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) myPoly1 = lightWorld.newPolygon(wall1.body:getWorldPoints(wall1.shape:getPoints())) myPoly2 = lightWorld.newPolygon(wall2.body:getWorldPoints(wall2.shape:getPoints())) myPoly3 = lightWorld.newPolygon(wall3.body:getWorldPoints(wall3.shape:getPoints())) myPoly4 = lightWorld.newPolygon(wall4.body:getWorldPoints(wall4.shape:getPoints())) phyCnt = 0 phyLight = {} phyBody = {} phyShape = {} phyFixture = {} end function love.load() love.graphics.setBackgroundColor(0, 0, 0) quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth(), love.window.getHeight(), 32, 32) imgFloor = love.graphics.newImage("floor.png") imgFloor:setWrap("repeat", "repeat") -- light world lightRange = 400 lightSmooth = 1.0 lightWorld = love.light.newWorld() lightWorld.setAmbientColor(15, 15, 15) mouseLight = lightWorld.newLight(0, 0, 255, 127, 63, lightRange) mouseLight.setGlowStrength(0.3) -- init physic world initScene() helpOn = true physicOn = true lightOn = true gravityOn = 1 shadowBlurOn = true bloomOn = true textureOn = true end function love.update(dt) love.window.setTitle("FPS:" .. love.timer.getFPS()) mouseLight.setPosition(love.mouse.getX(), love.mouse.getY()) for i = 1, phyCnt do if phyBody[i]:isAwake() then if phyShape[i]:getType() == "polygon" then phyLight[i].setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints())) else phyLight[i].setPosition(phyBody[i]:getX(), phyBody[i]:getY()) end end end 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 physicOn then physicWorld:update(dt) end -- update lightmap if lightOn then lightWorld.update(dt) end end function love.draw() -- set shader buffer if bloomOn then love.postshader.setBuffer("render") end love.graphics.setBlendMode("alpha") love.graphics.setColor(255, 255, 255) if textureOn then love.graphics.draw(imgFloor, quadScreen) else love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) end -- draw lightmap shadows if lightOn 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()) else love.graphics.circle("fill", phyLight[i].getX(), phyLight[i].getY(), phyLight[i].getRadius()) end end -- draw lightmap shine if lightOn then lightWorld.drawShine() end -- draw help if helpOn then love.graphics.setColor(0, 0, 0, 191) love.graphics.rectangle("fill", 8, 8, 210, 16 * 15) love.graphics.setColor(255, 255, 255) love.graphics.print("WASD: Move objects", 16, 16) love.graphics.print("F1: Help on/off", 16, 32) love.graphics.print("F2: Physic on/off", 16, 48) love.graphics.print("F3: Light on/off", 16, 64) love.graphics.print("F4: Clear objects", 16, 80) love.graphics.print("F5: Clear lights", 16, 96) love.graphics.print("F6: Gravity on/off", 16, 112) love.graphics.print("F7: Shadowblur on/off", 16, 128) love.graphics.print("F8: Bloom on/off", 16, 144) love.graphics.print("F9: Texture on/off", 16, 160) love.graphics.print("M.left: Add cube", 16, 176) love.graphics.print("M.middle: Add light", 16, 192) love.graphics.print("M.right: Add circle", 16, 208) love.graphics.print("M.scroll: Change smooth", 16, 224) 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 lightSmooth = lightSmooth * 1.1 mouseLight.setSmooth(lightSmooth) elseif c == "wd" then lightSmooth = lightSmooth / 1.1 mouseLight.setSmooth(lightSmooth) 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 physicWorld:destroy() lightWorld.clearObjects() initScene() elseif k == "f5" then lightWorld.clearLights() mouseLight = lightWorld.newLight(0, 0, 127, 63, 0, lightRange) mouseLight.setGlowStrength(0.3) elseif k == "f6" then gravityOn = 1 - gravityOn physicWorld:setGravity(0, gravityOn * 9.81 * 64) elseif k == "f7" then shadowBlurOn = not shadowBlurOn lightWorld.setBlur(shadowBlurOn) elseif k == "f8" then bloomOn = not bloomOn elseif k == "f9" then textureOn = not textureOn end end