mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
775 lines
23 KiB
Lua
775 lines
23 KiB
Lua
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
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local normal_map = require(_PACKAGE..'/normal_map')
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local util = require(_PACKAGE..'/util')
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local anim8 = require(_PACKAGE..'/anim8')
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local vector = require(_PACKAGE..'/vector')
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local body = {}
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body.__index = body
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body.glowShader = love.graphics.newShader(_PACKAGE.."/shaders/glow.glsl")
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body.materialShader = love.graphics.newShader(_PACKAGE.."/shaders/material.glsl")
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local function new(id, type, ...)
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local args = {...}
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local obj = setmetatable({}, body)
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obj.id = id
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obj.type = type
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obj.shine = true
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obj.red = 1.0
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obj.green = 1.0
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obj.blue = 1.0
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obj.alpha = 1.0
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obj.glowRed = 255
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obj.glowGreen = 255
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obj.glowBlue = 255
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obj.glowStrength = 0.0
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obj.tileX = 0
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obj.tileY = 0
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obj.zheight = 1
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obj.rotation = 0
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obj.scalex = 1
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obj.scaley = 1
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obj.castsNoShadow = false
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obj.visible = true
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obj.is_on_screen = true
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if obj.type == "circle" then
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obj.x = args[1] or 0
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obj.y = args[2] or 0
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circle_canvas = love.graphics.newCanvas(args[3]*2, args[3]*2)
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util.drawto(circle_canvas, 0, 0, 1, function()
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love.graphics.circle('fill', args[3], args[3], args[3])
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end)
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obj.img = love.graphics.newImage(circle_canvas:getImageData())
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obj.imgWidth = obj.img:getWidth()
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obj.imgHeight = obj.img:getHeight()
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obj.ix = obj.imgWidth * 0.5
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obj.iy = obj.imgHeight * 0.5
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obj:generateNormalMapFlat("top")
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obj:setShadowType('circle', args[3], args[4], args[5])
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elseif obj.type == "rectangle" then
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local x = args[1] or 0
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local y = args[2] or 0
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local width = args[3] or 64
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local height = args[4] or 64
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local ox = args[5] or width * 0.5
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local oy = args[6] or height * 0.5
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obj:setPoints(
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x - ox, y - oy,
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x - ox + width, y - oy,
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x - ox + width, y - oy + height,
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x - ox, y - oy + height
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)
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elseif obj.type == "polygon" then
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obj:setPoints(...)
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elseif obj.type == "image" then
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obj.img = args[1]
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obj.x = args[2] or 0
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obj.y = args[3] or 0
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if obj.img then
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obj.imgWidth = obj.img:getWidth()
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obj.imgHeight = obj.img:getHeight()
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obj.ix = obj.imgWidth * 0.5
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obj.iy = obj.imgHeight * 0.5
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end
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obj:generateNormalMapFlat("top")
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obj:setShadowType('rectangle', args[4] or obj.imgWidth, args[5] or obj.imgHeight, args[6], args[7])
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obj.reflective = true
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elseif obj.type == "animation" then
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obj.img = args[1]
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obj.x = args[2] or 0
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obj.y = args[3] or 0
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obj.animations = {}
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obj.castsNoShadow = true
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obj:generateNormalMapFlat("top")
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obj.reflective = true
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elseif obj.type == "refraction" then
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obj.x = args[2] or 0
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obj.y = args[3] or 0
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obj:setNormalMap(args[1], args[4], args[5])
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obj.width = args[4] or obj.normalWidth
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obj.height = args[5] or obj.normalHeight
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obj.ox = obj.width * 0.5
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obj.oy = obj.height * 0.5
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obj.refraction = true
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elseif obj.type == "reflection" then
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obj.x = args[2] or 0
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obj.y = args[3] or 0
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obj:setNormalMap(args[1], args[4], args[5])
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obj.width = args[4] or obj.normalWidth
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obj.height = args[5] or obj.normalHeight
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obj.ox = obj.width * 0.5
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obj.oy = obj.height * 0.5
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obj.reflection = true
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end
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obj:commit_changes()
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return obj
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end
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-- refresh
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function body:refresh()
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if self.shadowType == 'polygon' and self:has_changed() then
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self.data = {unpack(self.unit_data)}
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local center = vector(self.x, self.y)
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for i = 1, #self.data, 2 do
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local point = vector(self.data[i], self.data[i+1])
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point = point:rotate(self.rotation)
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point = point:scale(self.scalex, self.scaley)
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self.data[i], self.data[i+1] = (point + center):unpack()
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end
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self:commit_changes()
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end
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end
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function body:has_changed()
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return self:position_changed() or
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self:rotation_changed() or
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self:scale_changed()
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end
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function body:position_changed()
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return self.old_x ~= self.x or
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self.old_y ~= self.y
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end
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function body:rotation_changed()
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return self.old_rotation ~= self.rotation
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end
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function body:scale_changed()
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return self.old_scalex ~= self.scalex or
