local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or "" local class = require(_PACKAGE.."/class") local stencils = require(_PACKAGE..'/stencils') local vector = require(_PACKAGE..'/vector') local light = class() light.shader = love.graphics.newShader(_PACKAGE.."/shaders/poly_shadow.glsl") light.normalShader = love.graphics.newShader(_PACKAGE.."/shaders/normal.glsl") light.normalInvertShader = love.graphics.newShader(_PACKAGE.."/shaders/normal_invert.glsl") function light:init(world, x, y, r, g, b, range) self.world = world self.direction = 0 self.angle = math.pi * 2.0 self.range = 0 self.shadow = love.graphics.newCanvas() self.shine = love.graphics.newCanvas() self.x = x or 0 self.y = y or 0 self.z = 15 self.red = r or 255 self.green = g or 255 self.blue = b or 255 self.range = range or 300 self.smooth = 1.0 self.glowSize = 0.1 self.glowStrength = 0.0 self.visible = true end -- set position function light:setPosition(x, y, z) if x ~= self.x or y ~= self.y or (z and z ~= self.z) then self.x = x self.y = y if z then self.z = z end end end -- get x function light:getX() return self.x end -- get y function light:getY() return self.y end -- set x function light:setX(x) if x ~= self.x then self.x = x end end -- set y function light:setY(y) if y ~= self.y then self.y = y end end -- set color function light:setColor(red, green, blue) self.red = red self.green = green self.blue = blue end -- set range function light:setRange(range) if range ~= self.range then self.range = range end end -- set direction function light:setDirection(direction) if direction ~= self.direction then if direction > math.pi * 2 then self.direction = math.mod(direction, math.pi * 2) elseif direction < 0.0 then self.direction = math.pi * 2 - math.mod(math.abs(direction), math.pi * 2) else self.direction = direction end end end -- set angle function light:setAngle(angle) if angle ~= self.angle then if angle > math.pi then self.angle = math.mod(angle, math.pi) elseif angle < 0.0 then self.angle = math.pi - math.mod(math.abs(angle), math.pi) else self.angle = angle end end end -- set glow size function light:setSmooth(smooth) self.smooth = smooth end -- set glow size function light:setGlowSize(size) self.glowSize = size end -- set glow strength function light:setGlowStrength(strength) self.glowStrength = strength end function light:updateShadow() love.graphics.setShader(self.shader) if self.x + self.range > self.world.translate_x and self.x - self.range < love.graphics.getWidth() + self.world.translate_x and self.y + self.range > self.world.translate_y and self.y - self.range < love.graphics.getHeight() + self.world.translate_y then local lightposrange = {self.x, love.graphics.getHeight() - self.y, self.range} self.shader:send("lightPosition", {self.x - self.world.translate_x, love.graphics.getHeight() - (self.y - self.world.translate_y), self.z}) self.shader:send("lightRange", self.range) self.shader:send("lightColor", {self.red / 255.0, self.green / 255.0, self.blue / 255.0}) self.shader:send("lightSmooth", self.smooth) self.shader:send("lightGlow", {1.0 - self.glowSize, self.glowStrength}) self.shader:send("lightAngle", math.pi - self.angle / 2.0) self.shader:send("lightDirection", self.direction) love.graphics.setCanvas(self.shadow) love.graphics.clear() -- calculate shadows local shadow_geometry = self:calculateShadows() -- draw shadow love.graphics.setInvertedStencil(stencils.shadow(shadow_geometry, self.world.body)) love.graphics.setBlendMode("additive") -- FIND THIS TOOOO love.graphics.rectangle("fill", self.world.translate_x, self.world.translate_y, love.graphics.getWidth(), love.graphics.getHeight()) -- draw color shadows love.graphics.setBlendMode("multiplicative") love.graphics.setShader() for k = 1,#shadow_geometry do if shadow_geometry[k].alpha < 1.0 then love.graphics.setColor( shadow_geometry[k].red * (1.0 - shadow_geometry[k].alpha), shadow_geometry[k].green * (1.0 - shadow_geometry[k].alpha), shadow_geometry[k].blue * (1.0 - shadow_geometry[k].alpha) ) love.graphics.polygon("fill", unpack(shadow_geometry[k])) end end for k = 1, #self.world.body do self.world.body[k]:drawShadow(self) end love.graphics.setShader(self.shader) -- draw shine love.graphics.setCanvas(self.shine) self.shine:clear(255, 255, 255) love.graphics.setBlendMode("alpha") love.graphics.setStencil(stencils.poly(self.world.body)) -- WHOA THIS MAY BE THE ISSUE HERE FIND THIS! love.graphics.rectangle("fill", self.world.translate_x, self.world.translate_y, love.graphics.getWidth(), love.graphics.getHeight()) self.visible = true else self.visible = false end love.graphics.setShader() end function light:drawShadow() if self.visible then love.graphics.draw(self.shadow, self.world.translate_x, self.world.translate_y) end end function light:drawShine() if self.visible then love.graphics.draw(self.shine, self.world.translate_x, self.world.translate_y) end