Merge branch 'leokaplan-port0.10'

This commit is contained in:
Tim Anema 2016-04-26 09:22:42 -04:00
commit eedd980ff2
7 changed files with 58 additions and 38 deletions

View File

@ -1,6 +1,6 @@
function love.conf(t) function love.conf(t)
t.identity = nil -- The name of the save directory (string) t.identity = nil -- The name of the save directory (string)
t.version = "0.9.0" -- The LÖVE version this game was made for (string) t.version = "0.10.0" -- The LÖVE version this game was made for (string)
t.console = true -- Attach a console (boolean, Windows only) t.console = true -- Attach a console (boolean, Windows only)
t.window.title = "Untitled" -- The window title (string) t.window.title = "Untitled" -- The window title (string)
@ -12,7 +12,7 @@ function love.conf(t)
t.window.minwidth = 1 -- Minimum window width if the window is resizable (number) t.window.minwidth = 1 -- Minimum window width if the window is resizable (number)
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 = "desktop" -- Standard fullscreen or desktop fullscreen mode (string)
t.window.vsync = false -- Enable vertical sync (boolean) t.window.vsync = false -- 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)

View File

@ -40,7 +40,7 @@ function love.load()
love.graphics.setFont(font) love.graphics.setFont(font)
-- set background -- set background
quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth() + 32, love.window.getHeight() + 24, 32, 24) quadScreen = love.graphics.newQuad(0, 0, love.graphics.getWidth() + 32, love.graphics.getHeight() + 24, 32, 24)
imgFloor = love.graphics.newImage("examples/gfx/floor.png") imgFloor = love.graphics.newImage("examples/gfx/floor.png")
imgFloor:setWrap("repeat", "repeat") imgFloor:setWrap("repeat", "repeat")

View File

@ -44,7 +44,7 @@ local function new(id, type, ...)
util.drawto(circle_canvas, 0, 0, 1, function() util.drawto(circle_canvas, 0, 0, 1, function()
love.graphics.circle('fill', args[3], args[3], args[3]) love.graphics.circle('fill', args[3], args[3], args[3])
end) end)
obj.img = love.graphics.newImage(circle_canvas:getImageData()) obj.img = love.graphics.newImage(circle_canvas:newImageData())
obj.imgWidth = obj.img:getWidth() obj.imgWidth = obj.img:getWidth()
obj.imgHeight = obj.img:getHeight() obj.imgHeight = obj.img:getHeight()
obj.ix = obj.imgWidth * 0.5 obj.ix = obj.imgWidth * 0.5
@ -347,7 +347,7 @@ function body:setPoints(...)
end end
if not self.img then if not self.img then
self.img = love.graphics.newImage(poly_canvas:getImageData()) self.img = love.graphics.newImage(poly_canvas:newImageData())
self.imgWidth = self.img:getWidth() self.imgWidth = self.img:getWidth()
self.imgHeight = self.img:getHeight() self.imgHeight = self.img:getHeight()
self.ix = self.imgWidth * 0.5 self.ix = self.imgWidth * 0.5
@ -434,7 +434,8 @@ function body:setNormalMap(normal, width, height, nx, ny)
{self.normalWidth, self.normalHeight, self.normalWidth / self.normal:getWidth(), self.normalHeight / self.normal:getHeight()}, {self.normalWidth, self.normalHeight, self.normalWidth / self.normal:getWidth(), self.normalHeight / self.normal:getHeight()},
{0.0, self.normalHeight, 0.0, self.normalHeight / self.normal:getHeight()} {0.0, self.normalHeight, 0.0, self.normalHeight / self.normal:getHeight()}
} }
self.normalMesh = love.graphics.newMesh(self.normalVert, self.normal, "fan") self.normalMesh = love.graphics.newMesh(self.normalVert, "fan")
self.normalMesh:setTexture(self.normal)
else else
self.normalMesh = nil self.normalMesh = nil
end end