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self.old_scaley ~= self.scaley
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end
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function body:commit_changes()
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self.old_x, self.old_y = self.x, self.y
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self.old_rotation = self.rotation
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self.old_scalex, self.old_scaley = self.scalex, self.scaley
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end
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function body:newGrid(frameWidth, frameHeight, imageWidth, imageHeight, left, top, border)
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return anim8.newGrid(
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frameWidth, frameHeight,
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imageWidth or self.img:getWidth(), imageHeight or self.img:getHeight(),
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left, top, border
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)
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end
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-- frameWidth, frameHeight, imageWidth, imageHeight, left, top, border
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function body:addAnimation(name, frames, durations, onLoop)
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self.animations[name] = anim8.newAnimation(frames, durations, onLoop)
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if not self.current_animation_name then
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self:setAnimation(name)
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end
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end
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function body:setAnimation(name)
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self.current_animation_name = name
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self.animation = self.animations[self.current_animation_name]
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local frame = self.animation.frames[self.animation.position]
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_,_,self.width, self.height = frame:getViewport()
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end
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function body:gotoFrame(frame) self.animation:gotoFrame(frame) end
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function body:pause() self.animation:pause() end
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function body:resume() self.animation:resume() end
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function body:flipH() self.animation:flipH() end
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function body:flipV() self.animation:flipV() end
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function body:pauseAtEnd() self.animation:pauseAtEnd() end
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function body:pauseAtStart() self.animation:pauseAtStart() end
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function body:update(dt)
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self:refresh()
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if self.type == "animation" and self.animation then
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local frame = self.animation.frames[self.animation.position]
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_,_,self.width, self.height = frame:getViewport()
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self.imgWidth, self.imgHeight = self.width, self.height
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self.normalWidth, self.normalHeight = self.width, self.height
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self.ix, self.iy = self.imgWidth * 0.5,self.imgHeight * 0.5
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self.nx, self.ny = self.ix, self.iy
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self.animation:update(dt)
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end
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end
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function body:rotate(angle)
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self:setRotation(self.rotation + angle)
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end
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function body:setRotation(angle)
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self.rotation = angle
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end
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function body:scale(sx, sy)
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self.scalex = self.scalex + sx
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self.scaley = self.scaley + (sy or sx)
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end
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function body:setScale(sx, sy)
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self.scalex = sx
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self.scaley = sy or sx
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end
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-- set position
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function body:setPosition(x, y)
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if x ~= self.x or y ~= self.y then
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self.x = x
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self.y = y
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end
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end
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-- move position
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function body:move(x, y)
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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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end
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-- get x position
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function body:getPosition()
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return self.x, self.y
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end
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-- get width
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function body:getWidth()
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return self.width
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end
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-- get height
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function body:getHeight()
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return self.height
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end
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-- get image width
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function body:getImageWidth()
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return self.imgWidth
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end
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-- get image height
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function body:getImageHeight()
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return self.imgHeight
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end
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-- set offset
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function body:setOffset(ox, oy)
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if ox ~= self.ox or oy ~= self.oy then
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self.ox = ox
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self.oy = oy
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end
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end
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-- set offset
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function body:setImageOffset(ix, iy)
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if ix ~= self.ix or iy ~= self.iy then
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self.ix = ix
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self.iy = iy
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end
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end
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-- set offset
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function body:setNormalOffset(nx, ny)
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if nx ~= self.nx or ny ~= self.ny then
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self.nx = nx
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self.ny = ny
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end
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end
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-- set glow color
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function body:setGlowColor(red, green, blue)
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self.glowRed = red
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self.glowGreen = green
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self.glowBlue = blue
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end
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-- set glow alpha
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function body:setGlowStrength(strength)
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self.glowStrength = strength
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end
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function body:setVisible(visible)
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self.visible = visible
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end
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-- get radius
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function body:getRadius()
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return self.radius
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end
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-- set radius
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function body:setRadius(radius)
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if radius ~= self.radius then
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self.radius = radius
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end
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end
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-- set polygon data
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function body:setPoints(...)
