fix light blending
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f3d5f82382
commit
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@ -1,13 +1,13 @@
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local task = require "lib.utils.task"
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local task = require "lib.utils.task"
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--- @class LightBehavior : Behavior
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--- @class LightBehavior : Behavior
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--- @field intensity number
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--- @field intensity number
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--- @field color Vec3
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--- @field color Vec3
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--- @field seed integer
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--- @field seed integer
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--- @field private animateColorTask? Task
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--- @field private animateColorTask? Task
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local behavior = {}
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local behavior = {}
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behavior.__index = behavior
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behavior.__index = behavior
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behavior.id = "light"
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behavior.id = "light"
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---@param values {intensity: number?, color: Vec3?, seed: integer?}
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---@param values {intensity: number?, color: Vec3?, seed: integer?}
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---@return LightBehavior
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---@return LightBehavior
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@ -32,6 +32,7 @@ function behavior:draw()
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local positioned = self.owner:has(Tree.behaviors.positioned)
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local positioned = self.owner:has(Tree.behaviors.positioned)
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if not positioned then return end
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if not positioned then return end
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love.graphics.setBlendMode("add", "premultiplied")
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Tree.level.camera:attach()
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Tree.level.camera:attach()
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love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
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love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
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local shader = Tree.assets.files.shaders.light
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local shader = Tree.assets.files.shaders.light
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@ -33,7 +33,7 @@ local function new(type, template)
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camera = (require "lib.level.camera").new(),
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camera = (require "lib.level.camera").new(),
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turnOrder = (require "lib.level.turn_order").new(),
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turnOrder = (require "lib.level.turn_order").new(),
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render = (require "lib.level.render").new {},
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render = (require "lib.level.render").new {},
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weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.36, 0.42, 0.6 }, skyLight = Vec3 {} }
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weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.5, 0.5, 0.5 }, skyLight = Vec3 { 0.85, 0.55, 0.40 } }
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}, level)
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}, level)
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end
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end
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