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https://github.com/tanema/light_world.lua.git
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Add refraction.
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249
light.lua
249
light.lua
@ -23,6 +23,7 @@ function love.light.newWorld()
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o.circle = {}
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o.circle = {}
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o.poly = {}
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o.poly = {}
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o.img = {}
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o.img = {}
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o.refraction = {}
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o.shadow = love.graphics.newCanvas()
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o.shadow = love.graphics.newCanvas()
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o.shadow2 = love.graphics.newCanvas()
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o.shadow2 = love.graphics.newCanvas()
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o.shine = love.graphics.newCanvas()
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o.shine = love.graphics.newCanvas()
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@ -30,12 +31,16 @@ function love.light.newWorld()
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o.normalMap = love.graphics.newCanvas()
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o.normalMap = love.graphics.newCanvas()
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o.glowMap = love.graphics.newCanvas()
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o.glowMap = love.graphics.newCanvas()
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o.glowMap2 = love.graphics.newCanvas()
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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.glowBlur = 1.0
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o.glowBlur = 1.0
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o.isGlowBlur = false
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o.isGlowBlur = false
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o.refractionStrength = 8.0
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o.pixelShadow = love.graphics.newCanvas()
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o.pixelShadow = love.graphics.newCanvas()
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o.pixelShadow2 = love.graphics.newCanvas()
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o.pixelShadow2 = love.graphics.newCanvas()
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o.shader = love.graphics.newShader("shader/poly_shadow.glsl")
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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.normalShader = love.graphics.newShader("shader/normal.glsl")
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o.refractionShader = love.graphics.newShader("shader/refraction.glsl")
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o.changed = true
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o.changed = true
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o.blur = 2.0
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o.blur = 2.0
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-- update
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-- update
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@ -247,15 +252,31 @@ function love.light.newWorld()
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for i = 1, #o.img do
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for i = 1, #o.img do
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if o.img[i].glow then
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if o.img[i].glow then
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love.graphics.setColor(o.img[i].glowRed, o.img[i].glowGreen, o.img[i].glowBlue)
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love.graphics.setColor(o.img[i].glowRed, o.img[i].glowGreen, o.img[i].glowBlue)
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love.graphics.draw(o.img[i].glow, o.img[i].x - o.img[i].ox2 + LOVE_LIGHT_TRANSLATE_X, o.img[i].y - o.img[i].oy2 + LOVE_LIGHT_TRANSLATE_X)
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love.graphics.draw(o.img[i].glow, 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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else
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love.graphics.setColor(0, 0, 0)
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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_X)
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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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end
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o.isGlowBlur = false
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o.isGlowBlur = false
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end
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end
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-- create refraction map
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if o.changed then
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o.refractionMap:clear()
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love.graphics.setCanvas(o.refractionMap)
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for i = 1, #o.refraction do
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if o.refraction[i].strength > 0.0 and o.refraction[i].normal then
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love.graphics.setColor(255, 255, 255)
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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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else
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love.graphics.setColor(0, 0, 0, 0)
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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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end
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love.graphics.setShader()
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love.graphics.setShader()
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love.graphics.setBlendMode("alpha")
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil()
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love.graphics.setStencil()
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@ -352,6 +373,23 @@ function love.light.newWorld()
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o.isGlowBlur = true
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o.isGlowBlur = true
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end
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end
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end
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end
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-- draw refraction