View File

@ -67,7 +67,7 @@ local function new(options)
end end
function light_world:refreshScreenSize(w, h) function light_world:refreshScreenSize(w, h)
w, h = w or love.window.getWidth(), h or love.window.getHeight() w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
self.w, self.h = w, h self.w, self.h = w, h
self.render_buffer = love.graphics.newCanvas(w, h) self.render_buffer = love.graphics.newCanvas(w, h)
@ -107,8 +107,9 @@ end
-- draw normal shading -- draw normal shading
function light_world:drawShadows(l,t,w,h,s) function light_world:drawShadows(l,t,w,h,s)
-- create normal map love.graphics.setCanvas( self.normalMap )
self.normalMap:clear() love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.normalMap, l, t, s, function() util.drawto(self.normalMap, l, t, s, function()
for i = 1, #self.bodies do for i = 1, #self.bodies do
if self.bodies[i]:isVisible() then if self.bodies[i]:isVisible() then
@ -120,19 +121,24 @@ function light_world:drawShadows(l,t,w,h,s)
self.shadowShader:send('normalMap', self.normalMap) self.shadowShader:send('normalMap', self.normalMap)
self.shadowShader:send("invert_normal", self.normalInvert == true) self.shadowShader:send("invert_normal", self.normalInvert == true)
self.shadow_buffer:clear() love.graphics.setCanvas( self.shadow_buffer )
love.graphics.clear()
love.graphics.setCanvas()
for i = 1, #self.lights do for i = 1, #self.lights do
local light = self.lights[i] local light = self.lights[i]
if light:isVisible() then if light:isVisible() then
-- create shadow map for this light -- create shadow map for this light
self.shadowMap:clear() love.graphics.setCanvas( self.shadowMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.shadowMap, l, t, s, function() util.drawto(self.shadowMap, l, t, s, function()
--I dont know if it uses both or just calls both --I dont know if it uses both or just calls both
love.graphics.setStencil(function() love.graphics.stencil(function()
local angle = light.direction - (light.angle / 2.0) local angle = light.direction - (light.angle / 2.0)
love.graphics.arc("fill", light.x, light.y, light.range, angle, angle + light.angle) love.graphics.arc("fill", light.x, light.y, light.range, angle, angle + light.angle)
end) end)
love.graphics.setInvertedStencil(function() love.graphics.setStencilTest("greater",0)
love.graphics.stencil(function()
love.graphics.setShader(self.image_mask) love.graphics.setShader(self.image_mask)
for k = 1, #self.bodies do for k = 1, #self.bodies do
if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
@ -141,6 +147,7 @@ function light_world:drawShadows(l,t,w,h,s)
end end
love.graphics.setShader() love.graphics.setShader()
end) end)
love.graphics.setStencilTest("equal", 0)
for k = 1, #self.bodies do for k = 1, #self.bodies do
if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
self.bodies[k]:drawShadow(light) self.bodies[k]:drawShadow(light)
@ -149,12 +156,12 @@ function light_world:drawShadows(l,t,w,h,s)
end) end)
-- draw scene for this light using normals and shadowmap -- draw scene for this light using normals and shadowmap
self.shadowShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0}) self.shadowShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0})
self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0}) self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (light.y + t/s) * s, (light.z * 10) / 255.0})
self.shadowShader:send('lightRange',{light.range * s}) self.shadowShader:send('lightRange',{light.range * s})
