mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
1061 lines
27 KiB
Lua
1061 lines
27 KiB
Lua
LOVE_LIGHT_CURRENT = nil
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LOVE_LIGHT_CIRCLE = nil
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LOVE_LIGHT_POLY = nil
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LOVE_LIGHT_IMAGE = nil
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LOVE_LIGHT_LAST_BUFFER = nil
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LOVE_LIGHT_BLURV = love.graphics.newShader("shader/blurv.glsl")
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LOVE_LIGHT_BLURH = love.graphics.newShader("shader/blurh.glsl")
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LOVE_LIGHT_TRANSLATE_X = 0
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LOVE_LIGHT_TRANSLATE_Y = 0
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LOVE_LIGHT_TRANSLATE_X_OLD = 0
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LOVE_LIGHT_TRANSLATE_Y_OLD = 0
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love.light = {}
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-- light world
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function love.light.newWorld()
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local o = {}
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o.lights = {}
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o.ambient = {0, 0, 0}
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o.circle = {}
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o.poly = {}
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o.img = {}
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o.shadow = love.graphics.newCanvas()
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o.shadow2 = love.graphics.newCanvas()
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o.shine = love.graphics.newCanvas()
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o.normalMap = love.graphics.newCanvas()
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o.glowMap = love.graphics.newCanvas()
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o.glowMap2 = love.graphics.newCanvas()
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o.isGlowBlur = false
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o.pixelShadow = love.graphics.newCanvas()
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o.pixelShadow2 = love.graphics.newCanvas()
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o.shader = love.graphics.newShader("shader/poly_shadow.glsl")
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o.normalShader = love.graphics.newShader("shader/normal.glsl")
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o.changed = true
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o.blur = 2.0
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-- update
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o.update = function()
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LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
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love.graphics.setShader(o.shader)
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if LOVE_LIGHT_TRANSLATE_X ~= LOVE_LIGHT_TRANSLATE_X_OLD or LOVE_LIGHT_TRANSLATE_Y ~= LOVE_LIGHT_TRANSLATE_Y_OLD then
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LOVE_LIGHT_TRANSLATE_X_OLD = LOVE_LIGHT_TRANSLATE_X
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LOVE_LIGHT_TRANSLATE_Y_OLD = LOVE_LIGHT_TRANSLATE_Y
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o.changed = true
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end
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if o.changed then
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love.graphics.setCanvas(o.shadow)
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o.shadow:clear(unpack(o.ambient))
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love.graphics.setBlendMode("additive")
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else
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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end
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local lightsOnScreen = 0
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LOVE_LIGHT_CIRCLE = o.circle
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LOVE_LIGHT_POLY = o.poly
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LOVE_LIGHT_IMAGE = o.img
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for i = 1, #o.lights do
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if o.lights[i].changed or o.changed then
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if o.lights[i].x + o.lights[i].range > LOVE_LIGHT_TRANSLATE_X and o.lights[i].x - o.lights[i].range < love.graphics.getWidth() + LOVE_LIGHT_TRANSLATE_X
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and o.lights[i].y + o.lights[i].range > LOVE_LIGHT_TRANSLATE_Y and o.lights[i].y - o.lights[i].range < love.graphics.getHeight() + LOVE_LIGHT_TRANSLATE_Y
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then
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local lightposrange = {o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, o.lights[i].range}
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LOVE_LIGHT_CURRENT = o.lights[i]
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o.shader:send("lightPositionRange", {o.lights[i].x - LOVE_LIGHT_TRANSLATE_X, love.graphics.getHeight() - (o.lights[i].y - LOVE_LIGHT_TRANSLATE_Y), o.lights[i].range})
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o.shader:send("lightColor", {o.lights[i].red / 255.0, o.lights[i].green / 255.0, o.lights[i].blue / 255.0})
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o.shader:send("smooth", o.lights[i].smooth)
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o.shader:send("glow", {1.0 - o.lights[i].glowSize, o.lights[i].glowStrength})
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if o.changed then
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love.graphics.setCanvas(o.shadow)
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else
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love.graphics.setCanvas(o.lights[i].shadow)
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love.graphics.clear()
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end
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-- draw shadow
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love.graphics.setInvertedStencil(shadowStencil)
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love.graphics.setBlendMode("additive")
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love.graphics.rectangle("fill", LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y, love.graphics.getWidth(), love.graphics.getHeight())
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-- draw shine
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love.graphics.setCanvas(o.lights[i].shine)
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o.lights[i].shine:clear(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil(polyStencil)
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love.graphics.rectangle("fill", LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y, love.graphics.getWidth(), love.graphics.getHeight())
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lightsOnScreen = lightsOnScreen + 1
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o.lights[i].visible = true
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else
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o.lights[i].visible = false
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end
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o.lights[i].changed = o.changed
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end
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end
