Add pixel selfshadows on images with normal maps

This commit is contained in:
Marcus Ihde 2014-03-05 06:51:33 +01:00
parent d1b1b3e0fa
commit f23b66b7cd
11 changed files with 358 additions and 46 deletions

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227
light.lua
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@ -1,6 +1,7 @@
LOVE_LIGHT_CURRENT = nil
LOVE_LIGHT_CIRCLE = nil
LOVE_LIGHT_POLY = nil
LOVE_LIGHT_IMAGE = nil
LOVE_LIGHT_LAST_BUFFER = nil
LOVE_LIGHT_BLURV = love.graphics.newShader("shader/blurv.glsl")
@ -13,11 +14,15 @@ function love.light.newWorld()
local o = {}
o.lights = {}
o.ambient = {0, 0, 0}
o.poly = {}
o.circle = {}
o.poly = {}
o.img = {}
o.shadow = love.graphics.newCanvas()
o.shine = love.graphics.newCanvas()
o.shader = love.graphics.newShader("shader/light.glsl")
o.pixelShadow = love.graphics.newCanvas()
o.pixelShadow2 = love.graphics.newCanvas()
o.shader = love.graphics.newShader("shader/poly_shadow.glsl")
o.shader2 = love.graphics.newShader("shader/pixel_self_shadow.glsl")
o.changed = true
o.blur = true
-- update
@ -34,8 +39,9 @@ function love.light.newWorld()
end
local lightsOnScreen = 0
LOVE_LIGHT_POLY = o.poly
LOVE_LIGHT_CIRCLE = o.circle
LOVE_LIGHT_POLY = o.poly
LOVE_LIGHT_IMAGE = o.img
for i = 1, #o.lights do
if o.lights[i].changed or o.changed then
local curLightX = o.lights[i].x
@ -88,6 +94,7 @@ function love.light.newWorld()
end
end
-- update shadow
love.graphics.setShader()
if not o.changed then
love.graphics.setCanvas(o.shadow)
@ -102,8 +109,9 @@ function love.light.newWorld()
end
end
-- update shine
love.graphics.setCanvas(o.shine)
love.graphics.setColor(0,0,0)
love.graphics.setColor(unpack(o.ambient))
love.graphics.setBlendMode("alpha")
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setColor(255,255,255)
@ -112,6 +120,50 @@ function love.light.newWorld()
love.graphics.draw(o.lights[i].shine)
end
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("alpha")
o.pixelShadow:clear()
math.randomseed(2)
love.graphics.setShader()
love.graphics.setCanvas(o.pixelShadow)
for i = 1, #o.img do
if o.img[i].normal then
love.graphics.draw(o.img[i].normal, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
end
end
-- update pixel shadow
o.pixelShadow2:clear()
love.graphics.setCanvas(o.pixelShadow2)
love.graphics.setBlendMode("additive")
love.graphics.setShader(o.shader2)
local curLightAmbient = {
o.ambient[1] / 255.0,
o.ambient[2] / 255.0,
o.ambient[3] / 255.0
}
for i = 1, #o.lights do
local curLightColor = {
o.lights[i].red / 255.0,
o.lights[i].green / 255.0,
o.lights[i].blue / 255.0
}
o.shader2:send("lightPosition", {o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, 16})
o.shader2:send("lightRange", {o.lights[i].range})
o.shader2:send("lightColor", curLightColor)
o.shader2:send("lightAmbient", curLightAmbient)
o.shader2:send("lightSmooth", {o.lights[i].smooth})
love.graphics.draw(o.pixelShadow)
end
love.graphics.setShader()
o.pixelShadow:clear(255, 255, 255)