end local shadowLength = 100000 function light:calculateShadows() local shadowGeometry = {} local body = self.world.body for i = 1, #body do local current if body[i].shadowType == "rectangle" or body[i].shadowType == "polygon" then current = self:calculatePolyShadow(body[i]) elseif body[i].shadowType == "circle" then current = self:calculateCircleShadow(body[i]) end if current ~= nil then shadowGeometry[#shadowGeometry + 1] = current end end return shadowGeometry end function light:calculatePolyShadow(poly) if poly.castsNoShadow then return nil end local curPolygon = poly.data local edgeFacingTo = {} for k = 1, #curPolygon, 2 do local indexOfNextVertex = (k + 2) % #curPolygon local normal = {-curPolygon[indexOfNextVertex+1] + curPolygon[k + 1], curPolygon[indexOfNextVertex] - curPolygon[k]} local selfToPoint = {curPolygon[k] - self.x, curPolygon[k + 1] - self.y} normal = vector.normalize(normal) selfToPoint = vector.normalize(selfToPoint) local dotProduct = vector.dot(normal, selfToPoint) if dotProduct > 0 then table.insert(edgeFacingTo, true) else table.insert(edgeFacingTo, false) end end local curShadowGeometry = {} for k = 1, #edgeFacingTo do local nextIndex = (k + 1) % #edgeFacingTo if nextIndex == 0 then nextIndex = #edgeFacingTo end if edgeFacingTo[k] and not edgeFacingTo[nextIndex] then curShadowGeometry[1] = curPolygon[nextIndex*2-1] curShadowGeometry[2] = curPolygon[nextIndex*2] local selfVecFrontBack = vector.normalize({curPolygon[nextIndex*2-1] - self.x, curPolygon[nextIndex*2] - self.y}) curShadowGeometry[3] = curShadowGeometry[1] + selfVecFrontBack[1] * shadowLength curShadowGeometry[4] = curShadowGeometry[2] + selfVecFrontBack[2] * shadowLength elseif not edgeFacingTo[k] and edgeFacingTo[nextIndex] then curShadowGeometry[7] = curPolygon[nextIndex*2-1] curShadowGeometry[8] = curPolygon[nextIndex*2] local selfVecBackFront = vector.normalize({curPolygon[nextIndex*2-1] - self.x, curPolygon[nextIndex*2] - self.y}) curShadowGeometry[5] = curShadowGeometry[7] + selfVecBackFront[1] * shadowLength curShadowGeometry[6] = curShadowGeometry[8] + selfVecBackFront[2] * shadowLength end end if curShadowGeometry[1] and curShadowGeometry[2] and curShadowGeometry[3] and curShadowGeometry[4] and curShadowGeometry[5] and curShadowGeometry[6] and curShadowGeometry[7] and curShadowGeometry[8] then curShadowGeometry.alpha = poly.alpha curShadowGeometry.red = poly.red curShadowGeometry.green = poly.green curShadowGeometry.blue = poly.blue return curShadowGeometry else return nil end end function light:calculateCircleShadow(circle) if circle.castsNoShadow then return nil end local length = math.sqrt(math.pow(self.x - (circle.x - circle.ox), 2) + math.pow(self.y - (circle.y - circle.oy), 2)) if length >= circle.radius and length <= self.range then local curShadowGeometry = {} local angle = math.atan2(self.x - (circle.x - circle.ox), (circle.y - circle.oy) - self.y) + math.pi / 2 local x2 = ((circle.x - circle.ox) + math.sin(angle) * circle.radius) local y2 = ((circle.y - circle.oy) - math.cos(angle) * circle.radius) local x3 = ((circle.x - circle.ox) - math.sin(angle) * circle.radius) local y3 = ((circle.y - circle.oy) + math.cos(angle) * circle.radius) curShadowGeometry[1] = x2 curShadowGeometry[2] = y2 curShadowGeometry[3] = x3 curShadowGeometry[4] = y3 curShadowGeometry[5] = x3 - (self.x - x3) * shadowLength curShadowGeometry[6] = y3 - (self.y - y3) * shadowLength curShadowGeometry[7] = x2 - (self.x - x2) * shadowLength curShadowGeometry[8] = y2 - (self.y - y2) * shadowLength curShadowGeometry.alpha = circle.alpha curShadowGeometry.red = circle.red curShadowGeometry.green = circle.green curShadowGeometry.blue = circle.blue return curShadowGeometry else return nil end end function light:drawPixelShadow() if self.visible then if self.normalInvert then self.normalInvertShader:send('screenResolution', {love.graphics.getWidth(), love.graphics.getHeight()}) self.normalInvertShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0}) self.normalInvertShader:send('lightPosition',{self.x, love.graphics.getHeight() - self.y, self.z / 255.0}) self.normalInvertShader:send('lightRange',{self.range}) self.normalInvertShader:send("lightSmooth", self.smooth) self.normalInvertShader:send("lightAngle", math.pi - self.angle / 2.0) self.normalInvertShader:send("lightDirection", self.direction) love.graphics.setShader(self.normalInvertShader) else self.normalShader:send('screenResolution', {love.graphics.getWidth(), love.graphics.getHeight()}) self.normalShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0}) self.normalShader:send('lightPosition',{self.x, love.graphics.getHeight() - self.y, self.z / 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) love.graphics.setShader(self.normalShader) end love.graphics.draw(self.world.normalMap, self.world.translate_x, self.world.translate_y) end end return light