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-- update shadow
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love.graphics.setShader()
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if not o.changed then
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love.graphics.setCanvas(o.shadow)
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love.graphics.setStencil()
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love.graphics.setColor(unpack(o.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("additive")
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for i = 1, #o.lights do
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if o.lights[i].visible then
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love.graphics.draw(o.lights[i].shadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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end
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end
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o.isShadowBlur = false
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end
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-- update shine
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love.graphics.setCanvas(o.shine)
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love.graphics.setColor(unpack(o.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("additive")
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for i = 1, #o.lights do
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if o.lights[i].visible then
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love.graphics.draw(o.lights[i].shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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end
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end
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-- update pixel shadow
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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-- create normal map
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if o.changed then
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o.normalMap:clear()
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love.graphics.setShader()
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love.graphics.setCanvas(o.normalMap)
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for i = 1, #o.img do
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if o.img[i].normal then
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(o.img[i].normal, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
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else
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love.graphics.setColor(0, 0, 0, 0)
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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)
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end
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end
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love.graphics.setColor(255, 255, 255)
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end
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o.pixelShadow2:clear()
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love.graphics.setCanvas(o.pixelShadow2)
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love.graphics.setBlendMode("additive")
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love.graphics.setShader(o.shader2)
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for i = 1, #o.lights do
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if o.lights[i].visible then
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o.normalShader:send('screenResolution', {love.graphics.getWidth(), love.graphics.getHeight()})
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o.normalShader:send('lightColor', {o.lights[i].red / 255.0, o.lights[i].green / 255.0, o.lights[i].blue / 255.0})
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o.normalShader:send('lightPosition',{o.lights[i].x, love.graphics.getHeight() - o.lights[i].y, o.lights[i].z / 255.0})
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o.normalShader:send('lightRange',{o.lights[i].range})
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o.normalShader:send("lightSmooth", o.lights[i].smooth)
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love.graphics.setShader(o.normalShader)
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love.graphics.draw(o.normalMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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end
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end
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love.graphics.setShader()
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o.pixelShadow:clear(255, 255, 255)
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love.graphics.setCanvas(o.pixelShadow)
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love.graphics.setBlendMode("alpha")
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love.graphics.draw(o.pixelShadow2, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("additive")
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love.graphics.setColor({o.ambient[1], o.ambient[2], o.ambient[3]})
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setBlendMode("alpha")
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-- create glow map
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if o.changed then
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o.glowMap:clear(0, 0, 0)
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love.graphics.setCanvas(o.glowMap)
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for i = 1, #o.img do
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if o.img[i].glow then
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love.graphics.setColor(255, 255, 255)
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love.graphics.draw(o.img[i].glow, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
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else
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love.graphics.setColor(0, 0, 0)
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love.graphics.draw(o.img[i].img, o.img[i].x - o.img[i].ox2, o.img[i].y - o.img[i].oy2)
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end
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end
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o.isGlowBlur = false
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end
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love.graphics.setShader()
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil()
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love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
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o.changed = false
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end
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-- draw shadow
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o.drawShadow = function()
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love.graphics.setColor(255, 255, 255)
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if o.blur then
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LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
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LOVE_LIGHT_BLURV:send("steps", o.blur)
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LOVE_LIGHT_BLURH:send("steps", o.blur)
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas(o.shadow2)
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love.graphics.setShader(LOVE_LIGHT_BLURV)
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love.graphics.draw(o.shadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setCanvas(o.shadow)
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love.graphics.setShader(LOVE_LIGHT_BLURH)
