mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
345 lines
12 KiB
Lua
345 lines
12 KiB
Lua
--[[
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The MIT License (MIT)
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Copyright (c) 2014 Marcus Ihde, Tim Anema
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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 = string.gsub(...,"%.","/") or ""
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if string.len(_PACKAGE) > 0 then _PACKAGE = _PACKAGE .. "/" end
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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 PostShader = require(_PACKAGE..'postshader')
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local light_world = {}
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light_world.__index = light_world
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light_world.image_mask = love.graphics.newShader(_PACKAGE.."/shaders/image_mask.glsl")
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light_world.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.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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local function new(options)
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local obj = {}
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obj.lights = {}
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obj.bodies = {}
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obj.post_shader = PostShader()
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obj.l, obj.t, obj.s = 0, 0, 1
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obj.ambient = {0, 0, 0}
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obj.refractionStrength = 8.0
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obj.reflectionStrength = 16.0
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obj.reflectionVisibility = 1.0
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obj.shadowBlur = 2.0
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obj.glowBlur = 1.0
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obj.glowTimer = 0.0
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obj.glowDown = false
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obj.disableGlow = false
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obj.disableMaterial = false
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obj.disableReflection = true
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obj.disableRefraction = true
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options = options or {}
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for k, v in pairs(options) do obj[k] = v end
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local world = setmetatable(obj, light_world)
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world:refreshScreenSize()
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return world
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end
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function light_world:refreshScreenSize(w, h)
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w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
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self.w, self.h = w, h
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self.render_buffer = love.graphics.newCanvas(w, h)
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self.shadow_buffer = love.graphics.newCanvas(w, h)
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self.normalMap = love.graphics.newCanvas(w, h)
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self.shadowMap = love.graphics.newCanvas(w, h)
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self.glowMap = love.graphics.newCanvas(w, h)
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self.refractionMap = love.graphics.newCanvas(w, h)
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self.reflectionMap = love.graphics.newCanvas(w, h)
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self.post_shader:refreshScreenSize(w, h)
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end
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function light_world:update(dt)
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for i = 1, #self.bodies do
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self.bodies[i].is_on_screen = self.bodies[i]:inRange(-self.l,-self.t,self.w,self.h,self.s)
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if self.bodies[i]:isVisible() then
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self.bodies[i]:update(dt)
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end
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end
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for i = 1, #self.lights do
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self.lights[i].is_on_screen = self.lights[i]:inRange(self.l,self.t,self.w,self.h,self.s)
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end
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end
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function light_world:draw(cb)
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util.drawto(self.render_buffer, self.l, self.t, self.s, function()
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cb( self.l,self.t,self.w,self.h,self.s)
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_ = self.disableMaterial or self:drawMaterial( self.l,self.t,self.w,self.h,self.s)
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self:drawShadows( self.l,self.t,self.w,self.h,self.s)
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_ = self.disableGlow or self:drawGlow( self.l,self.t,self.w,self.h,self.s)
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_ = self.disableRefraction or self:drawRefraction( self.l,self.t,self.w,self.h,self.s)
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_ = self.disableReflection or self:drawReflection( self.l,self.t,self.w,self.h,self.s)
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end)
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self.post_shader:drawWith(self.render_buffer, self.l, self.t, self.s)
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end
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-- draw normal shading
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function light_world:drawShadows(l,t,w,h,s)
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love.graphics.setCanvas( self.normalMap )
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love.graphics.clear()
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love.graphics.setCanvas()
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util.drawto(self.normalMap, l, t, s, function()
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for i = 1, #self.bodies do
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if self.bodies[i]:isVisible() then
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self.bodies[i]:drawNormal()
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end
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end
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end)
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self.shadowShader:send('normalMap', self.normalMap)
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self.shadowShader:send("invert_normal", self.normalInvert == true)
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love.graphics.setCanvas( self.shadow_buffer )
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love.graphics.clear()
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love.graphics.setCanvas()
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for i = 1, #self.lights do
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local light = self.lights[i]
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if light:isVisible() then
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-- create shadow map for this light
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love.graphics.setCanvas( self.shadowMap )
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love.graphics.clear()
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love.graphics.setCanvas()
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util.drawto(self.shadowMap, l, t, s, function()
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--I dont know if it uses both or just calls both
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love.graphics.stencil(function()
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local angle = light.direction - (light.angle / 2.0)
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love.graphics.arc("fill", light.x, light.y, light.range, angle, angle + light.angle)
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end)
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love.graphics.setStencilTest("greater",0)
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love.graphics.stencil(function()
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love.graphics.setShader(self.image_mask)
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for k = 1, #self.bodies do
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if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
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self.bodies[k]:drawStencil()
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end
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end
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love.graphics.setShader()
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end)
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love.graphics.setStencilTest("equal", 0)
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for k = 1, #self.bodies do
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if self.bodies[k]:inLightRange(light) and self.bodies[k]:isVisible() then
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self.bodies[k]:drawShadow(light)
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end
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end
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end)
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-- draw scene for this light using normals and shadowmap
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self.shadowShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0})
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self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0})
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self.shadowShader:send('lightRange',{light.range * s})
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self.shadowShader:send("lightSmooth", light.smooth)
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self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
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util.drawCanvasToCanvas(self.shadowMap, self.shadow_buffer, {
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blendmode = 'add',
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shader = self.shadowShader,
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stencil = function()
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local angle = light.direction - (light.angle / 2.0)
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love.graphics.arc("fill", (light.x + l/s) * s, (light.y + t/s) * s, light.range, angle, angle + light.angle)
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end