self.shadowShader:send("lightSmooth", light.smooth) self.shadowShader:send("lightSmooth", light.smooth)
self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength}) self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
util.drawCanvasToCanvas(self.shadowMap, self.shadow_buffer, { util.drawCanvasToCanvas(self.shadowMap, self.shadow_buffer, {
blendmode = 'additive', blendmode = 'add',
shader = self.shadowShader, shader = self.shadowShader,
stencil = function() stencil = function()
local angle = light.direction - (light.angle / 2.0) local angle = light.direction - (light.angle / 2.0)
@ -166,13 +173,14 @@ function light_world:drawShadows(l,t,w,h,s)
-- add in ambient color -- add in ambient color
util.drawto(self.shadow_buffer, l, t, s, function() util.drawto(self.shadow_buffer, l, t, s, function()
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("add")
love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]}) love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
love.graphics.rectangle("fill", -l/s, -t/s, w/s,h/s) love.graphics.rectangle("fill", -l/s, -t/s, w/s,h/s)
end) end)
self.post_shader:drawBlur(self.shadow_buffer, {self.shadowBlur}) self.post_shader:drawBlur(self.shadow_buffer, {self.shadowBlur})
util.drawCanvasToCanvas(self.shadow_buffer, self.render_buffer, {blendmode = "multiplicative"}) util.drawCanvasToCanvas(self.shadow_buffer, self.render_buffer, {blendmode = "multiply"})
love.graphics.setStencilTest()
end end
-- draw material -- draw material
@ -198,7 +206,9 @@ function light_world:drawGlow(l,t,w,h,s)
local has_glow = false local has_glow = false
-- create glow map -- create glow map
self.glowMap:clear(0, 0, 0) love.graphics.setCanvas( self.glowMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.glowMap, l, t, s, function() util.drawto(self.glowMap, l, t, s, function()
for i = 1, #self.bodies do for i = 1, #self.bodies do
if self.bodies[i]:isVisible() and self.bodies[i].glowStrength > 0.0 then if self.bodies[i]:isVisible() and self.bodies[i].glowStrength > 0.0 then
@ -210,13 +220,15 @@ function light_world:drawGlow(l,t,w,h,s)
if has_glow then if has_glow then
self.post_shader:drawBlur(self.glowMap, {self.glowBlur}) self.post_shader:drawBlur(self.glowMap, {self.glowBlur})
util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "additive"}) util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "add"})
end end
end end
-- draw refraction -- draw refraction
function light_world:drawRefraction(l,t,w,h,s) function light_world:drawRefraction(l,t,w,h,s)
-- create refraction map -- create refraction map
self.refractionMap:clear() love.graphics.setCanvas( self.refractionMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.refractionMap, l, t, s, function() util.drawto(self.refractionMap, l, t, s, function()
for i = 1, #self.bodies do for i = 1, #self.bodies do
if self.bodies[i]:isVisible() then if self.bodies[i]:isVisible() then
@ -233,7 +245,9 @@ end
-- draw reflection -- draw reflection
function light_world:drawReflection(l,t,w,h,s) function light_world:drawReflection(l,t,w,h,s)
-- create reflection map -- create reflection map
self.reflectionMap:clear(0, 0, 0) love.graphics.setCanvas( self.reflectionMap )
love.graphics.clear()
love.graphics.setCanvas()
util.drawto(self.reflectionMap, l, t, s, function() util.drawto(self.reflectionMap, l, t, s, function()
for i = 1, #self.bodies do for i = 1, #self.bodies do
if self.bodies[i]:isVisible() then if self.bodies[i]:isVisible() then