love.graphics.setCanvas(o.pixelShadow)
love.graphics.setBlendMode("alpha")
love.graphics.draw(o.pixelShadow2)
love.graphics.setShader()
love.graphics.setBlendMode("alpha")
love.graphics.setStencil()
@ -142,7 +194,6 @@ function love.light.newWorld()
love.graphics.setBlendMode("alpha")
end
end
-- draw shine
o.drawShine = function()
love.graphics.setColor(255, 255, 255)
@ -151,6 +202,29 @@ function love.light.newWorld()
love.graphics.draw(o.shine)
love.graphics.setBlendMode("alpha")
end
-- draw pixel shadow
o.drawPixelShadow = function()
love.graphics.setColor(255, 255, 255)
if o.blur and false then
LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(o.pixelShadow)
love.graphics.setShader(LOVE_LIGHT_BLURV)
love.graphics.draw(o.pixelShadow)
love.graphics.setShader(LOVE_LIGHT_BLURH)
love.graphics.draw(o.pixelShadow)
love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
love.graphics.setBlendMode("multiplicative")
love.graphics.setShader()
love.graphics.draw(o.pixelShadow)
love.graphics.setBlendMode("alpha")
else
love.graphics.setBlendMode("multiplicative")
love.graphics.setShader()
love.graphics.draw(o.pixelShadow)
love.graphics.setBlendMode("alpha")
end
end
-- new light
o.newLight = function(x, y, red, green, blue, range)
o.lights[#o.lights + 1] = love.light.newLight(o, x, y, red, green, blue, range)
@ -165,6 +239,7 @@ function love.light.newWorld()
o.clearObjects = function()
o.poly = {}
o.circle = {}
o.img = {}
end
-- set ambient color
o.setAmbientColor = function(red, green, blue)
@ -199,6 +274,10 @@ function love.light.newWorld()
o.newPolygon = function(...)
return love.light.newPolygon(o, ...)
end
-- new image
o.newImage = function(img, x, y, width, height, ox, oy)
return love.light.newImage(o, img, x, y, width, height, ox, oy)
end
-- set polygon data
o.setPoints = function(n, ...)
o.poly[n].data = {...}
@ -238,6 +317,7 @@ function love.light.newLight(p, x, y, red, green, blue, range)
o.shine = love.graphics.newCanvas()
o.x = x
o.y = y
o.z = 1
o.red = red
o.green = green
o.blue = blue
@ -351,6 +431,14 @@ function love.light.newRectangle(p, x, y, w, h)
o.shine = b
p.changed = true
end
-- get x
o.getX = function()
return o.x
end
-- get y
o.getY = function()
return o.y
end
-- get type
o.getType = function()
return "rectangle"
@ -384,6 +472,16 @@ function love.light.newCircle(p, x, y, radius)
p.changed = true
end
end
-- set shadow on/off
o.setShadow = function(b)
o.castsNoShadow = not b
p.changed = true
end
-- set shine on/off
o.setShine = function(b)
o.shine = b
p.changed = true
end
-- get x
o.getX = function()
return o.x
@ -421,6 +519,16 @@ function love.light.newPolygon(p, ...)
o.data = {...}
p.changed = true
end
-- set shadow on/off
o.setShadow = function(b)
o.castsNoShadow = not b
p.changed = true
end
-- set shine on/off
o.setShine = function(b)
o.shine = b
p.changed = true
end
-- get polygon data
o.getPoints = function()
return unpack(o.data)
@ -433,6 +541,87 @@ function love.light.newPolygon(p, ...)
