colored shadows almost functional again

This commit is contained in:
Tim Anema 2014-11-29 23:20:02 -05:00
parent 012a5481e9
commit bbcd20a27e
2 changed files with 8 additions and 11 deletions

View File

@ -619,7 +619,7 @@ function love.keypressed(k, u)
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(blopp, mx, my, 42, 16, 21, 0)
phyLight[phyCnt]:generateNormalMapGradient("gradient", "gradient")
phyLight[phyCnt]:setAlpha(0.5)
phyLight[phyCnt]:setAlpha(255 * 0.5)
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 42, 29)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
@ -640,7 +640,7 @@ function love.keypressed(k, u)
-- add rectangle
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newPolygon()
phyLight[phyCnt]:setAlpha(0.5)
phyLight[phyCnt]:setAlpha(255 * 0.5)
phyLight[phyCnt]:setGlowStrength(1.0)
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
math.randomseed(love.timer.getTime())
@ -657,7 +657,7 @@ function love.keypressed(k, u)
cRadius = math.random(8, 32)
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newCircle(mx, my, cRadius)
phyLight[phyCnt]:setAlpha(0.5)
phyLight[phyCnt]:setAlpha(255 * 0.5)
phyLight[phyCnt]:setGlowStrength(1.0)
math.randomseed(phyCnt)
phyLight[phyCnt]:setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))

View File

@ -461,6 +461,10 @@ function body:drawMaterial()
end
function body:drawShadow(light)
if self.castsNoShadow or (self.zheight - light.z) > 0 then
return
end
love.graphics.setColor(self.red, self.green, self.blue, self.alpha)
if self.shadowType == "rectangle" or self.shadowType == "polygon" then
self:drawPolyShadow(light)
@ -474,10 +478,6 @@ end
--using shadow point calculations from this article
--http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html
function body:drawPolyShadow(light)
if self.castsNoShadow or (self.zheight - light.z) > 0 then
return nil
end
local edgeFacingTo = {}
for k = 1, #self.data, 2 do
local indexOfNextVertex = (k + 2) % #self.data
@ -529,10 +529,6 @@ end
--using shadow point calculations from this article
--http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html
function body:drawCircleShadow(light)
if self.castsNoShadow or (self.zheight - light.z) > 0 then
return nil
end
local curShadowGeometry = {}
local angle = math.atan2(light.x - (self.x - self.ox), (self.y - self.oy) - light.y) + math.pi / 2
local x2 = ((self.x - self.ox) + math.sin(angle) * self.radius)
@ -566,6 +562,7 @@ function body:drawCircleShadow(light)
love.graphics.polygon("fill", curShadowGeometry)
print(self.red, self.green, self.blue, self.alpha)
if distance1 <= self.radius then
love.graphics.arc("fill", cx, cy, radius, 0, (math.pi * 2))
elseif distance2 < light.range then -- dont draw circle if way off screen