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o.drawRefraction = 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.refractionMap2)
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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.refractionShader:send("backBuffer", o.refractionMap2)
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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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-- new light
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-- new light
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o.newLight = function(x, y, red, green, blue, range)
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o.newLight = function(x, y, red, green, blue, range)
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o.lights[#o.lights + 1] = love.light.newLight(o, x, y, red, green, blue, range)
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o.lights[#o.lights + 1] = love.light.newLight(o, x, y, red, green, blue, range)
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@ -368,6 +406,7 @@ function love.light.newWorld()
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o.poly = {}
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o.poly = {}
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o.circle = {}
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o.circle = {}
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o.img = {}
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o.img = {}
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o.refraction = {}
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o.changed = true
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o.changed = true
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end
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end
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-- set offset
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-- set offset
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@ -396,11 +435,20 @@ function love.light.newWorld()
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o.blur = blur
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o.blur = blur
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o.changed = true
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o.changed = true
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end
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end
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-- set blur
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o.setShadowBlur = function(blur)
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o.blur = blur
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o.changed = true
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end
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-- set glow blur
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-- set glow blur
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o.setGlowStrength = function(strength)
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o.setGlowStrength = function(strength)
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o.glowBlur = strength
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o.glowBlur = strength
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o.changed = true
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o.changed = true
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end
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end
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-- set refraction blur
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o.setRefractionStrength = function(strength)
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o.refractionStrength = strength
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end
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-- new rectangle
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-- new rectangle
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o.newRectangle = function(x, y, w, h)
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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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return love.light.newRectangle(o, x, y, w, h)
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@ -417,6 +465,14 @@ function love.light.newWorld()
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o.newImage = function(img, x, y, width, height, ox, oy)
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o.newImage = function(img, x, y, width, height, ox, oy)
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return love.light.newImage(o, img, x, y, width, height, ox, oy)
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return love.light.newImage(o, img, x, y, width, height, ox, oy)
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end
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end
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-- new refraction
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o.newRefraction = function(normal, x, y)
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return love.light.newRefraction(o, normal, x, y)
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end
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-- new refraction from height map
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o.newRefractionHeightMap = function(heightMap, x, y, strength)
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return love.light.newRefractionHeightMap(o, heightMap, x, y, strength)
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end
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-- set polygon data
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-- set polygon data
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o.setPoints = function(n, ...)
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o.setPoints = function(n, ...)
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o.poly[n].data = {...}
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o.poly[n].data = {...}
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@ -929,6 +985,7 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
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o.glowGreen = 255
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o.glowGreen = 255
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o.glowBlue = 255
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o.glowBlue = 255
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o.glowStrength = 0.0
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o.glowStrength = 0.0
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o.refractionStrength = 1.0
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o.type = "image"
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o.type = "image"
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p.changed = true
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p.changed = true
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o.data = {
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o.data = {
