.x, texture_coords.y + pSize.y * i * 2.0)).rgb;
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return vec4(rColor, (1.0 - i / reflectionStrength) * reflectionVisibility);
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}
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}
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return vec4(0.0);
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} else {
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return vec4(0.0);
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}
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}
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@ -7,7 +7,7 @@ extern vec3 refractionColor = vec3(1.0, 1.0, 1.0);
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec2 pSize = vec2(1.0 / screen.x, 1.0 / screen.y);
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vec4 normal = Texel(texture, texture_coords);
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if(normal.a > 0.0) {
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if(normal.b > 0.0) {
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return vec4(Texel(backBuffer, vec2(texture_coords.x + (normal.x - 0.5) * pSize.x * refractionStrength, texture_coords.y + (normal.y - 0.5) * pSize.y * refractionStrength)).rgb * refractionColor, 1.0);
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} else {
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return vec4(0.0);
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