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love.graphics.draw(o.shadow2, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.shadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("alpha")
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else
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.shadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("alpha")
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end
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end
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-- draw shine
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o.drawShine = function()
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.shine, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("alpha")
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end
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-- draw pixel shadow
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o.drawPixelShadow = function()
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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love.graphics.draw(o.pixelShadow, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("alpha")
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end
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-- draw glow
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o.drawGlow = function()
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love.graphics.setColor(255, 255, 255)
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if o.isGlowBlur then
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love.graphics.setBlendMode("additive")
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love.graphics.setShader()
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love.graphics.draw(o.glowMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("alpha")
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else
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LOVE_LIGHT_BLURV:send("steps", 1.0)
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LOVE_LIGHT_BLURH:send("steps", 1.0)
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LOVE_LIGHT_LAST_BUFFER = love.graphics.getCanvas()
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas(o.glowMap2)
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love.graphics.setShader(LOVE_LIGHT_BLURV)
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love.graphics.draw(o.glowMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setCanvas(o.glowMap)
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love.graphics.setShader(LOVE_LIGHT_BLURH)
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love.graphics.draw(o.glowMap2, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setCanvas(LOVE_LIGHT_LAST_BUFFER)
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love.graphics.setBlendMode("additive")
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love.graphics.setShader()
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love.graphics.draw(o.glowMap, LOVE_LIGHT_TRANSLATE_X, LOVE_LIGHT_TRANSLATE_Y)
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love.graphics.setBlendMode("alpha")
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o.isGlowBlur = true
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end
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end
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-- new light
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o.newLight = function(x, y, red, green, blue, range)
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o.lights[#o.lights + 1] = love.light.newLight(o, x, y, red, green, blue, range)
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return o.lights[#o.lights]
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end
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-- clear lights
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o.clearLights = function()
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o.lights = {}
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o.changed = true
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end
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-- clear objects
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o.clearObjects = function()
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o.poly = {}
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o.circle = {}
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o.img = {}
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o.changed = true
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end
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-- set offset
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o.setTranslation = function(translateX, translateY)
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LOVE_LIGHT_TRANSLATE_X = translateX
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LOVE_LIGHT_TRANSLATE_Y = translateY
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end
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-- set ambient color
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o.setAmbientColor = function(red, green, blue)
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o.ambient = {red, green, blue}
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end
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-- set ambient red
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o.setAmbientRed = function(red)
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o.ambient[1] = red
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end
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-- set ambient green
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o.setAmbientGreen = function(green)
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o.ambient[2] = green
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end
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-- set ambient blue
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o.setAmbientBlue = function(blue)
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o.ambient[3] = blue
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end
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-- set blur
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o.setBlur = function(blur)
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o.blur = blur
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o.changed = true
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end
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-- new rectangle
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o.newRectangle = function(x, y, w, h)
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return love.light.newRectangle(o, x, y, w, h)
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end
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-- new circle
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o.newCircle = function(x, y, r)
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return love.light.newCircle(o, x, y, r)
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end
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-- new polygon
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o.newPolygon = function(...)
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return love.light.newPolygon(o, ...)
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end
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-- new image
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o.newImage = function(img, x, y, width, height, ox, oy)
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return love.light.newImage(o, img, x, y, width, height, ox, oy)
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end
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-- set polygon data
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o.setPoints = function(n, ...)
