light_world.lua/light.lua
2014-03-07 00:16:57 +01:00

930 lines
22 KiB
Lua

LOVE_LIGHT_CURRENT = nil
LOVE_LIGHT_CIRCLE = nil
LOVE_LIGHT_POLY = nil
LOVE_LIGHT_IMAGE = nil
LOVE_LIGHT_LAST_BUFFER = nil
LOVE_LIGHT_BLURV = love.graphics.newShader("shader/blurv.glsl")
LOVE_LIGHT_BLURH = love.graphics.newShader("shader/blurh.glsl")
love.light = {}
-- light world
function love.light.newWorld()
local o = {}
o.lights = {}
o.ambient = {0, 0, 0}
o.circle = {}
o.poly = {}
o.img = {}
o.shadow = love.graphics.newCanvas()
o.shadow2 = love.graphics.newCanvas()
o.shine = love.graphics.newCanvas()
o.normalMap = love.graphics.newCanvas()
o.glowMap = love.graphics.newCanvas()
o.glowMap2 = love.graphics.newCanvas()
o.isGlowBlur = false
o.pixelShadow = love.graphics.newCanvas()
o.pixelShadow2 = love.graphics.newCanvas()
o.shader = love.graphics.newShader("shader/poly_shadow.glsl")
o.shader2 = love.graphics.newShader("shader/pixel_self_shadow.glsl")
o.changed = true
o.blur = 2.0
-- update
o.update = function()
LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
love.graphics.setShader(o.shader)
if o.changed then
love.graphics.setCanvas(o.shadow)
o.shadow:clear(unpack(o.ambient))
love.graphics.setBlendMode("additive")
else
love.graphics.setColor(255,255,255)
love.graphics.setBlendMode("alpha")
end
local lightsOnScreen = 0
LOVE_LIGHT_CIRCLE = o.circle
LOVE_LIGHT_POLY = o.poly
LOVE_LIGHT_IMAGE = o.img
for i = 1, #o.lights do
if o.lights[i].changed or o.changed then
local curLightX = o.lights[i].x
local curLightY = o.lights[i].y
local curLightRange = o.lights[i].range
local curLightColor = {
o.lights[i].red / 255.0,
o.lights[i].green / 255.0,
o.lights[i].blue / 255.0
}
local curLightSmooth = o.lights[i].smooth
local curLightGlow = {
1.0 - o.lights[i].glowSize,
o.lights[i].glowStrength
}
if curLightX + curLightRange > 0 and curLightX - curLightRange < love.graphics.getWidth()
and curLightY + curLightRange > 0 and curLightY - curLightRange < love.graphics.getHeight()
then
local lightposrange = {curLightX, love.graphics.getHeight() - curLightY, curLightRange}
LOVE_LIGHT_CURRENT = o.lights[i]
o.shader:send("lightPositionRange", lightposrange)
o.shader:send("lightColor", curLightColor)
o.shader:send("smooth", curLightSmooth)
o.shader:send("glow", curLightGlow)
if o.changed then
love.graphics.setCanvas(o.shadow)
else
love.graphics.setCanvas(o.lights[i].shadow)
love.graphics.clear()
end
-- draw shadow
love.graphics.setInvertedStencil(shadowStencil)
love.graphics.setBlendMode("additive")
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
-- draw shine
love.graphics.setCanvas(o.lights[i].shine)
o.lights[i].shine:clear(255, 255, 255)
love.graphics.setBlendMode("alpha")
love.graphics.setStencil(polyStencil)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
lightsOnScreen = lightsOnScreen + 1
o.lights[i].visible = true
else
o.lights[i].visible = false
end
o.lights[i].changed = o.changed
end
end
-- update shadow
love.graphics.setShader()
if not o.changed then
love.graphics.setCanvas(o.shadow)
love.graphics.setStencil()
love.graphics.setColor(unpack(o.ambient))
love.graphics.setBlendMode("alpha")
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("additive")
for i = 1, #o.lights do
if o.lights[i].visible then
love.graphics.draw(o.lights[i].shadow)
end
end
o.isShadowBlur = false
end
-- update shine
love.graphics.setCanvas(o.shine)
love.graphics.setColor(unpack(o.ambient))
love.graphics.setBlendMode("alpha")
