got the start of a shader that will do normal shading and shine at the same time, I will throw in a shadow map there too and it will do it all in one pass

This commit is contained in:
Tim Anema 2014-11-29 14:52:05 -05:00
parent aa3675d7ad
commit f56ef4a197
6 changed files with 166 additions and 15 deletions

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@ -1,5 +1,6 @@
-- Example: Short Example
local LightWorld = require "lib"
local normal_map = require "lib/normal_map"
function love.load()
testShader = 0

59
examples/test.lua Normal file
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@ -0,0 +1,59 @@
-- Example: normal map generation testing
local LightWorld = require "lib"
local util = require "lib/util"
local normal_map = require "lib/normal_map"
function love.load()
z = 1
lightWorld = LightWorld({
drawBackground = drawBackground,
drawForeground = drawForeground,
ambient = {55,55,55},
refractionStrength = 32.0,
reflectionVisibility = 0.75,
})
-- create light
lightMouse = lightWorld:newLight(0, 0, 255, 127, 63, 300)
lightMouse:setGlowStrength(0.3)
radius = 50
circle_canvas = love.graphics.newCanvas(radius*2, radius*2)
util.drawto(circle_canvas, 0, 0, 1, function()
love.graphics.circle('fill', radius, radius, radius)
end)
circle_image = love.graphics.newImage(circle_canvas:getImageData())
local t = lightWorld:newImage(circle_image, 150, 150)
t:setNormalMap(normal_map.generateFlat(circle_image, "top"))
t:setShadowType('circle', 50)
end
function love.mousepressed(x, y, c)
if c == "wu" then
z = z + 1
elseif c == "wd" then
z = z - 1
end
end
function love.update(dt)
love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")")
lightMouse:setPosition(love.mouse.getX(), love.mouse.getY(), z)
end
function love.draw()
lightWorld:draw()
end
function drawBackground(l,t,w,h)
love.graphics.setColor(255, 255, 255)
love.graphics.rectangle("fill", l, t, w, h)
end
function drawForeground(l,t,w,h)
love.graphics.setColor(0, 255, 0)
love.graphics.circle('fill', 150, 150, 50)
end

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@ -101,10 +101,10 @@ function light_world:draw(l,t,s)
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
util.drawto(self.render_buffer, l, t, s, function()
self.drawBackground( l,t,w,h,s)
self:drawShadow( l,t,w,h,s)
--self:drawShadow( l,t,w,h,s)
self.drawForeground( l,t,w,h,s)
self:drawMaterial( l,t,w,h,s)
self:drawShine( l,t,w,h,s)
--self:drawShine( l,t,w,h,s)
self:drawNormalShading( l,t,w,h,s)
self:drawGlow( l,t,w,h,s)
self:drawRefraction( l,t,w,h,s)

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@ -7,6 +7,7 @@ local light = class()
light.shineShader = love.graphics.newShader(_PACKAGE.."/shaders/shine.glsl")
light.normalShader = love.graphics.newShader(_PACKAGE.."/shaders/normal.glsl")
light.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl")
function light:init(x, y, r, g, b, range)
self.direction = 0
@ -32,6 +33,7 @@ function light:refresh(w, h)
self.shadow = love.graphics.newCanvas(w, h)
self.shine = love.graphics.newCanvas(w, h)
self.normalShader:send('screenResolution', {w, h})
self.shadowShader:send('screenResolution', {w, h})
end
-- set position
@ -200,14 +202,15 @@ end
function light:drawNormalShading(l,t,w,h,s, normalMap, canvas)
if self.visible and self:inRange(l,t,w,h,s) then
self.normalShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
self.normalShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, (self.z * 10) / 255.0})
self.normalShader:send('lightRange',{self.range})
self.normalShader:send("lightSmooth", self.smooth)
self.normalShader:send("lightAngle", math.pi - self.angle / 2.0)
self.normalShader:send("lightDirection", self.direction)
self.normalShader:send("invert_normal", self.normalInvert == true)
util.drawCanvasToCanvas(normalMap, canvas, {shader = self.normalShader})
self.shadowShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
self.shadowShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, (self.z * 10) / 255.0})
self.shadowShader:send('lightRange',{self.range})
self.shadowShader:send("lightSmooth", self.smooth)
self.shadowShader:send("lightGlow", {1.0 - self.glowSize, self.glowStrength})
self.shadowShader:send("lightAngle", math.pi - self.angle / 2.0)
self.shadowShader:send("lightDirection", self.direction)
self.shadowShader:send("invert_normal", self.normalInvert == true)
util.drawCanvasToCanvas(normalMap, canvas, {shader = self.shadowShader})
end
end