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@ -977,6 +1034,14 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
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p.changed = true
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p.changed = true
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end
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end
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end
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end
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-- get x position
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o.getX = function()
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return o.x
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end
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-- get y position
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o.getY = function(y)
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return o.y
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end
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-- get width
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-- get width
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o.getWidth = function()
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o.getWidth = function()
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return o.width
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return o.width
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@ -1119,6 +1184,186 @@ function love.light.newImage(p, img, x, y, width, height, ox, oy)
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return o
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return o
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end
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end
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-- refraction object (height map)
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function love.light.newRefractionHeightMap(p, heightMap, x, y, strength)
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local normal = HeightMapToNormalMap(heightMap, strength)
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return love.light.newRefraction(p, normal, x, y)
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end
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-- refraction object
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function love.light.newRefraction(p, normal, x, y)
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local o = {}
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p.refraction[#p.refraction + 1] = o
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o.id = #p.refraction
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o.normal = normal
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o.normal:setWrap("repeat", "repeat")
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o.x = x or 0
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o.y = y or 0
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o.width = width or normal:getWidth()
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o.height = height or normal:getHeight()
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o.ox = o.width / 2.0
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o.oy = o.height / 2.0
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o.tileX = 0
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o.tileY = 0
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o.vertices = {
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{0.0, 0.0, 0.0, 0.0},
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{o.width, 0.0, 1.0, 0.0},
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{o.width, o.height, 1.0, 1.0},
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{0.0, o.height, 0.0, 1.0}
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}
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o.mesh = love.graphics.newMesh(o.vertices, o.normal, "fan")
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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.type = "refraction"
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p.changed = true
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-- set position
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o.setPosition = function(x, y)
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if x ~= o.x or y ~= o.y then
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o.x = x
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o.y = y
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p.changed = true
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end
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end
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-- set x position
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o.setX = function(x)
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if x ~= o.x then
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o.x = x
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p.changed = true
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end
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end
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-- set y position
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o.setY = function(y)
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if y ~= o.y then
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o.y = y
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p.changed = true
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end
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end
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-- set tile offset
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o.setTileOffset = function(tx, ty)
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o.tileX = tx / o.width
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o.tileY = ty / o.height
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o.vertices = {
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{0.0, 0.0, o.tileX, o.tileY},
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{o.width, 0.0, o.tileX + 1.0, o.tileY},
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{o.width, o.height, o.tileX + 1.0, o.tileY + 1.0},
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{0.0, o.height, o.tileX, o.tileY + 1.0}
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}
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p.changed = true
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end
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-- get x position
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o.getX = function()
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return o.x
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end
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-- get y position
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o.getY = function(y)
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return o.y
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end
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-- get width