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("additive")
for i = 1, #o.lights do
if o.lights[i].visible then
love.graphics.draw(o.lights[i].shine)
end
end
-- update pixel shadow
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("alpha")
-- create normal map
if o.changed then
o.normalMap:clear()
love.graphics.setShader()
love.graphics.setCanvas(o.normalMap)
for i = 1, #o.img do
if o.img[i].normal then
love.graphics.setColor(255, 255, 255)
love.graphics.draw(o.img[i].normal, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
else
love.graphics.setColor(127, 127, 255)
love.graphics.rectangle("fill", o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2, o.img[i].imgWidth, o.img[i].imgHeight)
end
end
end
o.pixelShadow2:clear()
love.graphics.setCanvas(o.pixelShadow2)
love.graphics.setBlendMode("additive")
love.graphics.setShader(o.shader2)
local curLightAmbient = {
o.ambient[1] / 255.0,
o.ambient[2] / 255.0,
o.ambient[3] / 255.0
}
for i = 1, #o.lights do
if o.lights[i].visible then
local curLightColor = {
o.lights[i].red / 255.0,
o.lights[i].green / 255.0,
o.lights[i].blue / 255.0
}
o.shader2:send("lightPosition", {o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, 16})
o.shader2:send("lightRange", {o.lights[i].range})
o.shader2:send("lightColor", curLightColor)
o.shader2:send("lightAmbient", curLightAmbient)
o.shader2:send("lightSmooth", {o.lights[i].smooth})
love.graphics.draw(o.normalMap)
end
end
love.graphics.setShader()
o.pixelShadow:clear(255, 255, 255)
love.graphics.setCanvas(o.pixelShadow)
love.graphics.setBlendMode("alpha")
love.graphics.draw(o.pixelShadow2)
-- create glow map
if o.changed then
o.glowMap:clear(0, 0, 0)
love.graphics.setCanvas(o.glowMap)
for i = 1, #o.img do
if o.img[i].glow then
love.graphics.draw(o.img[i].glow, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
end
end
o.isGlowBlur = false
end
love.graphics.setShader()
love.graphics.setBlendMode("alpha")
love.graphics.setStencil()
love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
o.changed = false
end
-- draw shadow
o.drawShadow = function()
love.graphics.setColor(255, 255, 255)
if o.blur then
LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
LOVE_LIGHT_BLURV:send("steps", o.blur)
LOVE_LIGHT_BLURH:send("steps", o.blur)
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(o.shadow2)
love.graphics.setShader(LOVE_LIGHT_BLURV)
love.graphics.draw(o.shadow)
love.graphics.setCanvas(o.shadow)
love.graphics.setShader(LOVE_LIGHT_BLURH)
love.graphics.draw(o.shadow2)
love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
love.graphics.setBlendMode("multiplicative")
love.graphics.setShader()
love.graphics.draw(o.shadow)
love.graphics.setBlendMode("alpha")
else
love.graphics.setBlendMode("multiplicative")
love.graphics.setShader()
love.graphics.draw(o.shadow)
love.graphics.setBlendMode("alpha")
end
end
-- draw shine
o.drawShine = function()
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("multiplicative")
love.graphics.setShader()
love.graphics.draw(o.shine)
love.graphics.setBlendMode("alpha")
end
-- draw pixel shadow
o.drawPixelShadow = function()
love.graphics.setColor(255, 255, 255)
love.graphics.setBlendMode("multiplicative")
love.graphics.setShader()
love.graphics.draw(o.pixelShadow)
love.graphics.setBlendMode("alpha")
end
-- draw glow
o.drawGlow = function()
love.graphics.setColor(255, 255, 255)
if o.isGlowBlur then
love.graphics.setBlendMode("additive")
