light source test

This commit is contained in:
PeaAshMeter 2026-01-08 12:45:59 +03:00
parent cd5c844c52
commit 82fdd0d609
13 changed files with 275 additions and 102 deletions

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assets/masks/circle128.png Normal file

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assets/shaders/light.glsl Normal file
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@ -0,0 +1,30 @@
extern vec3 color;
extern number time;
vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
{
vec4 texColor = Texel(tex, texture_coords);
float mask = texColor.r;
vec2 uv = texture_coords - 0.5;
float dist = length(uv * 2.0);
float t = time;
float wave = sin((uv.x + uv.y) * 6.0 + t * 1.5) * 0.03;
float ripple = sin(length(uv) * 20.0 - t * 2.0) * 0.02;
float flicker = sin(t * 2.5) * 0.02;
dist += wave + ripple + flicker;
float intensity = 1.0 - smoothstep(0.0, 1.0, dist);
intensity = pow(intensity, 2.0);
float colorShift = sin(t * 3.0) * 0.1;
vec3 flickerColor = color + vec3(colorShift, colorShift * 0.5, -colorShift * 0.3);
vec3 finalColor = flickerColor * intensity * mask;
return vec4(finalColor, mask * intensity);
}

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@ -0,0 +1,20 @@
extern Image scene;
extern Image light;
extern vec3 ambient;
vec4 effect(vec4 vcolor, Image unused, vec2 uv, vec2 px)
{
vec4 s = Texel(scene, uv);
vec3 l = Texel(light, uv).rgb;
l = clamp(l, 0.0, 1.0);
vec3 a = clamp(ambient, 0.0, 1.0);
// Канальный множитель: от ambient до 1 в зависимости от света
vec3 m = a + (vec3(1.0) - a) * l;
vec3 rgb = s.rgb * m;
return vec4(rgb, s.a);
}

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@ -5,3 +5,4 @@ Tree.behaviors.sprite = require "lib.character.behaviors.sprite"
Tree.behaviors.stats = require "lib.character.behaviors.stats" Tree.behaviors.stats = require "lib.character.behaviors.stats"
Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper" Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper"
Tree.behaviors.shadowcaster = require "lib.character.behaviors.shadowcaster" Tree.behaviors.shadowcaster = require "lib.character.behaviors.shadowcaster"
Tree.behaviors.light = require "character.behaviors.light"

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@ -0,0 +1,45 @@
--- @class LightBehavior : Behavior
--- @field intensity number
--- @field color Vec3
--- @field position Vec3
--- @field seed integer
local behavior = {}
behavior.__index = behavior
behavior.id = "light"
---@param values {intensity: number?, color: Vec3?, position: Vec3?, seed: integer?}
---@return LightBehavior
function behavior.new(values)
return setmetatable({
intensity = values.intensity or 1,
color = values.color or Vec3 { 1, 1, 1 },
position = values.position or Vec3 {},
seed = values.seed or math.random(math.pow(2, 16))
}, behavior)
end
function behavior:update()
local mx, my = love.mouse.getX(), love.mouse.getY()
self.position = Tree.level.camera:toWorldPosition(Vec3 { mx, my })
end
function behavior:draw()
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.lightLayer)
local shader = Tree.assets.files.shaders.light
shader:send("color", { self.color.x, self.color.y, self.color.z })
shader:send("time", love.timer.getTime() + self.seed)
love.graphics.setShader(shader)
love.graphics.setBlendMode("add")
love.graphics.draw(Tree.assets.files.masks.circle128, self.position.x - self.intensity / 2,
self.position.y - self.intensity / 2, 0, self.intensity / 128,
self.intensity / 128)
love.graphics.setBlendMode("alpha")
love.graphics.setShader()
love.graphics.setCanvas()
Tree.level.camera:detach()
end
return behavior

