A dynamic light / shadow casting library for Löve.
Clone the repo into your libs directory and require with
require 'path.to.lighter'
local Lighter = require 'path.to.lighter'
local lighter = Lighter()
local wall = {
100, 100,
300, 100,
300, 300,
100, 300
}
lighter:addPolygon(wall)
local lightX, lightY = 500, 500
-- addLight signature: (x,y,radius,r,g,b,a)
local light = lighter:addLight(lightX, lightY, 500, 1, 0.5, 0.5)
function love.update(dt)
lightX, lightY = love.mouse.getPosition()
lighter:updateLight(light, lightX, lightY)
end
function love.draw()
love.graphics.polygon('fill', wall)
lighter:drawLights()
end
-- Clean up
-- lighter:removeLight(light)
-- lighter:removePolygon(wall)
(remember you can use any combination of additive & multiplicative blending to achieve a result you like)
-- Call after your light positions have been updated
function preDrawLights()
love.graphics.setCanvas({ lightCanvas, stencil = true})
love.graphics.clear(0.4, 0.4, 0.4) -- Global illumination level
self.lighter:drawLights()
love.graphics.setCanvas()
end
-- Call after you have drawn your scene (but before UI)
function drawLights()
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.draw(lightCanvas)
love.graphics.setBlendMode("alpha")
end
init = function(self, options)
addLight = function(self, x, y, radius, r, g, b, a, gradientImage)
updateLight = function(self, light, x, y, radius, r, g, b, a, gradientImage)
removeLight = function(self, light)
addPolygon = function(self, polygon)
removePolygon = function(self, polygon)
drawVisibilityPolygon = function(self, light)
drawLights = function(self)
- Helped me understand the premise and their code provided me with tons of helpful tips for getting this implemented: https://github.com/OneLoneCoder
- The actual page I ended up following to really get the idea: https://ncase.me/sight-and-light/
For each light we cast rays towards wall polygon corners (aka map features). Checks intersections. Builds a visibility polygon and uses it as the stencil for drawing the light.
As an optimization it uses a spatial map and calculates polygon bounding boxes on the fly so that only polygons within light radius get included in the visibility polygon calculations.