require "postshader" require "light" function initScene() -- physic world physicWorld = love.physics.newWorld(0, 9.81 * 64, true) wall1 = {} wall1.body = love.physics.newBody(physicWorld, 400, 605, "static") wall1.shape = love.physics.newRectangleShape(0, 0, 800, 10) wall1.fixture = love.physics.newFixture(wall1.body, wall1.shape) wall2 = {} wall2.body = love.physics.newBody(physicWorld, -5, 300, "static") wall2.shape = love.physics.newRectangleShape(0, 0, 10, 600) wall2.fixture = love.physics.newFixture(wall2.body, wall2.shape) wall3 = {} wall3.body = love.physics.newBody(physicWorld, 805, 300, "static") wall3.shape = love.physics.newRectangleShape(0, 0, 10, 600) wall3.fixture = love.physics.newFixture(wall3.body, wall3.shape) wall4 = {} wall4.body = love.physics.newBody(physicWorld, 400, -5, "static") wall4.shape = love.physics.newRectangleShape(0, 0, 800, 10) wall4.fixture = love.physics.newFixture(wall4.body, wall4.shape) phyCnt = 0 phyLight = {} phyBody = {} phyShape = {} phyFixture = {} end function love.load() love.graphics.setBackgroundColor(0, 0, 0) love.graphics.setDefaultFilter("nearest", "nearest") -- load image font font = love.graphics.newImageFont("gfx/font.png", " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.,!?-+/():;%&`'*#=[]\"") love.graphics.setFont(font) -- set background quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth() + 32, love.window.getHeight() + 24, 32, 24) imgFloor = love.graphics.newImage("gfx/floor.png") imgFloor:setWrap("repeat", "repeat") -- load image examples circle = love.graphics.newImage "gfx/circle.png" circle_normal = love.graphics.newImage "gfx/circle_normal.png" cone = love.graphics.newImage "gfx/cone.png" cone_normal = love.graphics.newImage "gfx/cone_normal.png" chest = love.graphics.newImage "gfx/chest.png" chest_normal = love.graphics.newImage "gfx/chest_normal.png" machine = love.graphics.newImage "gfx/machine.png" machine_normal = love.graphics.newImage "gfx/machine_normal.png" machine_glow = love.graphics.newImage "gfx/machine_glow.png" machine2 = love.graphics.newImage "gfx/machine2.png" machine2_normal = love.graphics.newImage "gfx/machine2_normal.png" machine2_glow = love.graphics.newImage "gfx/machine2_glow.png" blopp = love.graphics.newImage "gfx/blopp.png" tile = love.graphics.newImage "gfx/tile.png" tile_normal = love.graphics.newImage "gfx/tile_normal.png" tile_glow = love.graphics.newImage "gfx/tile_glow.png" -- light world lightRange = 300 lightSmooth = 1.0 lightWorld = love.light.newWorld() lightWorld.setAmbientColor(15, 15, 31) mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange) mouseLight.setGlowStrength(0.3) mouseLight.setSmooth(lightSmooth) -- init physic world initScene() helpOn = false physicOn = false lightOn = true gravityOn = 1 shadowBlur = 2.0 bloomOn = true textureOn = true normalOn = false offsetX = 0.0 offsetY = 0.0 offsetOldX = 0.0 offsetOldY = 0.0 offsetChanged = false end function love.update(dt) love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")") mouseLight.setPosition(love.mouse.getX(), love.mouse.getY()) mx = love.mouse.getX() my = love.mouse.getY() if love.keyboard.isDown("w") then for i = 1, phyCnt do phyBody[i]:applyForce(0, -2000) end elseif love.keyboard.isDown("s") then for i = 1, phyCnt do phyBody[i]:applyForce(0, 2000) end end if love.keyboard.isDown("a") then for i = 1, phyCnt do phyBody[i]:applyForce(-2000, 0) end elseif love.keyboard.isDown("d") then for i = 1, phyCnt do phyBody[i]:applyForce(2000, 0) end end if love.keyboard.isDown("up") then offsetY = offsetY + dt * 200 elseif love.keyboard.isDown("down") then offsetY = offsetY - dt * 200 end if love.keyboard.isDown("left") then offsetX = offsetX + dt * 200 elseif love.keyboard.isDown("right") then offsetX = offsetX - dt * 200 end if offsetX ~= offsetOldX or offsetY ~= offsetOldY then offsetChanged = true for i = 2, lightWorld.getLightCount() do lightWorld.setLightPosition(i, lightWorld.getLightX(i) + (offsetX - offsetOldX), lightWorld.getLightY(i) + (offsetY - offsetOldY)) end else offsetChanged = false end for i = 1, phyCnt do if phyBody[i]:isAwake() or offsetChanged then if offsetChanged then phyBody[i]:setX(phyBody[i]:getX() + (offsetX - offsetOldX)) phyBody[i]:setY(phyBody[i]:getY() + (offsetY - offsetOldY)) end if phyLight[i].getType() == "polygon" then phyLight[i].setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints())) 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 end if physicOn then physicWorld:update(dt) end offsetOldX = offsetX offsetOldY = offsetY end function love.draw() -- update lightmap (don't need deltatime) if lightOn then lightWorld.update() end -- set shader buffer if bloomOn then love.postshader.setBuffer("render") end love.graphics.setBlendMode("alpha") if normalOn then love.graphics.setColor(127, 127, 255) love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) else love.graphics.setColor(255, 255, 255) if textureOn then love.graphics.draw(imgFloor, quadScreen, offsetX % 32 - 32, offsetY % 24 - 24) else love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) end end -- draw lightmap shadows if lightOn and not normalOn then lightWorld.drawShadow() end for i = 1, phyCnt do 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()) elseif phyLight[i].getType() == "circle" then love.graphics.circle("fill", phyLight[i].getX(), phyLight[i].getY(), phyLight[i].getRadius()) end end -- draw lightmap shine if lightOn and not normalOn then lightWorld.drawShine() end for i = 1, phyCnt do if phyLight[i].getType() == "image" then if not normalOn then --love.graphics.setColor(255, 255, 255) love.graphics.setColor(127 + math.sin(i) * 127, 127 + math.cos(i) * 127, 127 + math.tan(i) * 127) love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ox2, phyLight[i].y - phyLight[i].oy2) elseif phyLight[i].normal then love.graphics.setColor(255, 255, 255) love.graphics.draw(phyLight[i].normal, phyLight[i].x - phyLight[i].ox2, phyLight[i].y - phyLight[i].oy2) end end end -- draw pixel shadow if lightOn and not normalOn then lightWorld.drawPixelShadow() end -- draw glow if lightOn and not normalOn then lightWorld.drawGlow() end -- draw help if helpOn then love.graphics.setBlendMode("alpha") love.graphics.setColor(0, 0, 0, 191) love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), 44) love.graphics.rectangle("fill", 0, love.graphics.getHeight() - 68, 240, 68) love.graphics.rectangle("fill", love.graphics.getWidth() - 244, love.graphics.getHeight() - 84, 244, 84) love.graphics.setColor(0, 255, 0) love.graphics.print("F1: Help (on)", 4 + 152 * 0, 4) if physicOn then love.graphics.setColor(0, 255, 0) love.graphics.print("F2: Physic (on)", 4 + 152 * 1, 4) else love.graphics.setColor(255, 0, 0) love.graphics.print("F2: Physic (off)", 4 + 152 * 1, 4) end if lightOn then love.graphics.setColor(0, 255, 0) love.graphics.print("F3: Light (on)", 4 + 152 * 2, 4) else love.graphics.setColor(255, 0, 0) love.graphics.print("F3: Light (off)", 4 + 152 * 2, 4) end if gravityOn == 1.0 then love.graphics.setColor(0, 255, 0) love.graphics.print("F4: Gravity (on)", 4 + 152 * 3, 4) else love.graphics.setColor(255, 0, 0) love.graphics.print("F4: Gravity (off)", 4 + 152 * 3, 4) end if shadowBlur >= 1.0 then love.graphics.setColor(0, 255, 0) love.graphics.print("F5: Shadowblur (" .. shadowBlur .. ")", 4 + 152 * 4, 4) else love.graphics.setColor(255, 0, 0) love.graphics.print("F5: Shadowblur (off)", 4 + 152 * 4, 4) end if bloomOn then love.graphics.setColor(0, 255, 0) love.graphics.print("F6: Bloom on", 4 + 152 * 0, 4 + 20 * 1) else love.graphics.setColor(255, 0, 0) love.graphics.print("F6: Bloom off", 4 + 152 * 0, 4 + 20 * 1) end if textureOn then love.graphics.setColor(0, 255, 0) love.graphics.print("F7: Texture on", 4 + 152 * 1, 4 + 20 * 1) else love.graphics.setColor(255, 0, 0) love.graphics.print("F7: Texture off", 4 + 152 * 1, 4 + 20 * 1) end if normalOn then love.graphics.setColor(0, 255, 0) love.graphics.print("F8: Normal on", 4 + 152 * 2, 4 + 20 * 1) else love.graphics.setColor(255, 0, 0) love.graphics.print("F8: Normal off", 4 + 152 * 2, 4 + 20 * 1) end love.graphics.setColor(255, 0, 255) love.graphics.print("F11: Clear obj.", 4 + 152 * 3, 4 + 20 * 1) love.graphics.print("F12: Clear lights", 4 + 152 * 4, 4 + 20 * 1) love.graphics.setColor(0, 127, 255) love.graphics.print("WASD Keys: Move objects", 4, love.graphics.getHeight() - 20 * 3) love.graphics.print("Arrow Keys: Move map", 4, love.graphics.getHeight() - 20 * 2) love.graphics.print("1-5 Keys: Add image", 4, love.graphics.getHeight() - 20 * 1) love.graphics.setColor(255, 127, 0) love.graphics.print("M.left: Add cube", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 4) love.graphics.print("M.middle: Add light", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 3) love.graphics.print("M.right: Add circle", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 2) love.graphics.print("M.scroll: Change smooth", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 1) love.graphics.setColor(255, 127, 0) else love.graphics.setColor(255, 255, 255, 191) love.graphics.print("F1: Help", 4, 4) end -- draw shader if bloomOn then love.postshader.draw("bloom") end end function love.mousepressed(x, y, c) if c == "m" then -- add light local r = lightWorld.getLightCount() % 3 local light if r == 0 then light = lightWorld.newLight(x, y, 31, 127, 63, lightRange) elseif r == 1 then light = lightWorld.newLight(x, y, 127, 63, 31, lightRange) else light = lightWorld.newLight(x, y, 31, 63, 127, lightRange) end light.setSmooth(lightSmooth) light.setGlowStrength(0.3) elseif c == "l" then -- add rectangle phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld.newPolygon() phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, math.random(32, 64), math.random(32, 64)) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif c == "r" then -- add circle cRadius = math.random(8, 32) phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld.newCircle(x, y, cRadius) phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic") phyShape[phyCnt] = love.physics.newCircleShape(0, 0, cRadius) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif c == "wu" then if lightSmooth < 4.0 then lightSmooth = lightSmooth * 1.1 mouseLight.setSmooth(lightSmooth) end elseif c == "wd" then if lightSmooth > 0.5 then lightSmooth = lightSmooth / 1.1 mouseLight.setSmooth(lightSmooth) end end end function love.keypressed(k, u) -- debug options if k == "f1" then helpOn = not helpOn elseif k == "f2" then physicOn = not physicOn 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 shadowBlur = math.max(1, shadowBlur * 2.0) if shadowBlur > 8.0 then shadowBlur = 0.0 end lightWorld.setBlur(shadowBlur) elseif k == "f6" then bloomOn = not bloomOn elseif k == "f7" then textureOn = not textureOn elseif k == "f8" then normalOn = not normalOn elseif k == "f11" then physicWorld:destroy() lightWorld.clearObjects() initScene() elseif k == "f12" then lightWorld.clearLights() mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange) mouseLight.setGlowStrength(0.3) mouseLight.setSmooth(lightSmooth) elseif k == "1" then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld.newImage(circle, mx, my) phyLight[phyCnt].setNormalMap(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].setNormalMap(cone_normal) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 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].setNormalMap(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) elseif k == "4" then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld.newImage(machine, mx, my, 32, 24, 16, 36) phyLight[phyCnt].setNormalMap(machine_normal) phyLight[phyCnt].setGlowMap(machine_glow) 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) elseif k == "5" then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld.newImage(machine2, mx, my, 24, 12, 12, 28) phyLight[phyCnt].setNormalMap(machine2_normal) phyLight[phyCnt].setGlowMap(machine2_glow) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif k == "6" then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld.newImage(blopp, mx, my, 42, 16, 21, 20) phyLight[phyCnt].generateNormalMapFade("fade", "fade") phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 42, 29) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif k == "7" then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld.newImage(tile, mx, my) phyLight[phyCnt].setHeightMap(tile_normal, 2.0) phyLight[phyCnt].setGlowMap(tile_glow) phyLight[phyCnt].setShadow(false) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 64, 64) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) end end