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@ -1,3 +1,4 @@
local easing = require "lib.utils.easing"
--- @class ShadowcasterBehavior : Behavior --- @class ShadowcasterBehavior : Behavior
local behavior = {} local behavior = {}
behavior.id = "shadowcaster" behavior.id = "shadowcaster"
@ -5,50 +6,6 @@ behavior.__index = behavior
function behavior.new() return setmetatable({}, behavior) end function behavior.new() return setmetatable({}, behavior) end
local function makeGradientMesh(w, h, topColor, bottomColor)
local vertices = {
{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
{ w + w * 0.1, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
{ 0 - w * 0.1, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
}
local mesh = love.graphics.newMesh(vertices, "fan", "static")
return mesh
end
--- @param phi number угол, под которым падает свет
--- @return boolean, number: рисуем ли тень * её прозрачность
local function getFakeShadow(phi)
local pi = math.pi
if phi <= pi / 4 then
-- 1
return false, 1
end
if phi <= pi / 2 then
-- 2
return true, 1 - (phi - pi / 4) / (pi / 4)
end
if phi <= 3 * pi / 4 then
-- 3
return true, (phi - pi / 2) / (pi / 4)
end
if phi <= 5 * pi / 4 then
-- 4
return false, 1
end
if phi <= 3 * pi / 2 then
-- 5
return true, 1 - (phi - 5 * pi / 4) / (pi / 4)
end
if phi <= 7 * pi / 4 then
-- 6
return true, (phi - 3 * pi / 2) / (pi / 4)
end
-- 1
return false, 1
end
function behavior:draw() function behavior:draw()
local sprite = self.owner:has(Tree.behaviors.sprite) local sprite = self.owner:has(Tree.behaviors.sprite)
local map = self.owner:has(Tree.behaviors.map) local map = self.owner:has(Tree.behaviors.map)
@ -57,42 +14,48 @@ function behavior:draw()
local ppm = Tree.level.camera.pixelsPerMeter local ppm = Tree.level.camera.pixelsPerMeter
local position = map.displayedPosition + Vec3 { 0.5, 0.5 } local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
local lightIds = Tree.level.lightGrid:query(position, 5)
--- @type Character[]
local lights = {}
for _, id in ipairs(lightIds) do
table.insert(lights, Tree.level.characters[id])
end
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.shadowLayer) love.graphics.setCanvas(Tree.level.render.shadowLayer)
love.graphics.push() love.graphics.push()
love.graphics.scale(ppm) love.graphics.setColor(0, 0, 0, 1)
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.translate(position.x, position.y) love.graphics.translate(position.x, position.y)
love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4)) love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
love.graphics.pop()
if not sprite then if not sprite then
love.graphics.pop() love.graphics.setCanvas()
return return
end end
local phi = love.timer.getTime() % (2 * math.pi) love.graphics.setCanvas(Tree.level.render.spriteLightLayer)
love.graphics.setBlendMode("add")
for _, light in ipairs(lights) do
local lightPos = light:has(Tree.behaviors.light).position
local lightVec = lightPos - position
local drawFakeShadow, opacity = getFakeShadow(phi) local lightColor = light:has(Tree.behaviors.light).color
local nangle = (math.pi + phi) % (2 * math.pi) if lightPos.y > position.y then
love.graphics.rotate(nangle) love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
1 - 0.3 * lightVec:length())
elseif position.y - lightPos.y < 3 then
love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
(1 - easing.easeInSine((position.y - lightPos.y))) - 0.3 * lightVec:length())
end
love.graphics.setColor(0, 0, 0, math.min(opacity * opacity, 0.5)) sprite.animationTable[sprite.state]:draw(Tree.assets.files.sprites.character[sprite.state],
sprite.animationTable[sprite.state]:draw(Tree.assets.files.sprites.character[sprite.state], position.x,
0, position.y, nil, 1 / ppm * sprite.side, 1 / ppm, 38, 47)
0, nil, ((nangle >= math.pi / 2 and nangle < (3 * math.pi / 2)) and -1 or 1) / ppm * sprite.side,
1.2 / ppm,
38, 47)
if drawFakeShadow then
love.graphics.setColor(0, 0, 0, 1)
local mesh = makeGradientMesh(0.4, 1, { 0, 0, 0, 0.15 },
{ 0, 0, 0, 0.0 })
love.graphics.push()
love.graphics.rotate(math.pi)
love.graphics.translate(-0.2, 0)
love.graphics.draw(mesh)
love.graphics.pop()
end end
love.graphics.pop() love.graphics.setBlendMode("alpha")
Tree.level.camera:detach()
love.graphics.setColor(1, 1, 1) love.graphics.setColor(1, 1, 1)
love.graphics.setCanvas() love.graphics.setCanvas()
end end