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@ -64,12 +64,10 @@ function normal_map.generateFlat(img, mode)
color = {223, 0, 127}
end
for i = 0, self.imgHeight - 1 do
for k = 0, self.imgWidth - 1 do
for i = 0, img:getHeight() - 1 do
for k = 0, img:getWidth() - 1 do
local r, g, b, a = imgData:getPixel(k, i)
if a > 0 then
imgNormalData:setPixel(k, i, color[1], color[2], color[3], 255)
end
imgNormalData:setPixel(k, i, color[1], color[2], color[3], a)
end
end

90
lib/shaders/shadow.glsl Normal file
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@ -0,0 +1,90 @@
#define PI 3.1415926535897932384626433832795
extern vec2 screenResolution;
extern vec3 lightPosition;
extern vec3 lightColor;
extern float lightRange;
extern float lightSmooth;
extern vec2 lightGlow;
extern float lightDirection;
extern float lightAngle;
extern bool invert_normal;
float getHeightAt(Image texture, vec2 texture_coords) {
vec4 pixel = Texel(texture, texture_coords);
if(pixel.a > 0.0){
return 0.0;
} else {
return pixel.g;
}
}
bool is_in_shadow(Image texture, vec2 texture_coords, vec3 lightPosition, vec2 pixel_coords) {
vec3 coords = vec3(pixel_coords, 0.0);
vec3 lightVec = normalize(lightPosition - coords);
float startHeight = getHeightAt(texture, texture_coords);
vec2 tx;
float currentHeight;
for(int i = 0; i < 100; ++i) {
tx = texture_coords + lightVec.xy;
currentHeight = getHeightAt(texture, tx);
if(startHeight < currentHeight){
return true;
}
}
return false;
}
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec4 pixelColor = Texel(texture, texture_coords);
//if the light is a slice and the pixel is not inside
if(lightAngle > 0.0) {
float angle2 = atan(lightPosition.x - pixel_coords.x, pixel_coords.y - lightPosition.y) + PI;
if(lightDirection - lightAngle > 0 && lightDirection + lightAngle < PI * 2) {
if(angle2 < mod(lightDirection + lightAngle, PI * 2) && angle2 > mod(lightDirection - lightAngle, PI * 2)) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
} else {
if(angle2 < mod(lightDirection + lightAngle, PI * 2) || angle2 > mod(lightDirection - lightAngle, PI * 2)) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
}
}
vec3 normal;
//if on the normal map ie there is normal map data
if(pixelColor.a > 0.0) {
if(invert_normal == true) {
normal = normalize(vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b) * 2.0 - 1.0);
} else {
normal = normalize(pixelColor.rgb * 2.0 - 1.0);
}
} else {
normal = vec3(0.0, 0.0, 1.0);
}
float dist = distance(lightPosition, vec3(pixel_coords, normal.b));
if(dist < lightRange) {
float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
if(pixelColor.a == 0.0) {
vec4 val = pixelColor;
val.a = 1.0;
if (lightGlow.x < 1.0 && lightGlow.y > 0.0) {
val.rgb = clamp(lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y, 0.0, 1.0);
} else {
val.rgb = lightColor * pow(att, lightSmooth);
}
return val;
} else {
vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / screenResolution.xy, lightPosition.z);
dir.x *= screenResolution.x / screenResolution.y;
vec3 diff = lightColor * max(dot(normalize(normal), normalize(dir)), 0.0);
return vec4(diff * att, 1.0);
}
} else {
return vec4(0.0, 0.0, 0.0, 1.0);
}
}