Skip to content

nick-paul/LightMask

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

7 Commits
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

LightMask

A 2d flood-fill lighting engine

Demo

Colors

Full-color lighting can be achieved by using a separate LightMask for each color channel or by adjusting the computations to use 3 channels instead of 1.

Running the demo

The demo requires SDL2 to run. The LightMask engine itself has no external dependencies.

git clone https://github.com/nick-paul/LightMask.git
cd LightMask
mkdir build
cd build
cmake ..
make
./demo

How to use

Initilize LightMask and variables

    // The lightmask itself
    LightMask lightmask(WIDTH, HEIGHT);
    // Intensity: Proportional to how far light spreads
    lightmask.setIntensity(40.0f);
    // Ambient: Ambient light (0.0f - 1.0f)
    lightmask.setAmbient(0.4f);

    // Vector representing wall opacities (1.0: solid, 0.0: clear)
    // Stored in a single dimensional vector
    // To set a wall value at (x,y) use walls[x + WIDTH * y] = ...
    std::vector<float> walls(WIDTH * HEIGHT, 1.0f);

Adding lights and computing the mask

    // Reset the light mask
    // Must be called every frame
    lightmask.reset();

    // All lights must be added between `reset()` and `computeMask()`
    // Add a light with given brightness at location (x,y)
    // brightness: 0.0 = no light, 1.0f = full light
    lightmask.addLight(x, y, brightness);

    // Compute the mask
    // Pass the `walls` vector to the compute function
    lightmask.computeMask(walls);

Rendering

Assume we are using the following to represent a Color object where each channel is a value from 0.0 to 1.0

    struct Color {
        float r;
        float g;
        float b;
    }

To compute the color of a tile at location (x,y) for rendering, multiply the color channels by the light mask at that location

    // Assume the call `map.getTileColor(x,y)`
    // gets the color of the map tile at location (x,y)
    Color color = map.getTileColor(x,y);

    // Multiply each of the channels by the light mask
    // 0.0: dark, 1.0: bright
    float tile_brightness = lightmask.mask[x + y * width];
    Color lighting_color(
        color.r * tile_brightness,
        color.g * tile_brightness,
        color.b * tile_brightness
    );

    // Render the tile with the new color
    // Assume `render()` takes an object to render and a color to render it
    // render(object, color)
    render(map.getTile(x, y), lighting_color);

Limitations

  • This was originally developed for a roguelike engine so framerate and performance were not a huge concern. If you have any performance improving ideas, submit an issue or a PR and I'd be happy to take a look.
  • Currently, the blur function creates a black border of unlit tiles on the outer edges of the map. To avoid this, don't use the blur function or make the lightmask slightly larger than the renderer size.

About

A tiny 2D header-only flood-fill lighting engine

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published