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@ -13,11 +13,7 @@ character.__index = character
--- Создаёт персонажа, которым будет управлять или игрок или компьютер --- Создаёт персонажа, которым будет управлять или игрок или компьютер
--- @param name string --- @param name string
--- @param spriteDir table local function spawn(name)
--- @param position? Vec3
--- @param size? Vec3
--- @param initiative? integer
local function spawn(name, spriteDir, position, size, initiative)
local char = {} local char = {}
char = setmetatable(char, character) char = setmetatable(char, character)
@ -26,15 +22,6 @@ local function spawn(name, spriteDir, position, size, initiative)
char.behaviors = {} char.behaviors = {}
char._behaviorsIdx = {} char._behaviorsIdx = {}
char:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, initiative),
Tree.behaviors.map.new(position, size),
Tree.behaviors.sprite.new(spriteDir),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
}
Tree.level.characters[char.id] = char Tree.level.characters[char.id] = char
return char return char
end end

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@ -29,10 +29,12 @@ end
--- @param a Character --- @param a Character
--- @param b Character --- @param b Character
local function drawCmp(a, b) local function drawCmp(a, b)
-- здесь персонажи гарантированно имеют нужное поведение --- @TODO: это захардкожено, надо разделить поведения
return a:has(Tree.behaviors.map).displayedPosition.y return (a:has(Tree.behaviors.map) and a:has(Tree.behaviors.map).displayedPosition.y or
a:has(Tree.behaviors.light).position.y)
< <
b:has(Tree.behaviors.map).displayedPosition.y (b:has(Tree.behaviors.map) and b:has(Tree.behaviors.map).displayedPosition.y or
b:has(Tree.behaviors.light).position.y)
end end
--- fills the grid with the actual data --- fills the grid with the actual data

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@ -0,0 +1,64 @@
local utils = require "lib.utils.utils"
--- Пометровая сетка источников света, чтобы быстро искать ближайшие для некоторого объекта
--- @class LightGrid : Grid
--- @field __grid {string: [Id]}
local grid = setmetatable({}, require "lib.level.grid.base")
grid.__index = grid
--- Adds a character id to the grid
--- @private
--- @param id Id
function grid:add(id)
local character = Tree.level.characters[id]
if not character then return end
local lightB = character:has(Tree.behaviors.light)
if not lightB then return end
local key = tostring(Vec3 { lightB.position.x, lightB.position.y }:floor())
if not self.__grid[key] then self.__grid[key] = {} end
table.insert(self.__grid[key], character.id)
end
--- fills the grid with the actual data
---
--- should be called as early as possible during every tick
function grid:reload()
self:reset()
utils.each(Tree.level.characters, function(c)
self:add(c.id)
end)
end
--- Возвращает все источники света, которые находятся в пределах круга с диаметром [distance] в [метрике Чебышёва](https://ru.wikipedia.org/wiki/Расстояниеебышёва)
--- @param position Vec3
--- @param distance integer
function grid:query(position, distance)
--- @type Id[]
local res = {}
local topLeft = position:subtract(Vec3 { distance / 2, distance / 2 }):floor()
for i = 0, distance, 1 do
for j = 0, distance, 1 do
--- @type Id[]?
local lights = self:get(topLeft:add(Vec3 { i, j }))
if lights then
for _, lightChar in ipairs(lights) do
table.insert(res, lightChar)
end
end
end
end
return res
end
--- Generates an empty grid
--- @return LightGrid
local function new()
return setmetatable({
__grid = {}
}, grid)
end
return { new = new }