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o.poly[n].data = {...}
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end
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-- get polygon count
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o.getObjectCount = function()
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return #o.poly + #o.circle
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end
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-- get circle count
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o.getCircleCount = function()
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return #o.circle
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end
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-- get polygon count
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o.getPolygonCount = function()
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return #o.poly
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end
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-- get polygon
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o.getPoints = function(n)
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return unpack(o.poly[n].data)
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end
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-- set light position
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o.setLightPosition = function(n, x, y)
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o.lights[n].setPosition(x, y)
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end
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-- set light x
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o.setLightX = function(n, x)
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o.lights[n].setX(x)
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end
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-- set light y
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o.setLightY = function(n, y)
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o.lights[n].setY(y)
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end
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-- get light count
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o.getLightCount = function()
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return #o.lights
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end
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-- get light x position
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o.getLightX = function(n)
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return o.lights[n].x
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end
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-- get light y position
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o.getLightY = function(n)
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return o.lights[n].y
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end
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-- get type
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o.getType = function()
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return "world"
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end
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return o
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end
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-- light object
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function love.light.newLight(p, x, y, red, green, blue, range)
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local o = {}
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o.shadow = love.graphics.newCanvas()
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o.shine = love.graphics.newCanvas()
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o.x = x
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o.y = y
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o.z = 15
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o.red = red
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o.green = green
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o.blue = blue
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o.range = range
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o.smooth = 1.0
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o.glowSize = 0.1
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o.glowStrength = 0.0
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o.changed = true
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o.visible = true
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-- set position
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o.setPosition = function(x, y)
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if x ~= o.x or y ~= o.y then
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o.x = x
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o.y = y
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o.changed = true
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end
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end
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-- get x
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o.getX = function()
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return o.x
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end
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-- get y
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o.getY = function()
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return o.y
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end
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-- set x
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o.setX = function(x)
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if x ~= o.x then
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o.x = x
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o.changed = true
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end
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end
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-- set y
