mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
433 lines
12 KiB
Lua
433 lines
12 KiB
Lua
--[[
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The MIT License (MIT)
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Copyright (c) 2014 Marcus Ihde
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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]]
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local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
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local class = require(_PACKAGE..'/class')
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local Light = require(_PACKAGE..'/light')
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local Body = require(_PACKAGE..'/body')
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local util = require(_PACKAGE..'/util')
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local normal_map = require(_PACKAGE..'/normal_map')
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local PostShader = require(_PACKAGE..'/postshader')
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require(_PACKAGE..'/postshader')
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local light_world = class()
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light_world.blurv = love.graphics.newShader(_PACKAGE.."/shaders/blurv.glsl")
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light_world.blurh = love.graphics.newShader(_PACKAGE.."/shaders/blurh.glsl")
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light_world.refractionShader = love.graphics.newShader(_PACKAGE.."/shaders/refraction.glsl")
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light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."/shaders/reflection.glsl")
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function light_world:init(options)
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self.lights = {}
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self.body = {}
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self.post_shader = PostShader()
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self.ambient = {0, 0, 0}
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self.normalInvert = false
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self.refractionStrength = 8.0
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self.reflectionStrength = 16.0
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self.reflectionVisibility = 1.0
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self.blur = 2.0
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self.glowBlur = 1.0
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self.glowTimer = 0.0
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self.glowDown = false
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self.drawBackground = function() end
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self.drawForground = function() end
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options = options or {}
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for k, v in pairs(options) do self[k] = v end
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self:refreshScreenSize()
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end
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function light_world:refreshScreenSize(w, h)
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w, h = w or love.window.getWidth(), h or love.window.getHeight()
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self.render_buffer = love.graphics.newCanvas(w, h)
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self.shadow = love.graphics.newCanvas(w, h)
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self.shadow2 = love.graphics.newCanvas(w, h)
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self.pixelShadow = love.graphics.newCanvas(w, h)
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self.pixelShadow2 = love.graphics.newCanvas(w, h)
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self.shine = love.graphics.newCanvas(w, h)
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self.shine2 = love.graphics.newCanvas(w, h)
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self.normalMap = love.graphics.newCanvas(w, h)
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self.glowMap = love.graphics.newCanvas(w, h)
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self.glowMap2 = love.graphics.newCanvas(w, h)
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self.refractionMap = love.graphics.newCanvas(w, h)
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self.refractionMap2 = love.graphics.newCanvas(w, h)
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self.reflectionMap = love.graphics.newCanvas(w, h)
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self.reflectionMap2 = love.graphics.newCanvas(w, h)
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self.blurv:send("screen", {w, h})
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self.blurh:send("screen", {w, h})
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self.refractionShader:send("screen", {w, h})
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self.reflectionShader:send("screen", {w, h})
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for i = 1, #self.lights do
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self.lights[i]:refresh(w, h)
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end
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self.post_shader:refreshScreenSize(w, h)
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end
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function light_world:draw(l,t,s)
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l,t,s = (l or 0), (t or 0), s or 1
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local w, h = love.graphics.getWidth(), love.graphics.getHeight()
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util.drawto(self.render_buffer, l, t, s, function()
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self.drawBackground( l,t,w,h,s)
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self:drawShadow( l,t,w,h,s)
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self.drawForground( l,t,w,h,s)
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self:drawMaterial( l,t,w,h,s)
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self:drawShine( l,t,w,h,s)
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self:drawPixelShadow(l,t,w,h,s)
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self:drawGlow( l,t,w,h,s)
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self:drawRefraction( l,t,w,h,s)
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self:drawReflection( l,t,w,h,s)
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end)
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self.post_shader:drawWith(self.render_buffer, l, t, s)
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end
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function light_world:drawBlur(blendmode, blur, canvas, canvas2, l, t, w, h, s)
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if blur <= 0 then
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return
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end
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canvas2:clear()
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self.blurv:send("steps", blur)
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self.blurh:send("steps", blur)
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util.drawCanvasToCanvas(canvas, canvas2, {shader = self.blurv, blendmode = blendmode})
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util.drawCanvasToCanvas(canvas2, canvas, {shader = self.blurh, blendmode = blendmode})
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end
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-- draw shadow
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function light_world:drawShadow(l,t,w,h,s)
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if not self.isShadows and not self.isLight then
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return
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end
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-- draw ambient
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util.drawto(self.shadow, l, t, s, function()
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love.graphics.setColor(unpack(self.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", -l/s, -t/s, w/s, h/s)
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for i = 1, #self.lights do
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self.lights[i]:drawShadow(l,t,w,h,s,self.body, self.shadow)
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end
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end)
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light_world:drawBlur("alpha", self.blur, self.shadow, self.shadow2, l, t, w, h, s)
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util.drawCanvasToCanvas(self.shadow, self.render_buffer, {blendmode = "multiplicative"})
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end
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-- draw shine
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function light_world:drawShine(l,t,w,h,s)
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if not self.isShadows then
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return
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end
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-- update shine
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util.drawto(self.shine, l, t, s, function()
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love.graphics.setColor(unpack(self.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", -l/s, -t/s, w/s, h/s)
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for i = 1, #self.lights do
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self.lights[i]:drawShine(l,t,w,h,s,self.body,self.shine)
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end
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end)
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--light_world:drawBlur("additive", self.blur, self.shine, self.shine2, l, t, w, h, s)
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util.drawCanvasToCanvas(self.shine, self.render_buffer, {blendmode = "multiplicative"})
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end
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-- draw pixel shadow
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function light_world:drawPixelShadow(l,t,w,h,s)
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if not self.isShadows then
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return
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end
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-- update pixel shadow
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-- create normal map
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self.normalMap:clear()
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util.drawto(self.normalMap, l, t, s, function()
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for i = 1, #self.body do
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self.body[i]:drawPixelShadow()
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end
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end)
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self.pixelShadow2:clear()
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for i = 1, #self.lights do
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self.lights[i]:drawPixelShadow(l,t,w,h, self.normalMap, self.pixelShadow2)
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end
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self.pixelShadow:clear(255, 255, 255)
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util.drawCanvasToCanvas(self.pixelShadow2, self.pixelShadow, {blendmode = "alpha"})
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util.drawto(self.pixelShadow, l, t, s, function()
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love.graphics.setBlendMode("additive")
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love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
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love.graphics.rectangle("fill", l/s,t/s,w/s,h/s)
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end)
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util.drawCanvasToCanvas(self.pixelShadow, self.render_buffer, {blendmode = "multiplicative"})
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end
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-- draw material
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function light_world:drawMaterial(l,t,w,h,s)
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for i = 1, #self.body do
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self.body[i]:drawMaterial()
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end
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end
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-- draw glow
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function light_world:drawGlow(l,t,w,h,s)
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if not self.isShadows then
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return
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end
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-- create glow map
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self.glowMap:clear(0, 0, 0)
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util.drawto(self.glowMap, l, t, s, function()
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if self.glowDown then
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self.glowTimer = math.max(0.0, self.glowTimer - love.timer.getDelta())
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if self.glowTimer == 0.0 then
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self.glowDown = not self.glowDown
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end
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else
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self.glowTimer = math.min(self.glowTimer + love.timer.getDelta(), 1.0)
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if self.glowTimer == 1.0 then
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self.glowDown = not self.glowDown
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end
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end
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for i = 1, #self.body do
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self.body[i]:drawGlow()
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end
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end)
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light_world:drawBlur("alpha", self.glowBlur, self.glowMap, self.glowMap2, l, t, w, h, s)
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util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "additive"})
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end
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-- draw refraction
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function light_world:drawRefraction(l,t,w,h,s)
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if not self.isRefraction then
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return
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end
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-- create refraction map
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self.refractionMap:clear()
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util.drawto(self.refractionMap, l, t, s, function()
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for i = 1, #self.body do
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self.body[i]:drawRefraction()
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end
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end)
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util.drawCanvasToCanvas(self.render_buffer, self.refractionMap2)
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self.refractionShader:send("backBuffer", self.refractionMap2)
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self.refractionShader:send("refractionStrength", self.refractionStrength)
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util.drawCanvasToCanvas(self.refractionMap, self.render_buffer, {shader = self.refractionShader})
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end
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-- draw reflection
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function light_world:drawReflection(l,t,w,h,s)
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if not self.isReflection then
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return
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end
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-- create reflection map
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self.reflectionMap:clear(0, 0, 0)
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util.drawto(self.reflectionMap, l, t, s, function()
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for i = 1, #self.body do
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self.body[i]:drawReflection()
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end
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end)
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util.drawCanvasToCanvas(self.render_buffer, self.reflectionMap2)
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self.reflectionShader:send("backBuffer", self.reflectionMap2)
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self.reflectionShader:send("reflectionStrength", self.reflectionStrength)
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self.reflectionShader:send("reflectionVisibility", self.reflectionVisibility)
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util.drawCanvasToCanvas(self.reflectionMap, self.render_buffer, {shader = self.reflectionShader})
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end
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-- new light
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function light_world:newLight(x, y, red, green, blue, range)
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self.lights[#self.lights + 1] = Light(x, y, red, green, blue, range)
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self.isLight = true
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return self.lights[#self.lights]
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end
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-- clear lights
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function light_world:clearLights()
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self.lights = {}
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self.isLight = false
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end
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-- clear objects
