--[[ The MIT License (MIT) Copyright (c) 2014 Marcus Ihde, Tim Anema Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local _PACKAGE = string.gsub(...,"%.","/") or "" if string.len(_PACKAGE) > 0 then _PACKAGE = _PACKAGE .. "/" end local Light = require(_PACKAGE..'light') local Body = require(_PACKAGE..'body') local util = require(_PACKAGE..'util') local PostShader = require(_PACKAGE..'postshader') local light_world = {} light_world.__index = light_world light_world.image_mask = util.loadShader(_PACKAGE.."/shaders/image_mask.glsl") light_world.shadowShader = util.loadShader(_PACKAGE.."/shaders/shadow.glsl") light_world.refractionShader = util.loadShader(_PACKAGE.."/shaders/refraction.glsl") light_world.reflectionShader = util.loadShader(_PACKAGE.."/shaders/reflection.glsl") local function new(options) local obj = {} obj.lights = {} obj.bodies = {} obj.post_shader = PostShader() obj.l, obj.t, obj.s = 0, 0, 1 obj.ambient = {0, 0, 0} obj.refractionStrength = 8.0 obj.reflectionStrength = 16.0 obj.reflectionVisibility = 1.0 obj.shadowBlur = 2.0 obj.glowBlur = 1.0 obj.glowTimer = 0.0 obj.glowDown = false obj.disableGlow = false obj.disableMaterial = false obj.disableReflection = true obj.disableRefraction = true options = options or {} for k, v in pairs(options) do obj[k] = v end for i, v in ipairs(obj.ambient) do if v > 1 then obj.ambient[i] = v / 255 end end local world = setmetatable(obj, light_world) world:refreshScreenSize() return world end function light_world:refreshScreenSize(w, h) w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight() self.w, self.h = w, h self.render_buffer = love.graphics.newCanvas(w, h) self.shadow_buffer = love.graphics.newCanvas(w, h) self.normalMap = love.graphics.newCanvas(w, h) self.shadowMap = love.graphics.newCanvas(w, h) self.glowMap = love.graphics.newCanvas(w, h) self.refractionMap = love.graphics.newCanvas(w, h) self.reflectionMap = love.graphics.newCanvas(w, h) self.post_shader:refreshScreenSize(w, h) end function light_world:update(dt) for i = 1, #self.bodies do self.bodies[i].is_on_screen = self.bodies[i]:inRange(-self.l,-self.t,self.w,self.h,self.s) if self.bodies[i]:isVisible() then self.bodies[i]:update(dt) end end for i = 1, #self.lights do self.lights[i].is_on_screen = self.lights[i]:inRange(self.l,self.t,self.w,self.h,self.s) end end function light_world:draw(cb) util.drawto(self.render_buffer, self.l, self.t, self.s, false, function() cb(self.l,self.t,self.w,self.h,self.s) _ = self.disableMaterial or self:drawMaterial( self.l,self.t,self.w,self.h,self.s) self:drawShadows( self.l,self.t,self.w,self.h,self.s) _ = self.disableGlow or self:drawGlow( self.l,self.t,self.w,self.h,self.s) _ = self.disableRefraction or self:drawRefraction( self.l,self.t,self.w,self.h,self.s) _ = self.disableReflection or self:drawReflection( self.l,self.t,self.w,self.h,self.s) end) self.post_shader:drawWith(self.render_buffer, self.l, self.t, self.s) end -- draw normal shading function light_world:drawShadows(l,t,w,h,s) love.graphics.setCanvas( self.normalMap ) love.graphics.clear() love.graphics.setCanvas() util.drawto(self.normalMap, l, t, s, false, function() for i = 1, #self.bodies do if self.bodies[i]:isVisible() then self.bodies[i]:drawNormal() end end end) self.shadowShader:send('normalMap', self.normalMap) self.shadowShader:send("invert_normal", self.normalInvert == true) love.graphics.setCanvas( self.shadow_buffer ) love.graphics.clear() love.graphics.setCanvas() for i = 1, #self.lights do local light = self.lights[i] if light:isVisible() then -- create shadow map for this light love.graphics.setCanvas( self.shadowMap ) love.graphics.clear() love.graphics.setCanvas() util.drawto(self.shadowMap, l, t, s, true, function() --I dont know if it uses both or just calls both love.graphics.stencil(function() local angle = light.direction - (light.angle / 2.0) love.graphics.arc("fill", light.x, light.y, light.range, angle, angle + light.angle) end) love.graphics.setStencilTest("greater",0) love.graphics.stencil(function() love.graphics.setShader(self.image_mask) for k = 1, #self.bodies do if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then self.bodies[k]:drawStencil() end end love.graphics.setShader() end) love.graphics.setStencilTest("equal", 0) for k = 1, #self.bodies do if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then self.bodies[k]:drawShadow(light) end end end) -- draw scene for this light using normals and shadowmap self.shadowShader:send('lightColor', {light.red, light.green, light.blue}) self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (light.y + t/s) * s, (light.z * 10) / 255}) self.shadowShader:send('lightRange',light.range * s) self.shadowShader:send("lightSmooth", light.smooth) self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength}) util.drawCanvasToCanvas(self.shadowMap, self.shadow_buffer, { blendmode = 'add', shader = self.shadowShader, stencil = function() local angle = light.direction - (light.angle / 2.0) love.graphics.arc( "fill", (light.x + l/s) * s, (light.y + t/s) * s, light.range, angle, angle + light.angle ) end }) end end -- add in ambient color