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})
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end
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end
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-- add in ambient color
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util.drawto(self.shadow_buffer, l, t, s, function()
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love.graphics.setBlendMode("add")
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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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self.post_shader:drawBlur(self.shadow_buffer, {self.shadowBlur})
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util.drawCanvasToCanvas(self.shadow_buffer, self.render_buffer, {blendmode = "multiply"})
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love.graphics.setStencilTest()
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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.bodies do
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if self.bodies[i]:isVisible() then
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self.bodies[i]:drawMaterial()
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end
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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 self.glowDown then
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self.glowTimer = math.max(0.0, self.glowTimer - love.timer.getDelta())
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else
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self.glowTimer = math.min(self.glowTimer + love.timer.getDelta(), 1.0)
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end
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if self.glowTimer == 1.0 or self.glowTimer == 0.0 then
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self.glowDown = not self.glowDown
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end
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local has_glow = false
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-- create glow map
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love.graphics.setCanvas( self.glowMap )
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love.graphics.clear()
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love.graphics.setCanvas()
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util.drawto(self.glowMap, l, t, s, function()
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for i = 1, #self.bodies do
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if self.bodies[i]:isVisible() and self.bodies[i].glowStrength > 0.0 then
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has_glow = true
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self.bodies[i]:drawGlow()
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end
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end
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end)
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if has_glow then
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self.post_shader:drawBlur(self.glowMap, {self.glowBlur})
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util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "add"})
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end
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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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-- create refraction map
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love.graphics.setCanvas( self.refractionMap )
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love.graphics.clear()
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love.graphics.setCanvas()
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util.drawto(self.refractionMap, l, t, s, function()
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for i = 1, #self.bodies do
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if self.bodies[i]:isVisible() then
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self.bodies[i]:drawRefraction()
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end
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end
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end)
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self.refractionShader:send("backBuffer", self.render_buffer)
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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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-- create reflection map
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love.graphics.setCanvas( self.reflectionMap )
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love.graphics.clear()
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love.graphics.setCanvas()
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util.drawto(self.reflectionMap, l, t, s, function()
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for i = 1, #self.bodies do
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if self.bodies[i]:isVisible() then
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self.bodies[i]:drawReflection()
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end
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end
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end)
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self.reflectionShader:send("backBuffer", self.render_buffer)
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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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return self.lights[#self.lights]
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end
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function light_world:clear()
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light_world:clearLights()
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light_world:clearBodies()
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end
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function light_world:setTranslation(l, t, s)
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self.l, self.t, self.s = l or self.l, t or self.t, s or self.s
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end
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function light_world:setScale(s) self.s = s end
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function light_world:clearLights() self.lights = {} end
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function light_world:clearBodies() self.bodies = {} end
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function light_world:setAmbientColor(red, green, blue) self.ambient = {red, green, blue} end
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function light_world:setShadowBlur(blur) self.shadowBlur = blur end
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function light_world:setGlowStrength(strength) self.glowBlur = strength end
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function light_world:setRefractionStrength(strength) self.refractionStrength = strength end
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function light_world:setReflectionStrength(strength) self.reflectionStrength = strength end
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function light_world:setReflectionVisibility(visibility) self.reflectionVisibility = visibility end
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function light_world:getBodyCount() return #self.bodies end
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function light_world:getBody(n) return self.bodies[n] end
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function light_world:getLightCount() return #self.lights end
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function light_world:getLight(n) return self.lights[n] end
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function light_world:newRectangle(...) return self:newBody("rectangle", ...) end
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function light_world:newAnimationGrid(...) return self:newBody("animation", ...) end
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function light_world:newCircle(...) return self:newBody("circle", ...) end
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function light_world:newPolygon(...) return self:newBody("polygon", ...) end
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function light_world:newImage(...) return self:newBody("image", ...) end
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function light_world:newRefraction(...)
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self.disableRefraction = false
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return self:newBody("refraction", ...)
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end
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function light_world:newReflection(normal, ...)
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self.disableReflection = false
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return self:newBody("reflection", ...)
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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.bodies + 1
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self.bodies[id] = Body(id, type, ...)
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return self.bodies[#self.bodies]
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end
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function light_world:is_body(target)
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return target.type ~= nil
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end
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function light_world:is_light(target)
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return target.angle ~= nil
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end
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function light_world:remove(to_kill)
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if self:is_body(to_kill) then
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for i = 1, #self.bodies do
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if self.bodies[i] == to_kill then
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table.remove(self.bodies, i)
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return true
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end
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end
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elseif self:is_light(to_kill) then
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for i = 1, #self.lights do
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if self.lights[i] == to_kill then
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table.remove(self.lights, i)
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return true
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end
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end
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end
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-- failed to find it
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return false
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end
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return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})
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