local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or "" local class = require(_PACKAGE.."/class") local util = require(_PACKAGE..'/util') local light = class() light.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl") function light:init(x, y, r, g, b, range) self.direction = 0 self.angle = math.pi * 2.0 self.x = x or 0 self.y = y or 0 self.z = 1 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 self:refresh() end function light:refresh(w, h) self.shadowShader:send('screenResolution', {w or love.window.getWidth(), h or love.window.getHeight()}) 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 -- move position function light:move(x, y, z) if x then self.x = self.x + x end if y then self.y = self.y + y end if z then self.z = self.z + z end end -- get x function light:getPosition() return self.x, self.y, self.z 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:inRange(l,t,w,h,s) local lx, ly, rs = (self.x + l/s) * s, (self.y + t/s) * s, self.range * s return self.visible and (lx + rs) > 0 and (lx - rs) < w/s and (ly + rs) > 0 and (ly - rs) < h/s end function light:drawNormalShading(l,t,w,h,s, normalMap, shadowMap, canvas) self.shadowShader:send('shadowMap', shadowMap) 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 * s}) 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, { blendmode = 'additive', shader = self.shadowShader }) end function light:setVisible(visible) self.visible = visible end return light