--[[ 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 class = require(_PACKAGE..'class') local Light = require(_PACKAGE..'light') local Body = require(_PACKAGE..'body') local util = require(_PACKAGE..'util') local PostShader = require(_PACKAGE..'postshader') local light_world = class() light_world.blurv = love.graphics.newShader(_PACKAGE.."shaders/blurv.glsl") light_world.blurh = love.graphics.newShader(_PACKAGE.."shaders/blurh.glsl") light_world.normalShader = love.graphics.newShader(_PACKAGE.."shaders/normal.glsl") light_world.shineShader = love.graphics.newShader(_PACKAGE.."shaders/shine.glsl") light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl") light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl") function light_world:init(options) self.lights = {} self.bodies = {} self.post_shader = PostShader() self.l, self.t, self.s = 0, 0, 1 self.ambient = {0, 0, 0} self.refractionStrength = 8.0 self.reflectionStrength = 16.0 self.reflectionVisibility = 1.0 self.shadowBlur = 0.0 self.glowBlur = 1.0 self.glowTimer = 0.0 self.glowDown = false self.normalInvert = false self.disableMaterial = true self.disableNormals = false self.disableShadows = false self.disableGlow = true self.disableReflection = true self.disableRefraction = true options = options or {} for k, v in pairs(options) do self[k] = v end self:refreshScreenSize() end function light_world:refreshScreenSize(w, h) w, h = w or love.window.getWidth(), h or love.window.getHeight() self.w, self.h = w, h self.render_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]:isInRange(-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, 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.disableNormals or self:drawNormalShading( self.l,self.t,self.w,self.h,self.s) _ = self.disableShadows or 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 function light_world:drawBlur(blendmode, blur, canvas, l, t, w, h, s) if blur <= 0 then return end self.blurv:send("steps", blur) self.blurh:send("steps", blur) util.process(canvas, {shader = self.blurv, blendmode = blendmode}) util.process(canvas, {shader = self.blurh, blendmode = blendmode}) end function light_world:drawNormalShading(l,t,w,h,s) -- create normal map self.normalMap:clear() util.drawto(self.normalMap, l, t, s, function() for i = 1, #self.bodies do if self.bodies[i]:isVisible() then self.bodies[i]:drawNormal() end end end) self.normalShader:send('NormalMap', self.normalMap) self.normalShader:send('AmbientColor',{self.ambient[1] / 255, self.ambient[2] / 255, self.ambient[3] / 255, 0.2}) for i = 1, #self.lights do local light = self.lights[i] if light:isVisible() then self.normalShader:send('LightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0, 1}) self.normalShader:send("LightPos", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0}) self.normalShader:send('Falloff', {0.3,4,20}) util.process(self.render_buffer, { blendmode = 'additive', shader = self.normalShader }) end end end -- draw normal shading function light_world:drawShadows(l,t,w,h,s) self.shadowMap:clear() for i = 1, #self.lights do local light = self.lights[i] if light:isVisible() then self.shineShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0}) self.shineShader:send("lightPosition", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0}) self.shineShader:send('lightRange', light.range * s) self.shineShader:send("lightSmooth", light.smooth) self.shineShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength}) self.shineShader:send('AmbientColor',{self.ambient[1] / 255, self.ambient[2] / 255, self.ambient[3] / 255, 0.2}) util.process(self.shadowMap, { blendmode = 'additive', shader = self.shineShader, istencil = function() love.graphics.translate(l, t) love.graphics.scale(s) for k = 1, #self.bodies do if self.bodies[k]:isInLightRange(light) and self.bodies[k]:isVisible() then self.bodies[k]:drawShadow(light) end end local angle = math.pi - light.angle / 2.0 love.graphics.setColor(0, 0, 0) love.graphics.arc("fill", light.x, light.y, light.range, light.direction - angle, light.direction + angle) end }) end end light_world:drawBlur("alpha", self.shadowBlur, self.shadowMap, l, t, w, h, s) util.drawCanvasToCanvas(self.shadowMap, self.render_buffer, {blendmode = "multiplicative"}) 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 self.glowMap:clear(0, 0, 0) util.drawto(self.glowMap, l, t, s, 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 light_world:drawBlur("alpha", self.glowBlur, self.glowMap, l, t, w, h, s) util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "additive"}) end end -- draw refraction function light_world:drawRefraction(l,t,w,h,s) -- create refraction map self.refractionMap:clear() util.drawto(self.refractionMap, l, t, s, 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 self.reflectionMap:clear(0, 0, 0) util.drawto(self.reflectionMap, l, t, s, 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} 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:remove(to_kill) if to_kill:is_a(Body) then for i = 1, #self.bodies do if self.bodies[i] == to_kill then table.remove(self.bodies, i) return true end end elseif to_kill:is_a(Light) 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 light_world