mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
Add pixel selfshadows on images with normal maps
This commit is contained in:
parent
d1b1b3e0fa
commit
f23b66b7cd
BIN
chest_normal.png
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BIN
chest_normal.png
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After Width: | Height: | Size: 1.0 KiB |
BIN
circle.png
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circle.png
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After Width: | Height: | Size: 1.3 KiB |
BIN
circle_normal.png
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circle_normal.png
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After Width: | Height: | Size: 2.8 KiB |
BIN
cone_normal.png
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cone_normal.png
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After Width: | Height: | Size: 1.3 KiB |
227
light.lua
227
light.lua
@ -1,6 +1,7 @@
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LOVE_LIGHT_CURRENT = nil
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LOVE_LIGHT_CIRCLE = nil
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LOVE_LIGHT_POLY = nil
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LOVE_LIGHT_IMAGE = nil
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LOVE_LIGHT_LAST_BUFFER = nil
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LOVE_LIGHT_BLURV = love.graphics.newShader("shader/blurv.glsl")
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@ -13,11 +14,15 @@ function love.light.newWorld()
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local o = {}
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o.lights = {}
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o.ambient = {0, 0, 0}
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o.poly = {}
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o.circle = {}
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o.poly = {}
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o.img = {}
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o.shadow = love.graphics.newCanvas()
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o.shine = love.graphics.newCanvas()
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o.shader = love.graphics.newShader("shader/light.glsl")
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o.pixelShadow = 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.shader2 = love.graphics.newShader("shader/pixel_self_shadow.glsl")
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o.changed = true
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o.blur = true
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-- update
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@ -34,8 +39,9 @@ function love.light.newWorld()
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end
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local lightsOnScreen = 0
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LOVE_LIGHT_POLY = o.poly
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LOVE_LIGHT_CIRCLE = o.circle
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LOVE_LIGHT_POLY = o.poly
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LOVE_LIGHT_IMAGE = o.img
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for i = 1, #o.lights do
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if o.lights[i].changed or o.changed then
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local curLightX = o.lights[i].x
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@ -88,6 +94,7 @@ function love.light.newWorld()
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end
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end
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-- update shadow
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love.graphics.setShader()
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if not o.changed then
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love.graphics.setCanvas(o.shadow)
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@ -102,8 +109,9 @@ function love.light.newWorld()
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end
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end
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-- update shine
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love.graphics.setCanvas(o.shine)
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love.graphics.setColor(0,0,0)
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love.graphics.setColor(unpack(o.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255,255,255)
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@ -112,6 +120,50 @@ function love.light.newWorld()
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love.graphics.draw(o.lights[i].shine)
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end
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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o.pixelShadow:clear()
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math.randomseed(2)
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love.graphics.setShader()
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love.graphics.setCanvas(o.pixelShadow)
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for i = 1, #o.img do
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if o.img[i].normal then
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love.graphics.draw(o.img[i].normal, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
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end
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end
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-- update pixel shadow
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o.pixelShadow2:clear()
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love.graphics.setCanvas(o.pixelShadow2)
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love.graphics.setBlendMode("additive")
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love.graphics.setShader(o.shader2)
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local curLightAmbient = {
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o.ambient[1] / 255.0,
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o.ambient[2] / 255.0,
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o.ambient[3] / 255.0
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}
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for i = 1, #o.lights do
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local curLightColor = {
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o.lights[i].red / 255.0,
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o.lights[i].green / 255.0,
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o.lights[i].blue / 255.0
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}
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o.shader2:send("lightPosition", {o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, 16})
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o.shader2:send("lightRange", {o.lights[i].range})
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o.shader2:send("lightColor", curLightColor)
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o.shader2:send("lightAmbient", curLightAmbient)
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o.shader2:send("lightSmooth", {o.lights[i].smooth})
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love.graphics.draw(o.pixelShadow)
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end
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love.graphics.setShader()
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o.pixelShadow:clear(255, 255, 255)
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love.graphics.setCanvas(o.pixelShadow)
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love.graphics.setBlendMode("alpha")
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love.graphics.draw(o.pixelShadow2)
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love.graphics.setShader()
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil()
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@ -142,7 +194,6 @@ function love.light.newWorld()
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love.graphics.setBlendMode("alpha")
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end
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end
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-- draw shine
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o.drawShine = function()
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love.graphics.setColor(255, 255, 255)
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@ -151,6 +202,29 @@ function love.light.newWorld()
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love.graphics.draw(o.shine)
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love.graphics.setBlendMode("alpha")
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end
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-- draw pixel shadow
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o.drawPixelShadow = function()
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love.graphics.setColor(255, 255, 255)
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if o.blur and false then
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LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas(o.pixelShadow)
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love.graphics.setShader(LOVE_LIGHT_BLURV)
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love.graphics.draw(o.pixelShadow)
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love.graphics.setShader(LOVE_LIGHT_BLURH)
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love.graphics.draw(o.pixelShadow)
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love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.pixelShadow)
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love.graphics.setBlendMode("alpha")
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else
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.pixelShadow)
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love.graphics.setBlendMode("alpha")
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end
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end
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-- new light
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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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@ -165,6 +239,7 @@ function love.light.newWorld()
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o.clearObjects = function()
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o.poly = {}
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o.circle = {}
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o.img = {}
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end
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-- set ambient color
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o.setAmbientColor = function(red, green, blue)
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@ -199,6 +274,10 @@ function love.light.newWorld()
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o.newPolygon = function(...)