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self.unit_data = {...}
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--calculate l,r,t,b
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self.x, self.y, self.width, self.height = self.unit_data[1], self.unit_data[2], 0, 0
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for i = 1, #self.unit_data, 2 do
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local px, py = self.unit_data[i], self.unit_data[i+1]
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if px < self.x then self.x = px end
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if py < self.y then self.y = py end
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if px > self.width then self.width = px end
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if py > self.height then self.height = py end
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end
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-- normalize width and height
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self.width = self.width - self.x
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self.height = self.height - self.y
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for i = 1, #self.unit_data, 2 do
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self.unit_data[i], self.unit_data[i+1] = self.unit_data[i] - self.x, self.unit_data[i+1] - self.y
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end
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self.x = self.x + (self.width * 0.5)
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self.y = self.y + (self.height * 0.5)
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local poly_canvas = love.graphics.newCanvas(self.width, self.height)
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util.drawto(poly_canvas, 0, 0, 1, function()
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love.graphics.polygon('fill', self.unit_data)
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end)
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--normalize points to be around the center x y
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for i = 1, #self.unit_data, 2 do
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self.unit_data[i], self.unit_data[i+1] = self.unit_data[i] - self.width * 0.5, self.unit_data[i+1] - self.height * 0.5
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end
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self.img = love.graphics.newImage(poly_canvas:getImageData())
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self.imgWidth = self.img:getWidth()
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self.imgHeight = self.img:getHeight()
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self.ix = self.imgWidth * 0.5
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self.iy = self.imgHeight * 0.5
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self:generateNormalMapFlat("top")
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--wrapping with polygon normals causes edges to show
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--also we do not need wrapping for this default normal map
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self.normal:setWrap("clamp", "clamp")
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self:setShadowType('polygon', ...)
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end
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-- get polygon data
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function body:getPoints()
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return unpack(self.data)
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end
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-- set shadow on/off
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function body:setShadow(b)
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self.castsNoShadow = not b
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end
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-- set shine on/off
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function body:setShine(b)
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self.shine = b
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end
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-- set glass color
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function body: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 glass alpha
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function body:setAlpha(alpha)
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self.alpha = alpha
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end
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-- set reflection on/off
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function body:setReflection(reflection)
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self.reflection = reflection
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end
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-- set refraction on/off
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function body:setRefraction(refraction)
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self.refraction = refraction
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end
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-- set reflective on other objects on/off
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function body:setReflective(reflective)
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self.reflective = reflective
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end
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-- set refractive on other objects on/off
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function body:setRefractive(refractive)
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self.refractive = refractive
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end
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-- set image
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function body:setImage(img)
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if img then
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self.img = img
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self.imgWidth = self.img:getWidth()
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self.imgHeight = self.img:getHeight()
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self.ix = self.imgWidth * 0.5
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self.iy = self.imgHeight * 0.5
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end
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end
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-- set normal
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function body:setNormalMap(normal, width, height, nx, ny)
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if normal then
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self.normal = normal
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self.normal:setWrap("repeat", "repeat")
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self.normalWidth = width or self.normal:getWidth()
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self.normalHeight = height or self.normal:getHeight()
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self.nx = nx or self.normalWidth * 0.5
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self.ny = ny or self.normalHeight * 0.5
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self.normalVert = {
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{0.0, 0.0, 0.0, 0.0},
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{self.normalWidth, 0.0, self.normalWidth / self.normal:getWidth(), 0.0},
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{self.normalWidth, self.normalHeight, self.normalWidth / self.normal:getWidth(), self.normalHeight / self.normal:getHeight()},
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{0.0, self.normalHeight, 0.0, self.normalHeight / self.normal:getHeight()}
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}
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self.normalMesh = love.graphics.newMesh(self.normalVert, self.normal, "fan")
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else
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self.normalMesh = nil
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end
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end
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-- set height map
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function body:setHeightMap(heightMap, strength)
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self:setNormalMap(normal_map.fromHeightMap(heightMap, strength))
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end
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-- generate flat normal map
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function body:generateNormalMapFlat(mode)
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self:setNormalMap(normal_map.generateFlat(self.img, mode))
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end
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-- generate faded normal map
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function body:generateNormalMapGradient(horizontalGradient, verticalGradient)
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self:setNormalMap(normal_map.generateGradient(self.img, horizontalGradient, verticalGradient))
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end
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-- generate normal map
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function body:generateNormalMap(strength)
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self:setNormalMap(normal_map.fromHeightMap(self.img, strength))
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end
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-- set material
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function body:setMaterial(material)
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if material then
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self.material = material
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end
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end
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-- set normal
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function body:setGlowMap(glow)
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self.glow = glow
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self.glowStrength = 1.0
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end
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-- set tile offset
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function body:setNormalTileOffset(tx, ty)
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self.tileX = tx / self.normalWidth
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self.tileY = ty / self.normalHeight
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self.normalVert = {
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{0.0, 0.0, self.tileX, self.tileY},
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{self.normalWidth, 0.0, self.tileX + 1.0, self.tileY},
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{self.normalWidth, self.normalHeight, self.tileX + 1.0, self.tileY + 1.0},
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{0.0, self.normalHeight, self.tileX, self.tileY + 1.0}
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}
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end
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-- get type
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function body:getType()
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return self.type
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end
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-- get type
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function body:setShadowType(type, ...)
