light_world.lua/lib/init.lua

275 lines
9.9 KiB
Lua

--[[
The MIT License (MIT)
Copyright (c) 2014 Marcus Ihde, Tim Anema
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
local _PACKAGE = string.gsub(...,"%.","/") or ""
if string.len(_PACKAGE) > 0 then _PACKAGE = _PACKAGE .. "/" end
local class = require(_PACKAGE..'class')
local Light = require(_PACKAGE..'light')
local Body = require(_PACKAGE..'body')
local util = require(_PACKAGE..'util')
local PostShader = require(_PACKAGE..'postshader')
local light_world = class()
light_world.blurv = love.graphics.newShader(_PACKAGE.."shaders/blurv.glsl")
light_world.blurh = love.graphics.newShader(_PACKAGE.."shaders/blurh.glsl")
light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl")
light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl")
function light_world:init(options)
self.lights = {}
self.body = {}
self.post_shader = PostShader()
self.l, self.t, self.s = 0, 0, 1
self.ambient = {0, 0, 0}
self.refractionStrength = 8.0
self.reflectionStrength = 16.0
self.reflectionVisibility = 1.0
self.blur = 2.0
self.glowBlur = 1.0
self.glowTimer = 0.0
self.glowDown = false
options = options or {}
for k, v in pairs(options) do self[k] = v end
self:refreshScreenSize()
end
function light_world:refreshScreenSize(w, h)
w, h = w or love.window.getWidth(), h or love.window.getHeight()
self.w, self.h = w, h
self.render_buffer = love.graphics.newCanvas(w, h)
self.normal = love.graphics.newCanvas(w, h)
self.normal2 = love.graphics.newCanvas(w, h)
self.normalMap = love.graphics.newCanvas(w, h)
self.shadowMap = love.graphics.newCanvas(w, h)
self.glowMap = love.graphics.newCanvas(w, h)
self.glowMap2 = love.graphics.newCanvas(w, h)
self.refractionMap = love.graphics.newCanvas(w, h)
self.refractionMap2 = love.graphics.newCanvas(w, h)
self.reflectionMap = love.graphics.newCanvas(w, h)
self.reflectionMap2 = love.graphics.newCanvas(w, h)
self.blurv:send("screen", {w, h})
self.blurh:send("screen", {w, h})
self.refractionShader:send("screen", {w, h})
self.reflectionShader:send("screen", {w, h})
for i = 1, #self.lights do
self.lights[i]:refresh(w, h)
end
self.post_shader:refreshScreenSize(w, h)
end
function light_world:draw(cb)
util.drawto(self.render_buffer, self.l, self.t, self.s, function()
cb( self.l,self.t,self.w,self.h,self.s)
self:drawMaterial( self.l,self.t,self.w,self.h,self.s)
self:drawNormalShading( self.l,self.t,self.w,self.h,self.s)
self:drawGlow( self.l,self.t,self.w,self.h,self.s)
self:drawRefraction( self.l,self.t,self.w,self.h,self.s)
self:drawReflection( self.l,self.t,self.w,self.h,self.s)
end)
self.post_shader:drawWith(self.render_buffer, self.l, self.t, self.s)
end
-- draw normal shading
function light_world:drawNormalShading(l,t,w,h,s)
-- create normal map
self.normalMap:clear()
util.drawto(self.normalMap, l, t, s, function()
for i = 1, #self.body do
if self.body[i]:isInRange(l,t,w,h,s) then
self.body[i]:drawNormal()
end
end
end)
self.normal2:clear()
for i = 1, #self.lights do
if self.lights[i]:inRange(l,t,w,h,s) then
-- create shadow map for this light
self.shadowMap:clear()
util.drawto(self.shadowMap, l, t, s, function()
for k = 1, #self.body do
if self.body[k]:isInLightRange(self.lights[i]) and self.body[k]:isInRange(l,t,w,h,s) then
self.body[k]:drawShadow(self.lights[i])
end
end
end)
-- draw scene for this light using normals and shadowmap
self.lights[i]:drawNormalShading(l,t,w,h,s, self.normalMap, self.shadowMap, self.normal2)
end
end
-- add in ambient color
self.normal:clear(255, 255, 255)
util.drawCanvasToCanvas(self.normal2, self.normal, {blendmode = "alpha"})
util.drawto(self.normal, l, t, s, function()
love.graphics.setBlendMode("additive")
love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
love.graphics.rectangle("fill", -l/s, -t/s, w/s,h/s)
end)
util.drawCanvasToCanvas(self.normal, self.render_buffer, {blendmode = "multiplicative"})
end
-- draw material
function light_world:drawMaterial(l,t,w,h,s)
for i = 1, #self.body do
if self.body[i]:isInRange(l,t,w,h,s) then
self.body[i]:drawMaterial()
end
end
end
-- draw glow
function light_world:drawGlow(l,t,w,h,s)
if self.glowDown then
self.glowTimer = math.max(0.0, self.glowTimer - love.timer.getDelta())
else