love.graphics.setShader()
love.graphics.draw(o.glowMap)
love.graphics.setBlendMode("alpha")
else
LOVE_LIGHT_BLURV:send("steps", 1.0)
LOVE_LIGHT_BLURH:send("steps", 1.0)
LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas(o.glowMap2)
love.graphics.setShader(LOVE_LIGHT_BLURV)
love.graphics.draw(o.glowMap)
love.graphics.setCanvas(o.glowMap)
love.graphics.setShader(LOVE_LIGHT_BLURH)
love.graphics.draw(o.glowMap2)
love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
love.graphics.setBlendMode("additive")
love.graphics.setShader()
love.graphics.draw(o.glowMap)
love.graphics.setBlendMode("alpha")
o.isGlowBlur = true
end
end
-- new light
o.newLight = function(x, y, red, green, blue, range)
o.lights[#o.lights + 1] = love.light.newLight(o, x, y, red, green, blue, range)
return o.lights[#o.lights]
end
-- clear lights
o.clearLights = function()
o.lights = {}
o.changed = true
end
-- clear objects
o.clearObjects = function()
o.poly = {}
o.circle = {}
o.img = {}
o.changed = true
end
-- set ambient color
o.setAmbientColor = function(red, green, blue)
o.ambient = {red, green, blue}
end
-- set ambient red
o.setAmbientRed = function(red)
o.ambient[1] = red
end
-- set ambient green
o.setAmbientGreen = function(green)
o.ambient[2] = green
end
-- set ambient blue
o.setAmbientBlue = function(blue)
o.ambient[3] = blue
end
-- set blur
o.setBlur = function(blur)
o.blur = blur
o.changed = true
end
-- new rectangle
o.newRectangle = function(x, y, w, h)
return love.light.newRectangle(o, x, y, w, h)
end
-- new circle
o.newCircle = function(x, y, r)
return love.light.newCircle(o, x, y, r)
end
-- new polygon
o.newPolygon = function(...)
return love.light.newPolygon(o, ...)
end
-- new image
o.newImage = function(img, x, y, width, height, ox, oy)
return love.light.newImage(o, img, x, y, width, height, ox, oy)
end
-- set polygon data
o.setPoints = function(n, ...)
o.poly[n].data = {...}
end
-- get polygon count
o.getObjectCount = function()
return #o.poly + #o.circle
end
-- get circle count
o.getCircleCount = function()
return #o.circle
end
-- get polygon count
o.getPolygonCount = function()
return #o.poly
end
-- get polygon
o.getPoints = function(n)
return unpack(o.poly[n].data)
end
-- set light position
o.setLightPosition = function(n, x, y)
o.lights[n].setPosition(x, y)
end
-- set light x
o.setLightX = function(n, x)
o.lights[n].setX(x)
end
-- set light y
o.setLightY = function(n, y)
o.lights[n].setY(y)
end
-- get light count
o.getLightCount = function()
return #o.lights
end
-- get light x position
o.getLightX = function(n)
return o.lights[n].x
end
-- get light y position
o.getLightY = function(n)
return o.lights[n].y
end
-- get type
o.getType = function()
return "world"
end
return o
end
-- light object
function love.light.newLight(p, x, y, red, green, blue, range)
local o = {}
o.shadow = love.graphics.newCanvas()
o.shine = love.graphics.newCanvas()
o.x = x
o.y = y
o.z = 1
o.red = red
o.green = green
o.blue = blue
o.range = range
o.smooth = 1.0
o.glowSize = 0.1
o.glowStrength = 0.0
o.changed = true
o.visible = true
-- set position
o.setPosition = function(x, y)
if x ~= o.x or y ~= o.y then
o.x = x
o.y = y
o.changed = true
end
end
-- get x
o.getX = function()
return o.x
end
-- get y
o.getY = function()
return o.y
end
-- set x
o.setX = function(x)
if x ~= o.x then
o.x = x
o.changed = true
end
end
-- set y
o.setY = function(y)
if y ~= o.y then
o.y = y
o.changed = true
end
end
-- set color
