mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-11 01:14:26 +00:00
added in checking to see if the shadow bodies should be drawn, if they are within the screen and within range of the light
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64bcbd1e94
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@ -1,5 +1,6 @@
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:todoing
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-make sure all draw calls check if the object is within range
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-add body animations
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-optimize shadow body calculations and drawing methods
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# light_world.lua
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@ -165,7 +165,6 @@ function love.draw()
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end)
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love.graphics.pop()
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love.graphics.setBlendMode("alpha")
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love.graphics.setColor(0, 0, 0, 191)
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), 24)
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28
lib/body.lua
28
lib/body.lua
@ -24,6 +24,9 @@ function body:init(id, type, ...)
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self.tileX = 0
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self.tileY = 0
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self.zheight = 1
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self.castsNoShadow = false
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self.visible = true
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if self.type == "circle" then
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self.x = args[1] or 0
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@ -218,6 +221,10 @@ function body:setGlowStrength(strength)
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self.glowStrength = strength
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end
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function body:setVisible(visible)
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self.visible = visible
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end
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-- get radius
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function body:getRadius()
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return self.radius
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@ -434,6 +441,27 @@ function body:setShadowType(type, ...)
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end
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end
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function body:isInLightRange(light, l, t, w, h, s)
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local distance
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if self.type == 'circle' then
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return light.range > math.sqrt(math.pow(light.x - self.x, 2) + math.pow(light.y - self.y, 2))
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else
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local cx, cy = self.x + (self.width * 0.5), self.y + (self.height * 0.5)
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distance = math.sqrt(math.pow(light.x - cx, 2) + math.pow(light.y - cy, 2))
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return distance <= light.range + (self.width > self.height and self.width or self.height)
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end
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end
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function body:isInRange(l, t, w, h, s)
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local bx, by, bw, bh
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if self.type == 'circle' then
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bx, by, bw, bh = (self.x + l/s) * s, (self.y + t/s) * s, self.radius/s, self.radius/s
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else
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bx, by, bw, bh = (self.x + l/s) * s, (self.y + t/s) * s, self.width/s, self.height/s
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end
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return self.visible and (bx + bw) > 0 and (bx - bw) < w/s and (by + bh) > 0 and (by - bh) < h/s
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end
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function body:drawNormal()
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if not self.refraction and not self.reflection and self.normalMesh then
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love.graphics.setColor(255, 255, 255)
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38
lib/init.lua
38
lib/init.lua
@ -103,21 +103,27 @@ function light_world:drawNormalShading(l,t,w,h,s)
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self.normalMap:clear()
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util.drawto(self.normalMap, l, t, s, function()
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for i = 1, #self.body do
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self.body[i]:drawNormal()
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if self.body[i]:isInRange(l,t,w,h,s) then
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self.body[i]:drawNormal()
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end
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end
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end)
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self.normal2:clear()
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for i = 1, #self.lights do
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-- create shadow map for this light
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self.shadowMap:clear()
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util.drawto(self.shadowMap, l, t, s, function()
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for k = 1, #self.body do
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self.body[k]:drawShadow(self.lights[i])
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end
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end)
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-- draw scene for this light using normals and shadowmap
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self.lights[i]:drawNormalShading(l,t,w,h,s, self.normalMap, self.shadowMap, self.normal2)
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if self.lights[i]:inRange(l,t,w,h,s) then
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-- create shadow map for this light
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self.shadowMap:clear()
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util.drawto(self.shadowMap, l, t, s, function()
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for k = 1, #self.body do
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if self.body[k]:isInLightRange(self.lights[i]) and self.body[k]:isInRange(l,t,w,h,s) then
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self.body[k]:drawShadow(self.lights[i])
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end
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end
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end)
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-- draw scene for this light using normals and shadowmap
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self.lights[i]:drawNormalShading(l,t,w,h,s, self.normalMap, self.shadowMap, self.normal2)
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end
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end
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-- add in ambient color
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@ -135,7 +141,9 @@ end
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-- draw material
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function light_world:drawMaterial(l,t,w,h,s)
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for i = 1, #self.body do
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self.body[i]:drawMaterial()
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if self.body[i]:isInRange(l,t,w,h,s) then
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self.body[i]:drawMaterial()
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end
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end
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end
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@ -155,7 +163,9 @@ function light_world:drawGlow(l,t,w,h,s)
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self.glowMap:clear(0, 0, 0)
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util.drawto(self.glowMap, l, t, s, function()
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for i = 1, #self.body do
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self.body[i]:drawGlow()
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if self.body[i]:isInRange(l,t,w,h,s) then
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self.body[i]:drawGlow()
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end
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end
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end)
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@ -188,7 +198,9 @@ function light_world:drawReflection(l,t,w,h,s)
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self.reflectionMap:clear(0, 0, 0)
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util.drawto(self.reflectionMap, l, t, s, function()
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for i = 1, #self.body do
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self.body[i]:drawReflection()
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if self.body[i]:isInRange(l,t,w,h,s) then
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self.body[i]:drawReflection()
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end
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end
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end)
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@ -114,25 +114,23 @@ end
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function light:inRange(l,t,w,h,s)
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local lx, ly, rs = (self.x + l/s) * s, (self.y + t/s) * s, self.range * s
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return (lx + rs) > 0 and (lx - rs) < w/s and (ly + rs) > 0 and (ly - rs) < h/s
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return self.visible and (lx + rs) > 0 and (lx - rs) < w/s and (ly + rs) > 0 and (ly - rs) < h/s
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end
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function light:drawNormalShading(l,t,w,h,s, normalMap, shadowMap, canvas)
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if self.visible and self:inRange(l,t,w,h,s) then
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self.shadowShader:send('shadowMap', shadowMap)
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self.shadowShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.shadowShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, (self.z * 10) / 255.0})
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self.shadowShader:send('lightRange',{self.range * s})
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self.shadowShader:send("lightSmooth", self.smooth)
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self.shadowShader:send("lightGlow", {1.0 - self.glowSize, self.glowStrength})
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self.shadowShader:send("lightAngle", math.pi - self.angle / 2.0)
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self.shadowShader:send("lightDirection", self.direction)
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self.shadowShader:send("invert_normal", self.normalInvert == true)
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util.drawCanvasToCanvas(normalMap, canvas, {
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blendmode = 'additive',
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shader = self.shadowShader
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})
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end
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self.shadowShader:send('shadowMap', shadowMap)
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self.shadowShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.shadowShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, (self.z * 10) / 255.0})
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self.shadowShader:send('lightRange',{self.range * s})
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self.shadowShader:send("lightSmooth", self.smooth)
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self.shadowShader:send("lightGlow", {1.0 - self.glowSize, self.glowStrength})
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self.shadowShader:send("lightAngle", math.pi - self.angle / 2.0)
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self.shadowShader:send("lightDirection", self.direction)
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self.shadowShader:send("invert_normal", self.normalInvert == true)
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util.drawCanvasToCanvas(normalMap, canvas, {
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blendmode = 'additive',
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shader = self.shadowShader
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})
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end
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function light:setVisible(visible)
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