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self.shadowType = type
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local args = {...}
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if self.shadowType == "circle" then
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self.radius = args[1] or 16
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self.ox = args[2] or 0
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self.oy = args[3] or 0
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elseif self.shadowType == "rectangle" then
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self.shadowType = "polygon"
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self.width = args[1] or 64
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self.height = args[2] or 64
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self.ox = args[3] or self.width * 0.5
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self.oy = args[4] or self.height * 0.5
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self.data = {
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self.x - self.ox, self.y - self.oy,
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self.x - self.ox + self.width, self.y - self.oy,
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self.x - self.ox + self.width, self.y - self.oy + self.height,
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self.x - self.ox, self.y - self.oy + self.height
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}
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elseif self.shadowType == "polygon" then
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self.data = args or {0, 0, 0, 0, 0, 0}
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elseif self.shadowType == "image" then
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if self.img then
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self.width = self.imgWidth
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self.height = self.imgHeight
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self.shadowVert = {
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{0.0, 0.0, 0.0, 0.0},
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{self.width, 0.0, 1.0, 0.0},
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{self.width, self.height, 1.0, 1.0},
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{0.0, self.height, 0.0, 1.0}
|
|
}
|
|
if not self.shadowMesh then
|
|
self.shadowMesh = love.graphics.newMesh(self.shadowVert, self.img, "fan")
|
|
self.shadowMesh:setVertexColors(true)
|
|
end
|
|
else
|
|
self.width = 64
|
|
self.height = 64
|
|
end
|
|
self.shadowX = args[1] or 0
|
|
self.shadowY = args[2] or 0
|
|
self.fadeStrength = args[3] or 0.0
|
|
end
|
|
end
|
|
|
|
function body:isVisible()
|
|
return self.visible and self.is_on_screen
|
|
end
|
|
|
|
function body:inLightRange(light)
|
|
local l, t, w = light.x - light.range, light.y - light.range, light.range*2
|
|
return self:inRange(l,t,w,w,1)
|
|
end
|
|
|
|
function body:inRange(l, t, w, h, s)
|
|
local radius
|
|
if self.type == 'circle' then
|
|
radius = self.radius
|
|
else
|
|
radius = (self.width > self.height and self.width or self.height)
|
|
end
|
|
|
|
local bx, by, bw, bh = self.x - radius, self.y - radius, radius * 2, radius * 2
|
|
|
|
return self.visible and (bx+bw) > (l/s) and bx < (l+w)/s and (by+bh) > (t/s) and by < (t+h)/s
|
|
end
|
|
|
|
function body:drawAnimation()
|
|
self.animation:draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
|
|
end
|
|
|
|
function body:drawNormal()
|
|
if not self.refraction and not self.reflection and self.normalMesh then
|
|
love.graphics.setColor(255, 255, 255)
|
|
if self.type == 'animation' then
|
|
self.animation:draw(self.normal, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
|
|
else
|
|
love.graphics.draw(self.normalMesh, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
|
|