o.setColor = function(red, green, blue)
o.red = red
o.green = green
o.blue = blue
--p.changed = true
end
-- set range
o.setRange = function(range)
if range ~= o.range then
o.range = range
o.changed = true
end
end
-- set glow size
o.setSmooth = function(smooth)
o.smooth = smooth
o.changed = true
end
-- set glow size
o.setGlowSize = function(size)
o.glowSize = size
o.changed = true
end
-- set glow strength
o.setGlowStrength = function(strength)
o.glowStrength = strength
o.changed = true
end
-- get type
o.getType = function()
return "light"
end
return o
end
-- rectangle object
function love.light.newRectangle(p, x, y, width, height)
local o = {}
p.poly[#p.poly + 1] = o
o.id = #p.poly
o.x = x or 0
o.y = y or 0
o.width = width or 64
o.height = height or 64
o.ox = o.width / 2
o.oy = o.height / 2
o.shine = true
p.changed = true
o.data = {
o.x - o.ox,
o.y - o.oy,
o.x - o.ox + o.width,
o.y - o.oy,
o.x - o.ox + o.width,
o.y - o.oy + o.height,
o.x - o.ox,
o.y - o.oy + o.height
}
-- refresh
o.refresh = function()
o.data[1] = o.x - o.ox
o.data[2] = o.y - o.oy
o.data[3] = o.x - o.ox + o.width
o.data[4] = o.y - o.oy
o.data[5] = o.x - o.ox + o.width
o.data[6] = o.y - o.oy + o.height
o.data[7] = o.x - o.ox
o.data[8] = o.y - o.oy + o.height
end
-- set position
o.setPosition = function(x, y)
if x ~= o.x or y ~= o.y then
o.x = x
o.y = y
o.refresh()
p.changed = true
end
end
-- set x
o.setX = function(x)
if x ~= o.x then
o.x = x
o.refresh()
p.changed = true
end
end
-- set y
o.setY = function(y)
if y ~= o.y then
o.y = y
o.refresh()
p.changed = true
end
end
-- set dimension
o.setDimension = function(width, height)
o.width = width
o.height = height
o.refresh()
p.changed = true
end
-- set shadow on/off
o.setShadow = function(b)
o.castsNoShadow = not b
p.changed = true
end
-- set shine on/off
o.setShine = function(b)
o.shine = b
p.changed = true
end
-- get x
o.getX = function()
return o.x
end
-- get y
o.getY = function()
return o.y
end
-- get width
o.getWidth = function()
return o.width
end
-- get height
o.getHeight = function()
return o.height
end
-- get rectangle data
o.getPoints = function()
return unpack(o.data)
end
-- get type
o.getType = function()
return "rectangle"
end
return o
end
-- circle object
function love.light.newCircle(p, x, y, radius)
local o = {}
p.circle[#p.circle + 1] = o
o.id = #p.circle
o.x = x or 0
o.y = y or 0
o.radius = radius or 200
o.shine = true
p.changed = true
-- set position
o.setPosition = function(x, y)
if x ~= o.x or y ~= o.y then
o.x = x
o.y = y
p.changed = true
end
end
-- set x
o.setX = function(x)
if x ~= o.x then
o.x = x
p.changed = true
end
end
-- set y
o.setY = function(y)
if y ~= o.y then
o.y = y
p.changed = true
end
end
-- set radius
o.setRadius = function(radius)
if radius ~= o.radius then
o.radius = radius
p.changed = true
end
end
-- set shadow on/off
o.setShadow = function(b)
o.castsNoShadow = not b
p.changed = true
end
-- set shine on/off
o.setShine = function(b)
o.shine = b
p.changed = true
end
-- get x
o.getX = function()
return o.x
end
-- get y
o.getY = function()
return o.y
end
-- get radius
o.getRadius = function()
return o.radius
end
-- get type
o.getType = function()
return "circle"
end
return o
end
-- poly object
function love.light.newPolygon(p, ...)
local o = {}
p.poly[#p.poly + 1] = o
o.id = #p.poly
o.shine = true
p.changed = true
if ... then
o.data = {...}
else
o.data = {0,0,0,0,0,0}
end
-- set polygon data
o.setPoints = function(...)
