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https://github.com/speakk/lighter

A Löve light/shadow library
https://github.com/speakk/lighter

dynamic-lighting lighting love2d love2d-framework

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A Löve light/shadow library

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README

        

# Lighter

A dynamic light / shadow casting library for Löve.

## Installation
Clone the repo into your libs directory and require with

require 'path.to.lighter'

## Usage
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)

### How to use in your game context with a darker global illumination:
#### (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

### Function signatures of the public API:
```
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)
```

## Credits:
* Helped me understand the premise and their code provided me with tons of helpful tips for getting this implemented: [https://github.com/OneLoneCoder](https://github.com/OneLoneCoder)
* The actual page I ended up following to really get the idea: [https://ncase.me/sight-and-light/](https://ncase.me/sight-and-light/)

### Screenshot of the library in use in a game
![Screenshot of the library in use in a game](./screenshot.jpg)

## How it works under the hood
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.