-
Notifications
You must be signed in to change notification settings - Fork 9
/
LightWorld.lua
361 lines (215 loc) · 6.1 KB
/
LightWorld.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
module("shadows.LightWorld", package.seeall)
Object = require("shadows.Object")
Shadows = require("shadows")
Body = require("shadows.Body")
BodyTransform = require("shadows.BodyTransform")
PriorityQueue = require("shadows.PriorityQueue")
LightWorld = setmetatable( {}, Object )
LightWorld.__index = LightWorld
LightWorld.__type = "LightWorld"
LightWorld.R, LightWorld.G, LightWorld.B, LightWorld.A = 0, 0, 0, 255
LightWorld.x, LightWorld.y, LightWorld.z = 0, 0, 1
function LightWorld:new()
local self = setmetatable( {}, LightWorld )
local Width, Height = love.graphics.getDimensions()
self.Canvas = love.graphics.newCanvas(Width, Height)
self.Width = Width
self.Height = Height
self.BorderRadius = math.sqrt( Width * Width + Height * Height ) * 0.5
self.Bodies = PriorityQueue:new() -- Bodies sorted by height
self.BodyTracks = {}
self.Rooms = {}
self.Lights = {}
self.Stars = {}
self.Changed = true
return self
end
function LightWorld:Resize(Width, Height)
self.Canvas = love.graphics.newCanvas(Width, Height)
self.Width = Width
self.Height = Height
self.BorderRadius = math.sqrt( Width * Width + Height * Height ) * 0.5
self.UpdateCanvas = true
for Index, Light in pairs(self.Stars) do
Light:Resize(Width, Height)
end
end
function LightWorld:InitFromPhysics(PhysicsWorld)
for _, BodyObject in pairs( PhysicsWorld:getBodies() ) do
Body:new(self):InitFromPhysics(BodyObject)
end
end
function LightWorld:GetBorderRadius()
return self.BorderRadius
end
function LightWorld:GetWidth()
return self.Width
end
function LightWorld:GetHeight()
return self.Height
end
function LightWorld:AddBody(Body)
Body.World = self
self.Changed = true
self.UpdateCanvas = true
self.Bodies:Insert(Body)
end
function LightWorld:AddLight(Light)
local ID = #self.Lights + 1
Light:SetWorld(self)
Light.ID = ID
self.UpdateCanvas = true
self.Lights[ID] = Light
return Light
end
function LightWorld:AddStar(Star)
local ID = #self.Stars + 1
Star:SetWorld(self)
Star.ID = ID
self.UpdateCanvas = true
self.Stars[ID] = Star
return Star
end
function LightWorld:AddRoom(Room)
local ID = #self.Rooms + 1
Room.World = self
Room.ID = Room
self.UpdateCanvas = true
self.Rooms[ID] = Room
return Room
end
function LightWorld:TrackBody(Body)
local Transform = BodyTransform:new(Body)
local ID = #self.BodyTracks + 1
Transform.World = self
Transform.TransformID = ID
self.BodyTracks[ID] = Transform
return Transform
end
function LightWorld:Draw()
love.graphics.origin()
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.Canvas, 0, 0)
love.graphics.setBlendMode("alpha", "alphamultiply")
end
function LightWorld:SetColor(R, G, B, A)
if R ~= self.R then
self.R = R
self.UpdateCanvas = true
end
if G ~= self.G then
self.G = G
self.UpdateCanvas = true
end
if B ~= self.B then
self.B = B
self.UpdateCanvas = true
end
if A ~= self.A then
self.A = A
self.UpdateCanvas = true
end
end
function LightWorld:GetColor()
return self.R, self.G, self.A, self.B
end
function LightWorld:SetPosition(x, y, z)
if x ~= self.x then
self.x = x
self.UpdateCanvas = true
self.UpdateStars = true
end
if y ~= self.y then
self.y = y
self.UpdateCanvas = true
self.UpdateStars = true
end
if z then
if z ~= self.z then
self.z = z
self.UpdateCanvas = true
self.UpdateStars = true
end
end
end
function LightWorld:GetPosition()
return self.x, self.y, self.z
end
function LightWorld:Update(dt)
for Index, Body in pairs(self.Bodies:GetArray()) do
Body:Update()
end
for Index, Transform in pairs(self.BodyTracks) do
Transform:Update()
end
for Index, Light in pairs(self.Lights) do
Light:Update()
end; love.graphics.setCanvas()
for Index, Star in pairs(self.Stars) do
Star:Update()
end; love.graphics.setCanvas()
for Index, Room in pairs(self.Rooms) do
Room:Update()
end; love.graphics.setCanvas()
self.Changed = false
if self.UpdateCanvas then
Shadows.insertionSort(self.Bodies:GetArray())
self.UpdateCanvas = nil
self.UpdateStars = nil
love.graphics.setCanvas(self.Canvas)
love.graphics.setShader()
love.graphics.setBlendMode("alpha", "alphamultiply")
love.graphics.clear(self.R / 255, self.G / 255, self.B / 255, self.A / 255)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setBlendMode("add", "alphamultiply")
love.graphics.origin()
love.graphics.scale(1, 1)
for _, Light in pairs(self.Stars) do
if not Light:GetCanvasDestroyed() then
love.graphics.draw(Light.Canvas, 0, 0)
end
end
love.graphics.translate(-self.x * self.z, -self.y * self.z)
love.graphics.scale(self.z, self.z)
love.graphics.setShader(Shadows.DarkenShader)
love.graphics.setBlendMode("alpha", "alphamultiply")
for _, Room in pairs(self.Rooms) do
Room:Draw()
end
love.graphics.setShader()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setBlendMode("add", "alphamultiply")
love.graphics.origin()
love.graphics.translate(-self.x * self.z, -self.y * self.z)
love.graphics.scale(self.z, self.z)
for _, Light in pairs(self.Lights) do
if not Light:GetCanvasDestroyed() then
local x, y = Light:GetPosition()
love.graphics.draw(Light.Canvas, x - Light.Radius, y - Light.Radius)
end
end
love.graphics.setBlendMode("alpha", "alphamultiply")
love.graphics.origin()
for i = 1, self.Bodies:GetLength() do
local Body = self.Bodies:Get(i)
local Shapes = Body:GetShapes()
Body:SetChanged(false)
for j = 1, Shapes:GetLength() do
Shapes:Get(j):SetChanged(false)
end
end
end
love.graphics.setCanvas()
love.graphics.setShader()
end
function LightWorld:DrawShadows(Light)
-- Light object can be of type 'Light' or 'Star'
end
function LightWorld:DrawSprites(Light)
-- Light object can be of type 'Light' or 'Star'
end
function LightWorld:ForceUpdate()
self.Changed = true
end
return LightWorld