View File

@ -52,7 +52,7 @@ local function new()
end end
function post_shader:refreshScreenSize(w, h) function post_shader:refreshScreenSize(w, h)
w, h = w or love.window.getWidth(), h or love.window.getHeight() w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
self.back_buffer = love.graphics.newCanvas(w, h) self.back_buffer = love.graphics.newCanvas(w, h)
end end

View File

@ -1,7 +1,11 @@
local util = {} local util = {}
--TODO: the whole stencil/canvas system should be reviewed since it has been changed in a naive way
function util.process(canvas, options) function util.process(canvas, options)
util.drawCanvasToCanvas(canvas, canvas, options) --TODO: now you cannot draw a canvas to itself
temp = love.graphics.newCanvas()
util.drawCanvasToCanvas(canvas, temp, options)
util.drawCanvasToCanvas(temp, canvas, options)
end end
function util.drawCanvasToCanvas(canvas, other_canvas, options) function util.drawCanvasToCanvas(canvas, other_canvas, options)
@ -15,28 +19,30 @@ function util.drawCanvasToCanvas(canvas, other_canvas, options)
love.graphics.setShader(options["shader"]) love.graphics.setShader(options["shader"])
end end
if options["stencil"] then if options["stencil"] then
love.graphics.setStencil(options["stencil"]) love.graphics.stencil(options["stencil"])
love.graphics.setStencilTest("greater",0)
end end
if options["istencil"] then if options["istencil"] then
love.graphics.setInvertedStencil(options["istencil"]) love.graphics.stencil(options["istencil"])
love.graphics.setStencilTest("equal", 0)
end end
if options["color"] then if options["color"] then
love.graphics.setColor(unpack(options["color"])) love.graphics.setColor(unpack(options["color"]))
else else
love.graphics.setColor(255,255,255) love.graphics.setColor(255,255,255)
end end
love.graphics.draw(canvas,0,0) if love.graphics.getCanvas() ~= canvas then
love.graphics.draw(canvas,0,0)
end
if options["blendmode"] then if options["blendmode"] then
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
end end
if options["shader"] then if options["shader"] then
love.graphics.setShader() love.graphics.setShader()
end end
if options["stencil"] then if options["stencil"] or options["istencil"] then
love.graphics.setStencil() --love.graphics.setInvertedStencil()
end love.graphics.setStencilTest()
if options["istencil"] then
love.graphics.setInvertedStencil()
end end
end) end)
end end

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@ -5,7 +5,6 @@
-- All examples in one application! Yaay! -- All examples in one application! Yaay!
-- --
-- Updated by Dresenpai -- Updated by Dresenpai
require "lib/postshader" require "lib/postshader"
local LightWorld = require "lib" local LightWorld = require "lib"
local ProFi = require 'examples.vendor.ProFi' local ProFi = require 'examples.vendor.ProFi'
@ -17,8 +16,8 @@ exf.available = {}
function love.load() function love.load()
exf.list = List:new() exf.list = List:new()
exf.smallfont = love.graphics.newFont(love._vera_ttf,12) exf.smallfont = love.graphics.newFont(12)
exf.bigfont = love.graphics.newFont(love._vera_ttf, 24) exf.bigfont = love.graphics.newFont(24)
exf.list.font = exf.smallfont exf.list.font = exf.smallfont
exf.bigball = love.graphics.newImage("examples/gfx/love-big-ball.png") exf.bigball = love.graphics.newImage("examples/gfx/love-big-ball.png")
@ -65,7 +64,7 @@ function exf.draw()
love.graphics.setBackgroundColor(0, 0, 0) love.graphics.setBackgroundColor(0, 0, 0)
love.graphics.setColor(48, 156, 225) love.graphics.setColor(48, 156, 225)
love.graphics.rectangle("fill", 0, 0, love.window.getWidth(), love.window.getHeight()) love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setColor(255, 255, 255, 191) love.graphics.setColor(255, 255, 255, 191)
love.graphics.setFont(exf.bigfont) love.graphics.setFont(exf.bigfont)
@ -281,7 +280,7 @@ end
function List:mousepressed(mx, my, b) function List:mousepressed(mx, my, b)
if self:hasBar() then if self:hasBar() then
if b == "l" then if b == 1 then
local x, y, w, h = self:getBarRect() local x, y, w, h = self:getBarRect()
if inside(mx, my, x, y, w, h) then if inside(mx, my, x, y, w, h) then
self.bar_lock = { x = mx, y = my } self.bar_lock = { x = mx, y = my }
@ -304,7 +303,7 @@ function List:mousepressed(mx, my, b)
end end
end end
if b == "l" and inside(mx, my, self.x+2, self.y+1, self.width-3, self.height-3) then if b == 1 and inside(mx, my, self.x+2, self.y+1, self.width-3, self.height-3) then
local tx, ty = mx-self.x, my + self:getOffset() - self.y local tx, ty = mx-self.x, my + self:getOffset() - self.y
local index = math.floor((ty/self.sum_item_height)*self.items.n) local index = math.floor((ty/self.sum_item_height)*self.items.n)
local i = self.items[index+1] local i = self.items[index+1]
@ -317,7 +316,7 @@ end
function List:mousereleased(x, y, b) function List:mousereleased(x, y, b)
if self:hasBar() then if self:hasBar() then
if b == "l" then if b == 1 then
self.bar_lock = nil self.bar_lock = nil
end end
end end