end
|
|
end
|
|
end
|
|
|
|
function body:drawGlow()
|
|
love.graphics.setColor(self.glowRed * self.glowStrength, self.glowGreen * self.glowStrength, self.glowBlue * self.glowStrength)
|
|
|
|
if self.type == "circle" then
|
|
love.graphics.circle("fill", self.x, self.y, self.radius)
|
|
elseif self.type == "polygon" then
|
|
love.graphics.polygon("fill", unpack(self.data))
|
|
elseif (self.type == "image" or self.type == "animation") and self.img then
|
|
if self.glow then
|
|
love.graphics.setShader(self.glowShader)
|
|
self.glowShader:send("glowImage", self.glow)
|
|
self.glowShader:send("glowTime", love.timer.getTime() * 0.5)
|
|
love.graphics.setColor(255, 255, 255)
|
|
else
|
|
love.graphics.setColor(0, 0, 0)
|
|
end
|
|
|
|
if self.type == "animation" then
|
|
self.animation:draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
|
|
else
|
|
love.graphics.draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
|
|
end
|
|
|
|
love.graphics.setShader()
|
|
end
|
|
end
|
|
|
|
function body:drawRefraction()
|
|
if self.refraction and self.normal then
|
|
love.graphics.setColor(255, 255, 255)
|
|
if self.tileX == 0.0 and self.tileY == 0.0 then
|
|
love.graphics.draw(self.normal, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
|
|
else
|
|
self.normalMesh:setVertices(self.normalVert)
|
|
love.graphics.draw(self.normalMesh, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
|
|
end
|
|
end
|
|
|
|
love.graphics.setColor(0, 0, 0)
|
|
|
|
if not self.refractive then
|
|
if self.type == "circle" then
|
|
love.graphics.circle("fill", self.x, self.y, self.radius)
|
|
elseif self.type == "polygon" then
|
|
love.graphics.polygon("fill", unpack(self.data))
|
|
elseif self.type == "image" and self.img then
|
|
love.graphics.draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
|
|
elseif self.type == 'animation' then
|
|
self.animation:draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
|
|
end
|
|
end
|
|
end
|
|
|
|
function body:drawReflection()
|
|
if self.reflection and self.normal then
|
|
love.graphics.setColor(255, 0, 0)
|
|
self.normalMesh:setVertices(self.normalVert)
|
|
love.graphics.draw(self.normalMesh, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
|
|
end
|
|
if self.reflective and self.img then
|
|
love.graphics.setColor(0, 255, 0)
|
|
if self.type == 'animation' then
|
|
self.animation:draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
|
|
else
|
|
love.graphics.draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
|
|
end
|
|
elseif not self.reflection and self.img then
|
|
love.graphics.setColor(0, 0, 0)
|
|
if self.type == 'animation' then
|
|
self.animation:draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
|
|
else
|
|
love.graphics.draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
|
|
end
|
|
end
|
|
end
|
|
|
|
function body:drawMaterial()
|
|
if self.material and self.normal then
|
|
love.graphics.setShader(self.materialShader)
|
|
love.graphics.setColor(255, 255, 255)
|
|
self.materialShader:send("material", self.material)
|
|
if self.type == 'animation' then
|
|
self.animation:draw(self.normal, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
|
|
else
|
|
love.graphics.draw(self.normal, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny)
|
|
end
|
|
love.graphics.setShader()
|
|
end
|
|
end
|
|
|
|
function body:drawStencil()
|
|
if not self.refraction and not self.reflection and not self.castsNoShadow then
|
|
love.graphics.draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy)
|
|
end
|
|
end
|
|
|
|
function body:drawShadow(light)
|
|
if self.castsNoShadow or (self.zheight - light.z) > 0 then
|
|
return
|
|
end
|
|
|
|
love.graphics.setColor(self.red, self.green, self.blue, self.alpha)
|
|
if self.shadowType == "polygon" then
|
|
self:drawPolyShadow(light)
|
|
elseif self.shadowType == "circle" then
|
|
self:drawCircleShadow(light)
|
|
elseif self.shadowType == "image" and self.img then
|
|