o.data = {...}
p.changed = true
end
-- set shadow on/off
o.setShadow = function(b)
o.castsNoShadow = not b
p.changed = true
end
-- set shine on/off
o.setShine = function(b)
o.shine = b
p.changed = true
end
-- get polygon data
o.getPoints = function()
return unpack(o.data)
end
-- get type
o.getType = function()
return "polygon"
end
return o
end
-- image object
function love.light.newImage(p, img, x, y, width, height, ox, oy)
local o = {}
p.poly[#p.poly + 1] = o
p.img[#p.img + 1] = o
o.id = #p.img
o.img = img
o.normal = nil
o.glow = nil
o.x = x or 0
o.y = y or 0
o.width = width or img:getWidth()
o.height = height or img:getHeight()
o.ox = o.width / 2.0
o.oy = o.height / 2.0
o.ox2 = ox or o.width / 2.0
o.oy2 = oy or o.height / 2.0
o.imgWidth = img:getWidth()
o.imgHeight = img:getHeight()
o.shine = true
p.changed = true
o.data = {
o.x - o.ox,
o.y - o.oy,
o.x - o.ox + o.width,
o.y - o.oy,
o.x - o.ox + o.width,
o.y - o.oy + o.height,
o.x - o.ox,
o.y - o.oy + o.height
}
-- refresh
o.refresh = function()
o.data[1] = o.x - o.ox
o.data[2] = o.y - o.oy
o.data[3] = o.x - o.ox + o.width
o.data[4] = o.y - o.oy
o.data[5] = o.x - o.ox + o.width
o.data[6] = o.y - o.oy + o.height
o.data[7] = o.x - o.ox
o.data[8] = o.y - o.oy + o.height
end
-- set position
o.setPosition = function(x, y)
if x ~= o.x or y ~= o.y then
o.x = x
o.y = y
o.refresh()
p.changed = true
end
end
-- set x position
o.setX = function(x)
if x ~= o.x then
o.x = x
o.refresh()
p.changed = true
end
end
-- set y position
o.setY = function(y)
if y ~= o.y then
o.y = y
o.refresh()
p.changed = true
end
end
-- get width
o.getWidth = function()
return o.width
end
-- get height
o.getHeight = function()
return o.height
end
-- get image width
o.getImageWidth = function()
return o.imgWidth
end
-- get image height
o.getImageHeight = function()
return o.imgHeight
end
-- set dimension
o.setDimension = function(width, height)
o.width = width
o.height = height
o.refresh()
p.changed = true
end
-- set shadow on/off
o.setShadow = function(b)
o.castsNoShadow = not b
p.changed = true
end
-- set shine on/off
o.setShine = function(b)
o.shine = b
p.changed = true
end
-- set image
o.setImage = function(img)
o.img = img
end
-- set normal
o.setNormalMap = function(normal)
o.normal = normal
end
-- set normal
o.setGlowMap = function(glow)
o.glow = glow
end
-- get type
o.getType = function()
return "image"
end
return o
end
-- vector functions
function normalize(v)
local len = math.sqrt(math.pow(v[1], 2) + math.pow(v[2], 2))
local normalizedv = {v[1] / len, v[2] / len}
return normalizedv
end
function dot(v1, v2)
return v1[1] * v2[1] + v1[2] * v2[2]
end
function lengthSqr(v)
return v[1] * v[1] + v[2] * v[2]
end
function length(v)
return math.sqrt(lengthSqr(v))
end
function calculateShadows(lightsource, geometry, circle, image)
local shadowGeometry = {}
local shadowLength = 10000
for i, v in pairs(geometry) do
curPolygon = v.data
if not v.castsNoShadow then
local edgeFacingTo = {}
for j=1,#curPolygon,2 do
local indexOfNextVertex = (j+2) % #curPolygon
local normal = {-curPolygon[indexOfNextVertex+1] + curPolygon[j+1], curPolygon[indexOfNextVertex] - curPolygon[j]}
local lightToPoint = {curPolygon[j] - lightsource.x, curPolygon[j+1] - lightsource.y}
normal = normalize(normal)
lightToPoint = normalize(lightToPoint)