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o.getWidth = function()
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return o.width
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end
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-- get height
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o.getHeight = function()
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return o.height
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end
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-- get image width
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o.getImageWidth = function()
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return o.imgWidth
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end
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-- get image height
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o.getImageHeight = function()
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return o.imgHeight
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end
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-- set normal
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o.setNormalMap = function(normal)
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o.normal = normal
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end
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-- set height map
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o.setHeightMap = function(heightMap, strength)
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o.normal = HeightMapToNormalMap(heightMap, strength)
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end
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-- generate flat normal map
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o.generateNormalMapFlat = function(mode)
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local imgData = o.img:getData()
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local imgNormalData = love.image.newImageData(o.imgWidth, o.imgHeight)
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local color
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if mode == "top" then
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color = {127, 127, 255}
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elseif mode == "front" then
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color = {127, 255, 127}
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elseif mode == "back" then
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color = {127, 0, 127}
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elseif mode == "left" then
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color = {31, 255, 223}
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elseif mode == "right" then
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color = {223, 223, 127}
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end
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for i = 0, o.imgHeight - 1 do
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for k = 0, o.imgWidth - 1 do
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local r, g, b, a = imgData:getPixel(k, i)
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if a > 0 then
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imgNormalData:setPixel(k, i, color[1], color[2], color[3], 255)
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end
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end
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end
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o.normal = love.graphics.newImage(imgNormalData)
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end
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-- generate faded normal map
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o.generateNormalMapGradient = function(horizontalGradient, verticalGradient)
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local imgData = o.img:getData()
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local imgNormalData = love.image.newImageData(o.imgWidth, o.imgHeight)
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local dx = 255.0 / o.imgWidth
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local dy = 255.0 / o.imgHeight
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local nx
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local ny
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local nz
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for i = 0, o.imgWidth - 1 do
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for k = 0, o.imgHeight - 1 do
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local r, g, b, a = imgData:getPixel(i, k)
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if a > 0 then
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if horizontalGradient == "gradient" then
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nx = i * dx
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elseif horizontalGradient == "inverse" then
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nx = 255 - i * dx
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else
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nx = 127
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end
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if verticalGradient == "gradient" then
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ny = 127 + k * dy * 0.5
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nz = 255 - k * dy * 0.5
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elseif verticalGradient == "inverse" then
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ny = 127 - k * dy * 0.5
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nz = 127 - k * dy * 0.25
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else
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ny = 255
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nz = 127
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end
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imgNormalData:setPixel(i, k, nx, ny, nz, 255)
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end
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end
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end
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o.normal = love.graphics.newImage(imgNormalData)
|
||||||
|
end
|
||||||
|
-- generate normal map
|
||||||
|
o.generateNormalMap = function(strength)
|
||||||
|
o.normal = HeightMapToNormalMap(o.img, strength)
|
||||||
|
end
|
||||||
|
-- get type
|
||||||
|
o.getType = function()
|
||||||
|
return o.type
|
||||||
|
end
|
||||||
|
|
||||||
|
return o
|
||||||
|
end
|
||||||
|
|
||||||
-- vector functions
|
-- vector functions
|
||||||
function normalize(v)
|
function normalize(v)
|
||||||
local len = math.sqrt(math.pow(v[1], 2) + math.pow(v[2], 2))
|
local len = math.sqrt(math.pow(v[1], 2) + math.pow(v[2], 2))
|
||||||
|
38
main.lua
38
main.lua
@ -61,12 +61,14 @@ function love.load()
|
|||||||
tile = love.graphics.newImage("gfx/tile.png")
|
tile = love.graphics.newImage("gfx/tile.png")
|
||||||