return o
end
-- image object
function love.light.newImage(p, img, x, y, width, height, ox, oy)
local o = {}
p.poly[#p.poly + 1] = o
p.img[#p.img + 1] = o
o.id = #p.img
o.img = img
o.normal = nil
o.x = x
o.y = y
o.width = width or img:getWidth()
o.height = height or img:getHeight()
o.ox = o.width / 2.0
o.oy = o.height / 2.0
o.ox2 = ox or o.width / 2.0
o.oy2 = oy or o.height / 2.0
o.shine = true
p.changed = true
o.data = {
o.x - o.ox,
o.y - o.oy,
o.x - o.ox + o.width,
o.y - o.oy,
o.x - o.ox + o.width,
o.y - o.oy + o.height,
o.x - o.ox,
o.y - o.oy + o.height
}
-- refresh
o.refresh = function()
o.data[1] = o.x - o.ox
o.data[2] = o.y - o.oy
o.data[3] = o.x - o.ox + o.width
o.data[4] = o.y - o.oy
o.data[5] = o.x - o.ox + o.width
o.data[6] = o.y - o.oy + o.height
o.data[7] = o.x - o.ox
o.data[8] = o.y - o.oy + o.height
end
-- set position
o.setPosition = function(x, y)
if x ~= o.x or y ~= o.y then
o.x = x
o.y = y
o.refresh()
p.changed = true
end
end
-- set dimension
o.setDimension = function(width, height)
o.width = width
o.height = height
o.refresh()
p.changed = true
end
-- set shadow on/off
o.setShadow = function(b)
o.castsNoShadow = not b
p.changed = true
end
-- set shine on/off
o.setShine = function(b)
o.shine = b
p.changed = true
end
-- set image
o.setImage = function(img)
o.img = img
end
-- set normal
o.setNormal = function(normal)
o.normal = normal
end
-- get type
o.getType = function()
return "image"
end
return o
end
-- vector functions
function normalize(v)
local len = math.sqrt(math.pow(v[1], 2) + math.pow(v[2], 2))
@ -452,7 +641,7 @@ function length(v)
return math.sqrt(lengthSqr(v))
end
function calculateShadows(lightsource, geometry, circle)
function calculateShadows(lightsource, geometry, circle, image)
local shadowGeometry = {}
local shadowLength = 10000
@ -532,26 +721,34 @@ end
shadowStencil = function()
local shadowGeometry = calculateShadows(LOVE_LIGHT_CURRENT, LOVE_LIGHT_POLY, LOVE_LIGHT_CIRCLE)
for i=1,#shadowGeometry do
for i = 1,#shadowGeometry do
love.graphics.polygon("fill", unpack(shadowGeometry[i]))
end
for i=1, #LOVE_LIGHT_POLY do
for i = 1, #LOVE_LIGHT_POLY do
love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
end
for i=1, #LOVE_LIGHT_CIRCLE do
for i = 1, #LOVE_LIGHT_CIRCLE do
love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].getX(), LOVE_LIGHT_CIRCLE[i].getY(), LOVE_LIGHT_CIRCLE[i].getRadius())
end
for i = 1, #LOVE_LIGHT_IMAGE do
--love.graphics.rectangle("fill", LOVE_LIGHT_IMAGE[i].x, LOVE_LIGHT_IMAGE[i].y, LOVE_LIGHT_IMAGE[i].width, LOVE_LIGHT_IMAGE[i].height)
end
end
polyStencil = function()
for i=1, #LOVE_LIGHT_POLY do
if LOVE_LIGHT_POLY[i].shine then
love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
end
end
for i=1, #LOVE_LIGHT_CIRCLE do
for i = 1, #LOVE_LIGHT_CIRCLE do
if LOVE_LIGHT_CIRCLE[i].shine then
love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].getX(), LOVE_LIGHT_CIRCLE[i].getY(), LOVE_LIGHT_CIRCLE[i].getRadius())
end
end
for i = 1, #LOVE_LIGHT_POLY do
if LOVE_LIGHT_POLY[i].shine then
love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
end
end
for i = 1, #LOVE_LIGHT_IMAGE do
if LOVE_LIGHT_IMAGE[i].shine then
--love.graphics.rectangle("fill", LOVE_LIGHT_IMAGE[i].x, LOVE_LIGHT_IMAGE[i].y, LOVE_LIGHT_IMAGE[i].width, LOVE_LIGHT_IMAGE[i].height)
end
end
end

147
main.lua
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@ -38,15 +38,23 @@ end
function love.load()
love.graphics.setBackgroundColor(0, 0, 0)
love.graphics.setDefaultFilter("nearest", "nearest")
quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth(), love.window.getHeight(), 32, 32)
imgFloor = love.graphics.newImage("floor.png")
imgFloor:setWrap("repeat", "repeat")
circle = love.graphics.newImage "circle.png"
circle_normal = love.graphics.newImage "circle_normal.png"
cone = love.graphics.newImage "cone.png"