local dotProduct = dot(normal, lightToPoint)
if dotProduct > 0 then table.insert(edgeFacingTo, true)
else table.insert(edgeFacingTo, false) end
end
local curShadowGeometry = {}
for j, curFacing in pairs(edgeFacingTo) do
local nextIndex = (j+1) % #edgeFacingTo; if nextIndex == 0 then nextIndex = #edgeFacingTo end
if curFacing and not edgeFacingTo[nextIndex] then
curShadowGeometry[1] = curPolygon[nextIndex*2-1]
curShadowGeometry[2] = curPolygon[nextIndex*2]
local lightVecFrontBack = normalize({curPolygon[nextIndex*2-1] - lightsource.x, curPolygon[nextIndex*2] - lightsource.y})
curShadowGeometry[3] = curShadowGeometry[1] + lightVecFrontBack[1] * shadowLength
curShadowGeometry[4] = curShadowGeometry[2] + lightVecFrontBack[2] * shadowLength
elseif not curFacing and edgeFacingTo[nextIndex] then
curShadowGeometry[7] = curPolygon[nextIndex*2-1]
curShadowGeometry[8] = curPolygon[nextIndex*2]
local lightVecBackFront = normalize({curPolygon[nextIndex*2-1] - lightsource.x, curPolygon[nextIndex*2] - lightsource.y})
curShadowGeometry[5] = curShadowGeometry[7] + lightVecBackFront[1]*shadowLength
curShadowGeometry[6] = curShadowGeometry[8] + lightVecBackFront[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
shadowGeometry[#shadowGeometry + 1] = curShadowGeometry
end
end
end
for i, v in pairs(circle) do
local curShadowGeometry = {}
local angle = math.atan2(lightsource.x - v.x, v.y - lightsource.y) + math.pi / 2
local x2 = v.x + math.sin(angle) * v.radius
local y2 = v.y - math.cos(angle) * v.radius
local x3 = v.x - math.sin(angle) * v.radius
local y3 = v.y + math.cos(angle) * v.radius
curShadowGeometry[1] = x2
curShadowGeometry[2] = y2
curShadowGeometry[3] = x3
curShadowGeometry[4] = y3
curShadowGeometry[5] = x3 - (lightsource.x - x3) * shadowLength
curShadowGeometry[6] = y3 - (lightsource.y - y3) * shadowLength
curShadowGeometry[7] = x2 - (lightsource.x - x2) * shadowLength
curShadowGeometry[8] = y2 - (lightsource.y - y2) * shadowLength
shadowGeometry[#shadowGeometry + 1] = curShadowGeometry
end
return shadowGeometry
end
shadowStencil = function()
local shadowGeometry = calculateShadows(LOVE_LIGHT_CURRENT, LOVE_LIGHT_POLY, LOVE_LIGHT_CIRCLE)
for i = 1,#shadowGeometry do
love.graphics.polygon("fill", unpack(shadowGeometry[i]))
end
for i = 1, #LOVE_LIGHT_POLY do
love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
end
for i = 1, #LOVE_LIGHT_CIRCLE do
love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].getX(), LOVE_LIGHT_CIRCLE[i].getY(), LOVE_LIGHT_CIRCLE[i].getRadius())
end
for i = 1, #LOVE_LIGHT_IMAGE do
--love.graphics.rectangle("fill", LOVE_LIGHT_IMAGE[i].x, LOVE_LIGHT_IMAGE[i].y, LOVE_LIGHT_IMAGE[i].width, LOVE_LIGHT_IMAGE[i].height)
end
end
polyStencil = function()
for i = 1, #LOVE_LIGHT_CIRCLE do
if LOVE_LIGHT_CIRCLE[i].shine then
love.graphics.circle("fill", LOVE_LIGHT_CIRCLE[i].getX(), LOVE_LIGHT_CIRCLE[i].getY(), LOVE_LIGHT_CIRCLE[i].getRadius())
end
end
for i = 1, #LOVE_LIGHT_POLY do
if LOVE_LIGHT_POLY[i].shine then
love.graphics.polygon("fill", unpack(LOVE_LIGHT_POLY[i].data))
end
end
for i = 1, #LOVE_LIGHT_IMAGE do
if LOVE_LIGHT_IMAGE[i].shine then
--love.graphics.rectangle("fill", LOVE_LIGHT_IMAGE[i].x, LOVE_LIGHT_IMAGE[i].y, LOVE_LIGHT_IMAGE[i].width, LOVE_LIGHT_IMAGE[i].height)
end
end
end