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@ -4,6 +4,7 @@ local utils = require "lib.utils.utils"
--- @field size Vec3 --- @field size Vec3
--- @field characters Character[] --- @field characters Character[]
--- @field characterGrid CharacterGrid --- @field characterGrid CharacterGrid
--- @field lightGrid LightGrid
--- @field selector Selector --- @field selector Selector
--- @field camera Camera --- @field camera Camera
--- @field tileGrid TileGrid --- @field tileGrid TileGrid
@ -12,8 +13,6 @@ local utils = require "lib.utils.utils"
local level = {} local level = {}
level.__index = level level.__index = level
local path = nil
--- @param type "procedural"|"handmaded" --- @param type "procedural"|"handmaded"
--- @param template Procedural|Handmaded --- @param template Procedural|Handmaded
local function new(type, template) local function new(type, template)
@ -23,6 +22,7 @@ local function new(type, template)
size = size, size = size,
characters = {}, characters = {},
characterGrid = (require "lib.level.grid.character_grid").new(), characterGrid = (require "lib.level.grid.character_grid").new(),
lightGrid = (require "lib.level.grid.light_grid").new(),
tileGrid = (require "lib.level.grid.tile_grid").new(type, template, size), tileGrid = (require "lib.level.grid.tile_grid").new(type, template, size),
selector = (require "lib.level.selector").new(), selector = (require "lib.level.selector").new(),
camera = (require "lib.level.camera").new(), camera = (require "lib.level.camera").new(),
@ -33,6 +33,7 @@ end
function level:update(dt) function level:update(dt)
self.characterGrid:reload() self.characterGrid:reload()
self.lightGrid:reload()
utils.each(self.characters, function(el) utils.each(self.characters, function(el)
el:update(dt) el:update(dt)
end) end)