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return love.light.newPolygon(o, ...)
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end
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-- new image
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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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end
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-- set polygon data
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o.setPoints = function(n, ...)
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o.poly[n].data = {...}
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@ -238,6 +317,7 @@ function love.light.newLight(p, x, y, red, green, blue, range)
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o.shine = love.graphics.newCanvas()
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o.x = x
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o.y = y
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o.z = 1
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o.red = red
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o.green = green
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o.blue = blue
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@ -351,6 +431,14 @@ function love.light.newRectangle(p, x, y, w, h)
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o.shine = b
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p.changed = true
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end
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-- get x
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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
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o.getY = function()
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return o.y
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end
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-- get type
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o.getType = function()
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return "rectangle"
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@ -384,6 +472,16 @@ function love.light.newCircle(p, x, y, radius)
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p.changed = true
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end
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end
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-- set shadow on/off
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o.setShadow = function(b)
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o.castsNoShadow = not b
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p.changed = true
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end
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-- set shine on/off
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o.setShine = function(b)
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o.shine = b
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p.changed = true
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end
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-- get x
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o.getX = function()
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return o.x
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@ -421,6 +519,16 @@ function love.light.newPolygon(p, ...)
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o.data = {...}
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p.changed = true
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end
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-- set shadow on/off
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o.setShadow = function(b)
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o.castsNoShadow = not b
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p.changed = true
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end
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-- set shine on/off
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o.setShine = function(b)
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o.shine = b
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p.changed = true
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end
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-- get polygon data
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o.getPoints = function()
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return unpack(o.data)
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@ -433,6 +541,87 @@ function love.light.newPolygon(p, ...)
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return o
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end
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-- image object
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function love.light.newImage(p, img, x, y, width, height, ox, oy)
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local o = {}
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p.poly[#p.poly + 1] = o
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p.img[#p.img + 1] = o
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o.id = #p.img
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o.img = img
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o.normal = nil
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o.x = x
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o.y = y
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o.width = width or img:getWidth()
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o.height = height or img: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.ox2 = ox or o.width / 2.0
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o.oy2 = oy or o.height / 2.0
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o.shine = true
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p.changed = true
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o.data = {
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o.x - o.ox,
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o.y - o.oy,
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o.x - o.ox + o.width,
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o.y - o.oy,
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o.x - o.ox + o.width,
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o.y - o.oy + o.height,
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o.x - o.ox,
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o.y - o.oy + o.height
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}
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-- refresh
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o.refresh = function()
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o.data[1] = o.x - o.ox
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o.data[2] = o.y - o.oy
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o.data[3] = o.x - o.ox + o.width
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o.data[4] = o.y - o.oy
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o.data[5] = o.x - o.ox + o.width
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o.data[6] = o.y - o.oy + o.height
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o.data[7] = o.x - o.ox
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o.data[8] = o.y - o.oy + o.height
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end
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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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o.refresh()
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p.changed = true
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end
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end
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-- set dimension
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o.setDimension = function(width, height)
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o.width = width
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o.height = height
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o.refresh()
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p.changed = true
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end
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-- set shadow on/off
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o.setShadow = function(b)
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o.castsNoShadow = not b
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p.changed = true
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end
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-- set shine on/off
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o.setShine = function(b)
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o.shine = b
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p.changed = true
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end
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-- set image
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o.setImage = function(img)
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o.img = img
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end
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-- set normal
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o.setNormal = function(normal)
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o.normal = normal
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end
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-- get type
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o.getType = function()
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return "image"
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end
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return o
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end
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-- vector functions
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function normalize(v)
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local len = math.sqrt(math.pow(v[1], 2) + math.pow(v[2], 2))