cone_normal = love.graphics.newImage "cone_normal.png"
chest = love.graphics.newImage "chest.png"
chest_normal = love.graphics.newImage "chest_normal.png"
-- light world
lightRange = 400
lightSmooth = 1.0
lightWorld = love.light.newWorld()
lightWorld.setAmbientColor(15, 15, 15)
lightWorld.setAmbientColor(15, 15, 31)
mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange)
mouseLight.setGlowStrength(0.3)
@ -54,7 +62,7 @@ function love.load()
initScene()
helpOn = true
physicOn = true
physicOn = false
lightOn = true
gravityOn = 1
shadowBlurOn = true
@ -65,12 +73,16 @@ end
function love.update(dt)
love.window.setTitle("FPS:" .. love.timer.getFPS())
mouseLight.setPosition(love.mouse.getX(), love.mouse.getY())
mx = love.mouse.getX()
my = love.mouse.getY()
for i = 1, phyCnt do
if phyBody[i]:isAwake() then
if phyShape[i]:getType() == "polygon" then
if phyLight[i].getType() == "polygon" then
phyLight[i].setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints()))
else
elseif phyLight[i].getType() == "circle" then
phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
elseif phyLight[i].getType() == "image" then
phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
end
end
@ -128,7 +140,7 @@ function love.draw()
love.graphics.setColor(math.sin(i) * 255, math.cos(i) * 255, math.tan(i) * 255)
if phyLight[i].getType() == "polygon" then
love.graphics.polygon("fill", phyLight[i].getPoints())
else
elseif phyLight[i].getType() == "circle" then
love.graphics.circle("fill", phyLight[i].getX(), phyLight[i].getY(), phyLight[i].getRadius())
end
end
@ -138,25 +150,77 @@ function love.draw()
lightWorld.drawShine()
end
for i = 1, phyCnt do
love.graphics.setColor(191 + math.sin(i) * 63, 191 + math.cos(i) * 63, 191 + math.tan(i) * 63)
if phyLight[i].getType() == "image" then
love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ox2, phyLight[i].y - phyLight[i].oy2)
end
end
-- draw pixel shadow
lightWorld.drawPixelShadow()
-- draw help
if helpOn then
love.graphics.setColor(0, 0, 0, 191)
love.graphics.rectangle("fill", 8, 8, 210, 16 * 15)
love.graphics.setColor(255, 255, 255)
love.graphics.rectangle("fill", 8, 8, 210, 16 * 16)
love.graphics.setColor(0, 127, 255)
love.graphics.print("WASD: Move objects", 16, 16)
love.graphics.print("F1: Help on/off", 16, 32)
love.graphics.print("F2: Physic on/off", 16, 48)
love.graphics.print("F3: Light on/off", 16, 64)
love.graphics.print("F4: Clear objects", 16, 80)
love.graphics.print("F5: Clear lights", 16, 96)
love.graphics.print("F6: Gravity on/off", 16, 112)
love.graphics.print("F7: Shadowblur on/off", 16, 128)
love.graphics.print("F8: Bloom on/off", 16, 144)
love.graphics.print("F9: Texture on/off", 16, 160)
love.graphics.setColor(0, 255, 0)
love.graphics.print("F1: Help on", 16, 32)
if physicOn then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F2: Physic on", 16, 48)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F2: Physic off", 16, 48)
end
if lightOn then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F3: Light on", 16, 64)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F3: Light off", 16, 64)
end
if gravityOn == 1.0 then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F4: Gravity on", 16, 80)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F4: Gravity off", 16, 80)
end
if shadowBlurOn then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F5: Shadowblur on", 16, 96)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F5: Shadowblur off", 16, 96)
end
if bloomOn then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F6: Bloom on", 16, 112)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F6: Bloom off", 16, 112)
end
if textureOn then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F7: Texture on", 16, 128)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F7: Texture off", 16, 128)