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o.setY = function(y)
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if y ~= o.y then
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o.y = y
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o.changed = true
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end
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end
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-- set color
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o.setColor = function(red, green, blue)
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o.red = red
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o.green = green
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o.blue = blue
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--p.changed = true
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end
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-- set range
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o.setRange = function(range)
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if range ~= o.range then
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o.range = range
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o.changed = true
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end
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end
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-- set glow size
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o.setSmooth = function(smooth)
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o.smooth = smooth
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o.changed = true
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end
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-- set glow size
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o.setGlowSize = function(size)
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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
|
|
o.type = "rectangle"
|
|
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 o.type
|
|
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
|
|
o.type = "circle"
|
|
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 o.type
|
|
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
|
|
o.type = "polygon"
|
|
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 o.type
|
|
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
|
|
o.type = "image"
|
|
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 height map
|
|
o.setHeightMap = function(heightMap, strength)
|
|
o.normal = HeightMapToNormalMap(heightMap, strength)
|
|
end
|
|
-- generate flat normal map
|
|
o.generateNormalMapFlat = function(mode)
|
|
local imgData = o.img:getData()
|
|
local imgNormalData = love.image.newImageData(o.imgWidth, o.imgHeight)
|
|
local color
|
|
|
|
if mode == "top" then
|
|
color = {127, 127, 255}
|
|
elseif mode == "front" then
|
|
color = {127, 255, 127}
|
|
elseif mode == "back" then
|
|
color = {127, 0, 127}
|
|
elseif mode == "left" then
|
|
color = {31, 255, 223}
|
|
elseif mode == "right" then
|
|
color = {223, 223, 127}
|
|
end
|
|
|
|
for i = 0, o.imgHeight - 1 do
|
|
for k = 0, o.imgWidth - 1 do
|
|
local r, g, b, a = imgData:getPixel(k, i)
|
|
if a > 0 then
|
|
imgNormalData:setPixel(k, i, color[1], color[2], color[3], 255)
|
|
end
|
|
end
|
|
end
|
|
|
|
o.normal = love.graphics.newImage(imgNormalData)
|
|
end
|
|
-- generate faded normal map
|
|
o.generateNormalMapFade = function(horizontalFade, verticalFade)
|
|
local imgData = o.img:getData()
|
|
local imgNormalData = love.image.newImageData(o.imgWidth, o.imgHeight)
|
|
local dx = 255.0 / o.imgWidth
|
|
local dy = 255.0 / o.imgHeight
|
|
local nx
|
|
local ny
|
|
local nz
|
|
|
|
for i = 0, o.imgWidth - 1 do
|
|
for k = 0, o.imgHeight - 1 do
|
|
local r, g, b, a = imgData:getPixel(i, k)
|
|
if a > 0 then
|
|
if horizontalFade == "fade" then
|
|
nx = i * dx
|
|
elseif horizontalFade == "inverse" then
|
|
nx = 255 - i * dx
|
|
else
|
|
nx = 127
|
|
end
|
|
|
|
if verticalFade == "fade" then
|
|
ny = 127 + k * dy * 0.5
|
|
nz = 255 - k * dy * 0.5
|
|
elseif verticalFade == "inverse" then
|
|
ny = 127 - k * dy * 0.5
|
|
nz = 127 - k * dy * 0.25
|
|
else
|
|
ny = 255
|
|
nz = 127
|
|
end
|
|
|
|
imgNormalData:setPixel(i, k, nx, ny, nz, 255)
|
|
end
|
|
end
|
|
end
|
|
|
|
o.normal = love.graphics.newImage(imgNormalData)
|
|
end
|
|
-- generate normal map
|
|
o.generateNormalMap = function(strength)
|
|
o.normal = HeightMapToNormalMap(o.img, strength)
|
|
end
|
|
-- set normal
|
|
o.setGlowMap = function(glow)
|
|
o.glow = glow
|
|
end
|
|
-- get type
|
|
o.getType = function()
|
|
return o.type
|
|
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].x, LOVE_LIGHT_CIRCLE[i].y, LOVE_LIGHT_CIRCLE[i].radius)
|
|
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].x, LOVE_LIGHT_CIRCLE[i].y, LOVE_LIGHT_CIRCLE[i].radius)
|
|
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
|
|
|
|
function HeightMapToNormalMap(heightMap, strength)
|
|
local imgData = heightMap:getData()
|
|
local imgData2 = love.image.newImageData(heightMap:getWidth(), heightMap:getHeight())
|
|
local red, green, blue, alpha
|
|
local x, y
|
|
local matrix = {}
|
|
matrix[1] = {}
|
|
matrix[2] = {}
|
|
matrix[3] = {}
|
|
strength = strength or 1.0
|
|
|
|
for i = 0, heightMap:getHeight() - 1 do
|
|
for k = 0, heightMap:getWidth() - 1 do
|
|
for l = 1, 3 do
|
|
for m = 1, 3 do
|
|
if k + (l - 1) < 1 then
|
|
x = heightMap:getWidth() - 1
|
|
elseif k + (l - 1) > heightMap:getWidth() - 1 then
|
|
x = 1
|
|
else
|
|
x = k + l - 1
|
|
end
|
|
|
|
if i + (m - 1) < 1 then
|
|
y = heightMap:getHeight() - 1
|
|
elseif i + (m - 1) > heightMap:getHeight() - 1 then
|
|
y = 1
|
|
else
|
|
y = i + m - 1
|
|
end
|
|
|
|
local red, green, blue, alpha = imgData:getPixel(x, y)
|
|
matrix[l][m] = red
|
|
end
|
|
end
|
|
|
|
red = (255 + ((matrix[1][2] - matrix[2][2]) + (matrix[2][2] - matrix[3][2])) * strength) / 2.0
|
|
green = (255 - ((matrix[2][2] - matrix[1][1]) + (matrix[2][3] - matrix[2][2])) * strength) / 2.0
|
|
blue = 192
|
|
|
|
imgData2:setPixel(k, i, red, green, blue)
|
|
end
|
|
end
|
|
|
|
return love.graphics.newImage(imgData2)
|
|
end |