util.drawto(self.shadow_buffer, l, t, s, false, function() love.graphics.setBlendMode("add") love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]}) love.graphics.rectangle("fill", -l/s, -t/s, w/s,h/s) end) self.post_shader:drawBlur(self.shadow_buffer, {self.shadowBlur}) util.drawCanvasToCanvas(self.shadow_buffer, self.render_buffer, {blendmode = "multiply"}) love.graphics.setStencilTest() end -- draw material function light_world:drawMaterial(l,t,w,h,s) for i = 1, #self.bodies do if self.bodies[i]:isVisible() then self.bodies[i]:drawMaterial() end end end -- draw glow function light_world:drawGlow(l,t,w,h,s) if self.glowDown then self.glowTimer = math.max(0.0, self.glowTimer - love.timer.getDelta()) else self.glowTimer = math.min(self.glowTimer + love.timer.getDelta(), 1.0) end if self.glowTimer == 1.0 or self.glowTimer == 0.0 then self.glowDown = not self.glowDown end local has_glow = false -- create glow map love.graphics.setCanvas( self.glowMap ) love.graphics.clear() love.graphics.setCanvas() util.drawto(self.glowMap, l, t, s, false, function() for i = 1, #self.bodies do if self.bodies[i]:isVisible() and self.bodies[i].glowStrength > 0.0 then has_glow = true self.bodies[i]:drawGlow() end end end) if has_glow then self.post_shader:drawBlur(self.glowMap, {self.glowBlur}) util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "add"}) end end -- draw refraction function light_world:drawRefraction(l,t,w,h,s) -- create refraction map love.graphics.setCanvas( self.refractionMap ) love.graphics.clear() love.graphics.setCanvas() util.drawto(self.refractionMap, l, t, s, false, function() for i = 1, #self.bodies do if self.bodies[i]:isVisible() then self.bodies[i]:drawRefraction() end end end) self.refractionShader:send("backBuffer", self.render_buffer) self.refractionShader:send("refractionStrength", self.refractionStrength) util.drawCanvasToCanvas(self.refractionMap, self.render_buffer, {shader = self.refractionShader}) end -- draw reflection function light_world:drawReflection(l,t,w,h,s) -- create reflection map love.graphics.setCanvas( self.reflectionMap ) love.graphics.clear() love.graphics.setCanvas() util.drawto(self.reflectionMap, l, t, s, false, function() for i = 1, #self.bodies do if self.bodies[i]:isVisible() then self.bodies[i]:drawReflection() end end end) self.reflectionShader:send("backBuffer", self.render_buffer) self.reflectionShader:send("reflectionStrength", self.reflectionStrength) self.reflectionShader:send("reflectionVisibility", self.reflectionVisibility) util.drawCanvasToCanvas(self.reflectionMap, self.render_buffer, {shader = self.reflectionShader}) end -- new light function light_world:newLight(x, y, red, green, blue, range) self.lights[#self.lights + 1] = Light(x, y, red, green, blue, range) return self.lights[#self.lights] end function light_world:clear() light_world:clearLights() light_world:clearBodies() end function light_world:setTranslation(l, t, s) self.l, self.t, self.s = l or self.l, t or self.t, s or self.s end function light_world:setScale(s) self.s = s end function light_world:clearLights() self.lights = {} end function light_world:clearBodies() self.bodies = {} end function light_world:setAmbientColor(red, green, blue) self.ambient = {red, green, blue} for i, v in ipairs(self.ambient) do if v > 1 then self.ambient[i] = v / 255 end end end function light_world:setShadowBlur(blur) self.shadowBlur = blur end function light_world:setGlowStrength(strength) self.glowBlur = strength end function light_world:setRefractionStrength(strength) self.refractionStrength = strength end function light_world:setReflectionStrength(strength) self.reflectionStrength = strength end function light_world:setReflectionVisibility(visibility) self.reflectionVisibility = visibility end function light_world:getBodyCount() return #self.bodies end function light_world:getBody(n) return self.bodies[n] end function light_world:getLightCount() return #self.lights end function light_world:getLight(n) return self.lights[n] end function light_world:newRectangle(...) return self:newBody("rectangle", ...) end function light_world:newAnimationGrid(...) return self:newBody("animation", ...) end function light_world:newCircle(...) return self:newBody("circle", ...) end function light_world:newPolygon(...) return self:newBody("polygon", ...) end function light_world:newImage(...) return self:newBody("image", ...) end function light_world:newRefraction(...) self.disableRefraction = false return self:newBody("refraction", ...) end function light_world:newReflection(normal, ...) self.disableReflection = false return self:newBody("reflection", ...) end -- new body function light_world:newBody(type, ...) local id = #self.bodies + 1 self.bodies[id] = Body(id, type, ...) return self.bodies[#self.bodies] end function light_world:is_body(target) return target.type ~= nil end function light_world:is_light(target) return target.angle ~= nil end function light_world:remove(to_kill) if self:is_body(to_kill) then for i = 1, #self.bodies do if self.bodies[i] == to_kill then table.remove(self.bodies, i) return true end end elseif self:is_light(to_kill) then for i = 1, #self.lights do if self.lights[i] == to_kill then table.remove(self.lights, i) return true end end end -- failed to find it return false end return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})