tile_normal = love.graphics.newImage("gfx/tile_normal.png")
|
tile_normal = love.graphics.newImage("gfx/tile_normal.png")
|
||||||
tile_glow = love.graphics.newImage("gfx/tile_glow.png")
|
tile_glow = love.graphics.newImage("gfx/tile_glow.png")
|
||||||
|
refraction_normal = love.graphics.newImage("gfx/refraction_normal.png")
|
||||||
|
|
||||||
-- light world
|
-- light world
|
||||||
lightRange = 400
|
lightRange = 400
|
||||||
lightSmooth = 1.0
|
lightSmooth = 1.0
|
||||||
lightWorld = love.light.newWorld()
|
lightWorld = love.light.newWorld()
|
||||||
lightWorld.setAmbientColor(15, 15, 31)
|
lightWorld.setAmbientColor(15, 15, 31)
|
||||||
|
lightWorld.setRefractionStrength(16.0)
|
||||||
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)
|
mouseLight.setSmooth(lightSmooth)
|
||||||
@ -90,6 +92,9 @@ function love.load()
|
|||||||
offsetOldX = 0.0
|
offsetOldX = 0.0
|
||||||
offsetOldY = 0.0
|
offsetOldY = 0.0
|
||||||
offsetChanged = false
|
offsetChanged = false
|
||||||
|
|
||||||
|
tileX = 0
|
||||||
|
tileY = 0
|
||||||
end
|
end
|
||||||
|
|
||||||
function love.update(dt)
|
function love.update(dt)
|
||||||
@ -101,23 +106,31 @@ function love.update(dt)
|
|||||||
|
|
||||||
if love.keyboard.isDown("w") then
|
if love.keyboard.isDown("w") then
|
||||||
for i = 1, phyCnt do
|
for i = 1, phyCnt do
|
||||||
|
if phyBody[i] then
|
||||||
phyBody[i]:applyForce(0, -2000)
|
phyBody[i]:applyForce(0, -2000)
|
||||||
end
|
end
|
||||||
|
end
|
||||||
elseif love.keyboard.isDown("s") then
|
elseif love.keyboard.isDown("s") then
|
||||||
for i = 1, phyCnt do
|
for i = 1, phyCnt do
|
||||||
|
if phyBody[i] then
|
||||||
phyBody[i]:applyForce(0, 2000)
|
phyBody[i]:applyForce(0, 2000)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
if love.keyboard.isDown("a") then
|
if love.keyboard.isDown("a") then
|
||||||
for i = 1, phyCnt do
|
for i = 1, phyCnt do
|
||||||
|
if phyBody[i] then
|
||||||
phyBody[i]:applyForce(-2000, 0)
|
phyBody[i]:applyForce(-2000, 0)
|
||||||
end
|
end
|
||||||
|
end
|
||||||
elseif love.keyboard.isDown("d") then
|
elseif love.keyboard.isDown("d") then
|
||||||
for i = 1, phyCnt do
|
for i = 1, phyCnt do
|
||||||
|
if phyBody[i] then
|
||||||
phyBody[i]:applyForce(2000, 0)
|
phyBody[i]:applyForce(2000, 0)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
if love.keyboard.isDown("up") then
|
if love.keyboard.isDown("up") then
|
||||||
offsetY = offsetY + dt * 200
|
offsetY = offsetY + dt * 200
|
||||||
@ -144,8 +157,11 @@ function love.update(dt)
|
|||||||
lightWorld.setLightDirection(i, lightDirection)
|
lightWorld.setLightDirection(i, lightDirection)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
tileX = tileX + dt * 32.0
|
||||||
|
tileY = tileY + dt * 8.0
|
||||||
|
|
||||||
for i = 1, phyCnt do
|
for i = 1, phyCnt do
|
||||||
if phyBody[i]:isAwake() or offsetChanged then
|
if phyBody[i] and (phyBody[i]:isAwake() or offsetChanged) then
|
||||||
if offsetChanged then
|
if offsetChanged then
|
||||||
phyBody[i]:setX(phyBody[i]:getX() + (offsetX - offsetOldX))
|
phyBody[i]:setX(phyBody[i]:getX() + (offsetX - offsetOldX))
|
||||||
phyBody[i]:setY(phyBody[i]:getY() + (offsetY - offsetOldY))
|
phyBody[i]:setY(phyBody[i]:getY() + (offsetY - offsetOldY))
|
||||||
@ -156,6 +172,14 @@ function love.update(dt)
|
|||||||
phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
|
phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
|
||||||
elseif phyLight[i].getType() == "image" then
|
elseif phyLight[i].getType() == "image" then
|
||||||
phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
|
phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
|
||||||
|
elseif phyLight[i].getType() == "refraction" then
|
||||||
|
--phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if phyLight[i].getType() == "refraction" then
|
||||||
|
phyLight[i].setTileOffset(tileX, tileY)
|
||||||
|
if offsetChanged then
|
||||||
|
phyLight[i].setPosition(phyLight[i].getX() + (offsetX - offsetOldX), phyLight[i].getY() + (offsetY - offsetOldY))
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@ -235,6 +259,9 @@ function love.draw()
|
|||||||
lightWorld.drawGlow()
|
lightWorld.drawGlow()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- draw refraction
|
||||||
|
lightWorld.drawRefraction()
|
||||||
|
|
||||||
-- draw help
|
-- draw help
|
||||||
if helpOn then
|
if helpOn then
|
||||||
love.graphics.setBlendMode("alpha")
|
love.graphics.setBlendMode("alpha")
|
||||||
@ -482,6 +509,7 @@ function love.keypressed(k, u)
|
|||||||
phyLight[phyCnt].setAlpha(0.5)
|
phyLight[phyCnt].setAlpha(0.5)
|
||||||
phyLight[phyCnt].setGlowStrength(1.0)
|
phyLight[phyCnt].setGlowStrength(1.0)
|
||||||
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
math.randomseed(love.timer.getTime())
|
||||||
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, math.random(32, 64), math.random(32, 64))
|
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, math.random(32, 64), math.random(32, 64))
|
||||||
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)
|
||||||
@ -491,6 +519,7 @@ function love.keypressed(k, u)
|
|||||||
phyLight[phyCnt].setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
phyLight[phyCnt].setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
|
||||||
elseif k == "9" then
|
elseif k == "9" then
|
||||||
-- add circle
|
-- add circle
|
||||||
|
math.randomseed(love.timer.getTime())
|
||||||
cRadius = math.random(8, 32)
|
cRadius = math.random(8, 32)
|
||||||
phyCnt = phyCnt + 1
|
phyCnt = phyCnt + 1
|
||||||
phyLight[phyCnt] = lightWorld.newCircle(mx, my, cRadius)
|
phyLight[phyCnt] = lightWorld.newCircle(mx, my, cRadius)
|
||||||
@ -505,6 +534,13 @@ function love.keypressed(k, u)
|
|||||||
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 == "0" then
|
elseif k == "0" then
|
||||||
|
phyCnt = phyCnt + 1
|
||||||
|
phyLight[phyCnt] = lightWorld.newRefraction(refraction_normal, mx, my, 1.0)
|
||||||
|
--phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
|
||||||
|
--phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, phyLight[phyCnt].getWidth(), phyLight[phyCnt].getHeight())
|
||||||
|
--phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
|
||||||
|
--phyFixture[phyCnt]:setRestitution(0.5)
|
||||||
|
elseif k == "l" then
|
||||||
-- add light
|
-- add light
|
||||||
local r = lightWorld.getLightCount() % 3
|
local r = lightWorld.getLightCount() % 3
|
||||||
local light
|
local light
|
||||||
|
15
shader/refraction.glsl
Normal file
15
shader/refraction.glsl
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
extern Image backBuffer;
|
||||||
|
|
||||||
|
extern vec2 screen = vec2(800.0, 600.0);
|
||||||
|
extern float refractionStrength = 1.0;
|
||||||
|
extern vec3 refractionColor = vec3(1.0, 1.0, 1.0);
|
||||||
|
|
||||||
|
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
|
||||||
|
vec2 pSize = vec2(1.0 / screen.x, 1.0 / screen.y);
|
||||||
|
vec4 normal = Texel(texture, texture_coords);
|
||||||
|
if(normal.a > 0.0) {
|
||||||
|
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);
|
||||||
|
} else {
|
||||||
|
return vec4(0.0);
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user