self.glowTimer = math.min(self.glowTimer + love.timer.getDelta(), 1.0)
end
if self.glowTimer == 1.0 or self.glowTimer == 0.0 then
self.glowDown = not self.glowDown
end
-- create glow map
self.glowMap:clear(0, 0, 0)
util.drawto(self.glowMap, l, t, s, function()
for i = 1, #self.body do
if self.body[i]:isInRange(l,t,w,h,s) then
self.body[i]:drawGlow()
end
end
end)
self.glowMap2:clear()
self.blurv:send("steps", self.glowBlur)
self.blurh:send("steps", self.glowBlur)
util.drawCanvasToCanvas(self.glowMap, self.glowMap2, {shader = self.blurv, blendmode = "alpha"})
util.drawCanvasToCanvas(self.glowMap2, self.glowMap, {shader = self.blurh, blendmode = "alpha"})
util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "additive"})
end
-- draw refraction
function light_world:drawRefraction(l,t,w,h,s)
-- create refraction map
self.refractionMap:clear()
util.drawto(self.refractionMap, l, t, s, function()
for i = 1, #self.body do
self.body[i]:drawRefraction()
end
end)
util.drawCanvasToCanvas(self.render_buffer, self.refractionMap2)
self.refractionShader:send("backBuffer", self.refractionMap2)
self.refractionShader:send("refractionStrength", self.refractionStrength)
util.drawCanvasToCanvas(self.refractionMap, self.render_buffer, {shader = self.refractionShader})
end
-- draw reflection
function light_world:drawReflection(l,t,w,h,s)
-- create reflection map
self.reflectionMap:clear(0, 0, 0)
util.drawto(self.reflectionMap, l, t, s, function()
for i = 1, #self.body do
if self.body[i]:isInRange(l,t,w,h,s) then
self.body[i]:drawReflection()
end
end
end)
util.drawCanvasToCanvas(self.render_buffer, self.reflectionMap2)
self.reflectionShader:send("backBuffer", self.reflectionMap2)
self.reflectionShader:send("reflectionStrength", self.reflectionStrength)
self.reflectionShader:send("reflectionVisibility", self.reflectionVisibility)
util.drawCanvasToCanvas(self.reflectionMap, self.render_buffer, {shader = self.reflectionShader})
end
-- new light
function light_world:newLight(x, y, red, green, blue, range)
self.lights[#self.lights + 1] = Light(x, y, red, green, blue, range)
return self.lights[#self.lights]
end
function light_world:clear()
light_world:clearLights()
light_world:clearBodies()
end
function light_world:setScale(s) self.s = s end
function light_world:setTranslation(l, t, s) self.l, self.t, self.s = l, t, s end
function light_world:clearLights() self.lights = {} end
function light_world:clearBodies() self.body = {} end
function light_world:setAmbientColor(red, green, blue) self.ambient = {red, green, blue} end
function light_world:setShadowBlur(blur) self.blur = blur end
function light_world:setGlowStrength(strength) self.glowBlur = strength end
function light_world:setRefractionStrength(strength) self.refractionStrength = strength end
function light_world:setReflectionStrength(strength) self.reflectionStrength = strength end
function light_world:setReflectionVisibility(visibility) self.reflectionVisibility = visibility end
function light_world:getBodyCount() return #self.body end
function light_world:getBody(n) return self.body[n] end
function light_world:getLightCount() return #self.lights end
function light_world:getLight(n) return self.lights[n] end
function light_world:newRectangle(...) return self:newBody("rectangle", ...) end
function light_world:newCircle(...) return self:newBody("circle", ...) end
function light_world:newPolygon(...) return self:newBody("polygon", ...) end
function light_world:newImage(...) return self:newBody("image", ...) end
function light_world:newRefraction(...) return self:newBody("refraction", ...) end
function light_world:newReflection(normal, ...) return self:newBody("reflection", ...) end
-- new body
function light_world:newBody(type, ...)
local id = #self.body + 1
self.body[id] = Body(id, type, ...)
return self.body[#self.body]
end
function light_world:remove(to_kill)
if to_kill:is_a(Body) then
for i = 1, #self.body do
if self.body[i] == to_kill then
table.remove(self.body, i)
return true
end
end
elseif to_kill:is_a(Light) then
for i = 1, #self.lights do
if self.lights[i] == to_kill then
table.remove(self.lights, i)
return true
end
end
end
-- failed to find it
return false
end
return light_world