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@ -452,7 +641,7 @@ function length(v)
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return math.sqrt(lengthSqr(v))
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end
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function calculateShadows(lightsource, geometry, circle)
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function calculateShadows(lightsource, geometry, circle, image)
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local shadowGeometry = {}
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local shadowLength = 10000
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@ -532,26 +721,34 @@ end
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shadowStencil = function()
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local shadowGeometry = calculateShadows(LOVE_LIGHT_CURRENT, LOVE_LIGHT_POLY, LOVE_LIGHT_CIRCLE)
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for i=1,#shadowGeometry do
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for i = 1,#shadowGeometry do
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love.graphics.polygon("fill", unpack(shadowGeometry[i]))
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end
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for i=1, #LOVE_LIGHT_POLY do
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for i = 1, #LOVE_LIGHT_POLY do
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love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
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end
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for i=1, #LOVE_LIGHT_CIRCLE do
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for i = 1, #LOVE_LIGHT_CIRCLE do
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love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].getX(), LOVE_LIGHT_CIRCLE[i].getY(), LOVE_LIGHT_CIRCLE[i].getRadius())
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end
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for i = 1, #LOVE_LIGHT_IMAGE do
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--love.graphics.rectangle("fill", LOVE_LIGHT_IMAGE[i].x, LOVE_LIGHT_IMAGE[i].y, LOVE_LIGHT_IMAGE[i].width, LOVE_LIGHT_IMAGE[i].height)
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end
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end
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polyStencil = function()
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for i=1, #LOVE_LIGHT_POLY do
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if LOVE_LIGHT_POLY[i].shine then
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love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
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end
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end
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for i=1, #LOVE_LIGHT_CIRCLE do
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for i = 1, #LOVE_LIGHT_CIRCLE do
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if LOVE_LIGHT_CIRCLE[i].shine then
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love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].getX(), LOVE_LIGHT_CIRCLE[i].getY(), LOVE_LIGHT_CIRCLE[i].getRadius())
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end
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end
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for i = 1, #LOVE_LIGHT_POLY do
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if LOVE_LIGHT_POLY[i].shine then
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love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
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end
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end
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for i = 1, #LOVE_LIGHT_IMAGE do
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if LOVE_LIGHT_IMAGE[i].shine then
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--love.graphics.rectangle("fill", LOVE_LIGHT_IMAGE[i].x, LOVE_LIGHT_IMAGE[i].y, LOVE_LIGHT_IMAGE[i].width, LOVE_LIGHT_IMAGE[i].height)
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end
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end
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end
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147
main.lua
147
main.lua
@ -38,15 +38,23 @@ end
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function love.load()
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love.graphics.setBackgroundColor(0, 0, 0)
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love.graphics.setDefaultFilter("nearest", "nearest")
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quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth(), love.window.getHeight(), 32, 32)
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imgFloor = love.graphics.newImage("floor.png")
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imgFloor:setWrap("repeat", "repeat")
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circle = love.graphics.newImage "circle.png"
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circle_normal = love.graphics.newImage "circle_normal.png"
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cone = love.graphics.newImage "cone.png"
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cone_normal = love.graphics.newImage "cone_normal.png"
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chest = love.graphics.newImage "chest.png"
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chest_normal = love.graphics.newImage "chest_normal.png"
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-- light world
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lightRange = 400
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lightSmooth = 1.0
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lightWorld = love.light.newWorld()
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lightWorld.setAmbientColor(15, 15, 15)
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lightWorld.setAmbientColor(15, 15, 31)
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mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange)
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mouseLight.setGlowStrength(0.3)
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@ -54,7 +62,7 @@ function love.load()
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initScene()
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helpOn = true
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physicOn = true
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physicOn = false
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lightOn = true
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gravityOn = 1
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shadowBlurOn = true
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@ -65,12 +73,16 @@ end
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function love.update(dt)
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love.window.setTitle("FPS:" .. love.timer.getFPS())
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mouseLight.setPosition(love.mouse.getX(), love.mouse.getY())
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mx = love.mouse.getX()
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my = love.mouse.getY()
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for i = 1, phyCnt do
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if phyBody[i]:isAwake() then
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if phyShape[i]:getType() == "polygon" then
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if phyLight[i].getType() == "polygon" then
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phyLight[i].setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints()))
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else
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elseif phyLight[i].getType() == "circle" then
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phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
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elseif phyLight[i].getType() == "image" then
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phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY())
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end
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end
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@ -128,7 +140,7 @@ function love.draw()
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love.graphics.setColor(math.sin(i) * 255, math.cos(i) * 255, math.tan(i) * 255)
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if phyLight[i].getType() == "polygon" then
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love.graphics.polygon("fill", phyLight[i].getPoints())
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else
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elseif phyLight[i].getType() == "circle" then
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love.graphics.circle("fill", phyLight[i].getX(), phyLight[i].getY(), phyLight[i].getRadius())
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end
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end
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@ -138,25 +150,77 @@ function love.draw()
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lightWorld.drawShine()
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end
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for i = 1, phyCnt do
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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
|
BIN
normal_palett.png
Normal file
BIN
normal_palett.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 9.5 KiB |
24
shader/pixel_self_shadow.glsl
Normal file
24
shader/pixel_self_shadow.glsl
Normal file
@ -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);
|
||||
}
|
||||
}
|
@ -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);
|
||||
}
|
Loading…
Reference in New Issue
Block a user