self:drawImageShadow(light)
|
|
end
|
|
end
|
|
|
|
--using shadow point calculations from this article
|
|
--http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html
|
|
function body:drawPolyShadow(light)
|
|
local lightPosition = vector(light.x, light.y)
|
|
local lh = lightPosition * self.zheight
|
|
|
|
local height_diff = (self.zheight - light.z)
|
|
if height_diff == 0 then -- prevent inf
|
|
height_diff = -0.001
|
|
end
|
|
|
|
for i = 1, #self.data, 2 do
|
|
local vertex = vector(self.data[i], self.data[i + 1])
|
|
local nextVertex = vector(self.data[(i + 2) % #self.data], self.data[(i + 2) % #self.data + 1])
|
|
local startToEnd = nextVertex - vertex
|
|
if vector(startToEnd.y, -startToEnd.x) * (vertex - lightPosition) > 0 then
|
|
local point1 = (lh - (vertex * light.z))/height_diff
|
|
local point2 = (lh - (nextVertex * light.z))/height_diff
|
|
love.graphics.polygon("fill",
|
|
vertex.x, vertex.y, point1.x, point1.y,
|
|
point2.x, point2.y, nextVertex.x, nextVertex.y)
|
|
end
|
|
end
|
|
end
|
|
|
|
--using shadow point calculations from this article
|
|
--http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html
|
|
function body:drawCircleShadow(light)
|
|
local selfPos = vector(self.x - self.ox, self.y - self.oy)
|
|
local lightPosition = vector(light.x, light.y)
|
|
local lh = lightPosition * self.zheight
|
|
local height_diff = (self.zheight - light.z)
|
|
if height_diff == 0 then -- prevent inf
|
|
height_diff = -0.001
|
|
end
|
|
|
|
local angle = math.atan2(light.x - selfPos.x, selfPos.y - light.y) + math.pi / 2
|
|
local point1 = vector(selfPos.x + math.sin(angle) * self.radius,
|
|
selfPos.y - math.cos(angle) * self.radius)
|
|
local point2 = vector(selfPos.x - math.sin(angle) * self.radius,
|
|
selfPos.y + math.cos(angle) * self.radius)
|
|
local point3 = (lh - (point1 * light.z))/height_diff
|
|
local point4 = (lh - (point2 * light.z))/height_diff
|
|
|
|
local radius = point3:dist(point4)/2
|
|
local circleCenter = (point3 + point4)/2
|
|
|
|
if lightPosition:dist(selfPos) <= self.radius then
|
|
love.graphics.circle("fill", circleCenter.x, circleCenter.y, radius)
|
|
else
|
|
love.graphics.polygon("fill", point1.x, point1.y,
|
|
point2.x, point2.y,
|
|
point4.x, point4.y,
|
|
point3.x, point3.y)
|
|
if lightPosition:dist(circleCenter) < light.range then -- dont draw circle if way off screen
|
|
local angle1 = math.atan2(point3.y - circleCenter.y, point3.x - circleCenter.x)
|
|
local angle2 = math.atan2(point4.y - circleCenter.y, point4.x - circleCenter.x)
|
|
if angle1 < angle2 then
|
|
love.graphics.arc("fill", circleCenter.x, circleCenter.y, radius, angle1, angle2)
|
|
else
|
|
love.graphics.arc("fill", circleCenter.x, circleCenter.y, radius, angle1 - math.pi, angle2 - math.pi)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function body:drawImageShadow(light)
|
|
local height_diff = (light.z - self.zheight)
|
|
if height_diff <= 0.1 then -- prevent shadows from leaving thier person like peter pan.
|
|
height_diff = 0.1
|
|
end
|
|
|
|
local length = 1.0 / height_diff
|
|
local shadowRotation = math.atan2((self.x) - light.x, (self.y + self.oy) - light.y)
|
|
local shadowStartY = self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY
|
|
local shadowX = math.sin(shadowRotation) * self.imgHeight * length
|
|
local shadowY = (length * math.cos(shadowRotation) + 1.0) * shadowStartY
|
|
|
|
self.shadowMesh:setVertices({
|
|
{shadowX, shadowY, 0, 0, self.red, self.green, self.blue, self.alpha},
|
|
{shadowX + self.imgWidth, shadowY, 1, 0, self.red, self.green, self.blue, self.alpha},
|
|
{self.imgWidth, shadowStartY, 1, 1, self.red, self.green, self.blue, self.alpha},
|
|
{0, shadowStartY, 0, 1, self.red, self.green, self.blue, self.alpha}
|
|
})
|
|
|
|
love.graphics.draw(self.shadowMesh, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ox, self.oy)
|
|
end
|
|
|
|
return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})
|