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@ -1,7 +1,9 @@
--- @class Render --- @class Render
--- @field shadowLayer love.Canvas --- @field shadowLayer love.Canvas
--- @field spriteLayer love.Canvas --- @field spriteLayer love.Canvas
--- @field spriteLightLayer love.Canvas
--- @field floorLayer love.Canvas --- @field floorLayer love.Canvas
--- @field lightLayer love.Canvas
--- @field overlayLayer love.Canvas --- @field overlayLayer love.Canvas
local render = {} local render = {}
render.__index = render render.__index = render
@ -11,8 +13,12 @@ function render:clear()
love.graphics.clear() love.graphics.clear()
love.graphics.setCanvas(self.spriteLayer) love.graphics.setCanvas(self.spriteLayer)
love.graphics.clear() love.graphics.clear()
love.graphics.setCanvas(self.spriteLightLayer)
love.graphics.clear()
love.graphics.setCanvas(self.floorLayer) love.graphics.setCanvas(self.floorLayer)
love.graphics.clear() love.graphics.clear()
love.graphics.setCanvas(self.lightLayer)
love.graphics.clear()
love.graphics.setCanvas(self.overlayLayer) love.graphics.setCanvas(self.overlayLayer)
love.graphics.clear() love.graphics.clear()
end end
@ -48,20 +54,26 @@ local function applyBlur(input, radius)
end end
function render:draw() function render:draw()
-- пол -> тени -> спрайты -> оверлей -- пол -> тени -> спрайты -> свет -> оверлей
love.graphics.setCanvas(self.lightLayer)
love.graphics.draw(applyBlur(self.shadowLayer, 4 * Tree.level.camera.scale))
love.graphics.setCanvas()
-- self.lightLayer:newImageData():encode("png", "lightLayer.png")
-- os.exit(0)
local lightShader = Tree.assets.files.shaders.light_postprocess
lightShader:send("scene", self.floorLayer)
lightShader:send("light", self.lightLayer)
lightShader:send("ambient", { 0.24, 0.28, 0.40 })
love.graphics.setShader(lightShader)
love.graphics.draw(self.floorLayer) love.graphics.draw(self.floorLayer)
love.graphics.push()
local blurred = applyBlur(self.shadowLayer, 2)
local wc, hc = love.graphics.getWidth() / 2, love.graphics.getHeight() / 2
love.graphics.translate(wc, hc)
love.graphics.scale(Tree.level.camera.scale, Tree.level.camera.scale) lightShader:send("scene", self.spriteLayer)
love.graphics.translate(-Tree.level.camera.position.x * Tree.level.camera.pixelsPerMeter, lightShader:send("light", self.spriteLightLayer)
-Tree.level.camera.position.y * Tree.level.camera.pixelsPerMeter)
love.graphics.draw(blurred)
love.graphics.pop()
love.graphics.draw(self.spriteLayer) love.graphics.draw(self.spriteLayer)
love.graphics.setShader()
love.graphics.draw(self.overlayLayer) love.graphics.draw(self.overlayLayer)
end end
@ -70,8 +82,10 @@ local function new()
return setmetatable({ return setmetatable({
shadowLayer = love.graphics.newCanvas(1280, 720), shadowLayer = love.graphics.newCanvas(1280, 720),
spriteLayer = love.graphics.newCanvas(1280, 720), spriteLayer = love.graphics.newCanvas(1280, 720),
spriteLightLayer = love.graphics.newCanvas(1280, 720),
floorLayer = love.graphics.newCanvas(1280, 720), floorLayer = love.graphics.newCanvas(1280, 720),
overlayLayer = love.graphics.newCanvas(1280, 720), overlayLayer = love.graphics.newCanvas(1280, 720),
lightLayer = love.graphics.newCanvas(1280, 720)
}, render) }, render)
end end

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@ -9,13 +9,59 @@ function love.conf(t)
end end
function love.load() function love.load()
character.spawn("Foodor", Tree.assets.files.sprites.character, nil, nil, 1) local chars = {
character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 }, nil, 2) character.spawn("Foodor")
character.spawn("Foodor Jr", Tree.assets.files.sprites.character, Vec3 { 0, 3 }, nil, 3) :addBehavior {
character.spawn("Baris Jr", Tree.assets.files.sprites.character, Vec3 { 0, 6 }, nil, 4) Tree.behaviors.residentsleeper.new(),
for id, _ in pairs(Tree.level.characters) do Tree.behaviors.stats.new(nil, nil, 1),
Tree.behaviors.map.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
character.spawn("Baris")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 2),
Tree.behaviors.map.new(Vec3 { 3, 3 }),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
character.spawn("Foodor Jr")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 3),
Tree.behaviors.map.new(Vec3 { 0, 3 }),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
character.spawn("Baris Jr")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 4),
Tree.behaviors.map.new(Vec3 { 0, 6 }),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
}
for id, _ in pairs(chars) do
Tree.level.turnOrder:add(id) Tree.level.turnOrder:add(id)
end end
for i = 1, 1, 1 do
for j = 1, 1, 1 do
character.spawn("My Light")
:addBehavior {
Tree.behaviors.light.new { color = Vec3 { 88, 34, 13 }, position = Vec3 { i, j } * 3, intensity = 10 }
}
end
end
Tree.level.turnOrder:endRound() Tree.level.turnOrder:endRound()
print("Now playing:", Tree.level.turnOrder.current) print("Now playing:", Tree.level.turnOrder.current)
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true }) love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })