mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-11 01:14:26 +00:00
141 lines
3.4 KiB
Lua
141 lines
3.4 KiB
Lua
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
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local class = require(_PACKAGE.."/class")
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local util = require(_PACKAGE..'/util')
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local light = class()
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light.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl")
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function light:init(x, y, r, g, b, range)
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self.direction = 0
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self.angle = math.pi * 2.0
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self.range = 0
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self.x = x or 0
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self.y = y or 0
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self.z = 1
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self.red = r or 255
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self.green = g or 255
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self.blue = b or 255
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self.range = range or 300
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self.smooth = 1.0
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self.glowSize = 0.1
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self.glowStrength = 0.0
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self.visible = true
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self:refresh()
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end
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function light:refresh(w, h)
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self.shadowShader:send('screenResolution', {w or love.window.getWidth(), h or love.window.getHeight()})
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end
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-- set position
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function light:setPosition(x, y, z)
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if x ~= self.x or y ~= self.y or (z and z ~= self.z) then
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self.x = x
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self.y = y
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if z then
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self.z = z
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end
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end
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end
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-- move position
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function light:move(x, y, z)
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if x then
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self.x = self.x + x
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end
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if y then
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self.y = self.y + y
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end
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if z then
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self.z = self.z + z
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end
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end
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-- get x
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function light:getPosition()
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return self.x, self.y, self.z
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end
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-- set color
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function light:setColor(red, green, blue)
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self.red = red
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self.green = green
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self.blue = blue
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end
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-- set range
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function light:setRange(range)
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if range ~= self.range then
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self.range = range
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end
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end
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-- set direction
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function light:setDirection(direction)
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if direction ~= self.direction then
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if direction > math.pi * 2 then
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self.direction = math.mod(direction, math.pi * 2)
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elseif direction < 0.0 then
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self.direction = math.pi * 2 - math.mod(math.abs(direction), math.pi * 2)
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else
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self.direction = direction
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end
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end
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end
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-- set angle
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function light:setAngle(angle)
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if angle ~= self.angle then
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if angle > math.pi then
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self.angle = math.mod(angle, math.pi)
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elseif angle < 0.0 then
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self.angle = math.pi - math.mod(math.abs(angle), math.pi)
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else
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self.angle = angle
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end
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end
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end
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-- set glow size
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function light:setSmooth(smooth)
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self.smooth = smooth
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end
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-- set glow size
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function light:setGlowSize(size)
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self.glowSize = size
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end
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-- set glow strength
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function light:setGlowStrength(strength)
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self.glowStrength = strength
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end
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function light:inRange(l,t,w,h,s)
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local lx, ly, rs = (self.x + l/s) * s, (self.y + t/s) * s, self.range * s
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return self.visible and (lx + rs) > 0 and (lx - rs) < w/s and (ly + rs) > 0 and (ly - rs) < h/s
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end
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function light:drawNormalShading(l,t,w,h,s, normalMap, shadowMap, canvas)
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self.shadowShader:send('shadowMap', shadowMap)
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self.shadowShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.shadowShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, (self.z * 10) / 255.0})
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self.shadowShader:send('lightRange',{self.range * s})
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self.shadowShader:send("lightSmooth", self.smooth)
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self.shadowShader:send("lightGlow", {1.0 - self.glowSize, self.glowStrength})
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self.shadowShader:send("lightAngle", math.pi - self.angle / 2.0)
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self.shadowShader:send("lightDirection", self.direction)
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self.shadowShader:send("invert_normal", self.normalInvert == true)
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util.drawCanvasToCanvas(normalMap, canvas, {
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blendmode = 'additive',
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shader = self.shadowShader
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})
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end
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function light:setVisible(visible)
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self.visible = visible
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end
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return light
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