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function light_world:clearBodys()
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self.body = {}
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self.isShadows = false
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self.isRefraction = false
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self.isReflection = false
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end
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function light_world:setBackgroundMethod(fn)
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self.drawBackground = fn or function() end
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end
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function light_world:setForegroundMethod(fn)
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self.drawForground = fn or function() end
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end
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-- set ambient color
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function light_world:setAmbientColor(red, green, blue)
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self.ambient = {red, green, blue}
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end
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-- set ambient red
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function light_world:setAmbientRed(red)
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self.ambient[1] = red
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end
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-- set ambient green
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function light_world:setAmbientGreen(green)
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self.ambient[2] = green
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end
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-- set ambient blue
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function light_world:setAmbientBlue(blue)
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self.ambient[3] = blue
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end
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-- set normal invert
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function light_world:setNormalInvert(invert)
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self.normalInvert = invert
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end
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-- set blur
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function light_world:setBlur(blur)
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self.blur = blur
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end
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-- set blur
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function light_world:setShadowBlur(blur)
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self.blur = blur
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end
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-- set glow blur
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function light_world:setGlowStrength(strength)
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self.glowBlur = strength
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end
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-- set refraction blur
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function light_world:setRefractionStrength(strength)
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self.refractionStrength = strength
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end
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-- set reflection strength
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function light_world:setReflectionStrength(strength)
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self.reflectionStrength = strength
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end
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-- set reflection visibility
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function light_world:setReflectionVisibility(visibility)
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self.reflectionVisibility = visibility
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end
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-- new rectangle
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function light_world:newRectangle(x, y, w, h)
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self.isShadows = true
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return self:newBody("rectangle", x, y, width, height)
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end
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-- new circle
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function light_world:newCircle(x, y, r)
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self.isShadows = true
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return self:newBody("circle", x, y, r)
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end
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-- new polygon
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function light_world:newPolygon(...)
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self.isShadows = true
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return self:newBody("polygon", ...)
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end
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-- new image
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function light_world:newImage(img, x, y, width, height, ox, oy)
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self.isShadows = true
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return self:newBody("image", img, x, y, width, height, ox, oy)
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end
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-- new refraction
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function light_world:newRefraction(normal, x, y, width, height)
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self.isRefraction = true
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return self:newBody("refraction", normal, x, y, width, height)
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end
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-- new refraction from height map
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function light_world:newRefractionHeightMap(heightMap, x, y, strength)
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local normal = normal_map.fromHeightMap(heightMap, strength)
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self.isRefraction = true
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return self.newRefraction(p, normal, x, y)
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end
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-- new reflection
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function light_world:newReflection(normal, x, y, width, height)
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self.isReflection = true
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return self:newBody("reflection", normal, x, y, width, height)
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end
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-- new reflection from height map
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function light_world:newReflectionHeightMap(heightMap, x, y, strength)
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local normal = normal_map.fromHeightMap(heightMap, strength)
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self.isReflection = true
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return self.newReflection(p, normal, x, y)
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end
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-- new body
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function light_world:newBody(type, ...)
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local id = #self.body + 1
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self.body[id] = Body(id, type, ...)
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return self.body[#self.body]
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end
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-- get body count
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function light_world:getBodyCount()
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return #self.body
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end
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-- get light
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function light_world:getBody(n)
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return self.body[n]
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end
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-- get light count
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function light_world:getLightCount()
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return #self.lights
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end
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-- get light
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function light_world:getLight(n)
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return self.lights[n]
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end
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return light_world
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