end
love.graphics.setColor(255, 255, 255)
love.graphics.print("F11: Clear objects", 16, 144)
love.graphics.print("F12: Clear lights", 16, 160)
love.graphics.print("M.left: Add cube", 16, 176)
love.graphics.print("M.middle: Add light", 16, 192)
love.graphics.print("M.right: Add circle", 16, 208)
love.graphics.print("M.scroll: Change smooth", 16, 224)
love.graphics.print("1-3: Add image", 16, 240)
else
love.graphics.setColor(255, 255, 255, 63)
love.graphics.print("F1: Help", 8, 8)
end
-- draw shader
@ -215,22 +279,49 @@ function love.keypressed(k, u)
elseif k == "f3" then
lightOn = not lightOn
elseif k == "f4" then
gravityOn = 1 - gravityOn
physicWorld:setGravity(0, gravityOn * 9.81 * 64)
elseif k == "f5" then
shadowBlurOn = not shadowBlurOn
lightWorld.setBlur(shadowBlurOn)
elseif k == "f6" then
bloomOn = not bloomOn
elseif k == "f7" then
textureOn = not textureOn
elseif k == "f11" then
physicWorld:destroy()
lightWorld.clearObjects()
initScene()
elseif k == "f5" then
elseif k == "f12" then
lightWorld.clearLights()
mouseLight = lightWorld.newLight(0, 0, 127, 63, 0, lightRange)
mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange)
mouseLight.setGlowStrength(0.3)
elseif k == "f6" then
gravityOn = 1 - gravityOn
physicWorld:setGravity(0, gravityOn * 9.81 * 64)
elseif k == "f7" then
shadowBlurOn = not shadowBlurOn
lightWorld.setBlur(shadowBlurOn)
elseif k == "f8" then
bloomOn = not bloomOn
elseif k == "f9" then
textureOn = not textureOn
elseif k == "1" then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld.newImage(circle, mx, my)
phyLight[phyCnt].setNormal(circle_normal)
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 32)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif k == "2" then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld.newImage(cone, mx, my, 24, 12, 12, 28)
phyLight[phyCnt].setNormal(cone_normal)
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 25, 32)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif k == "3" then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld.newImage(chest, mx, my, 32, 24, 16, 36)
phyLight[phyCnt].setNormal(chest_normal)
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
end
end

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normal_palett.png Normal file

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@ -0,0 +1,24 @@
extern vec3 lightPosition;
extern float lightRange;
extern vec3 lightColor;
extern vec3 lightAmbient;
extern float lightSmooth;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec3 lightDirection = vec3(pixel_coords.xy, 0) - lightPosition.xyz;
float distance = length(lightDirection);
vec4 pixel = Texel(texture, texture_coords);
vec3 normal = vec3(pixel.x, 1 - pixel.y, pixel.z);
normal = mix(vec3(-1), vec3(1), normal);
float att = 1 - distance / lightRange;
if(distance < lightRange && pixel.a > 0.0) {
return vec4(vec3(clamp(1 - dot(normal, lightDirection), 0.0, 1.0)) * lightColor * pow(att, lightSmooth) + lightAmbient, 1.0);
} else if(pixel.a == 0.0) {
return vec4(0.0);
} else {
return vec4(0.0, 0.0, 0.0, 1.0);
}
}

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@ -1,7 +1,7 @@
extern vec3 lightPositionRange;
extern vec3 lightColor;
extern float smooth = 1.0;
extern vec2 glow = vec2(0.95, 0.2);
extern float smooth;
extern vec2 glow;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
vec4 pixel = Texel(texture, texture_coords);
@ -11,7 +11,7 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
if (distance <= lightPositionRange.z) {
if (glow.x < 1.0 && glow.y > 0.0) {
pixel.rgb = lightColor * pow(att, smooth) + pow(smoothstep(glow.x, 1.0, att), smooth) * glow.y;
pixel.rgb = clamp(lightColor * pow(att, smooth) + pow(smoothstep(glow.x, 1.0, att), smooth) * glow.y, 0.0, 1.0);
} else {
pixel.rgb = lightColor * pow(att, smooth);
}