Light volume calculation and rendering with OpenGL
This package provides the module lightvolume, which offers a CFFI binding to trylock/visibility. This, in turn, is a C++ implementation of the visibility algorithm documented in detail (with awesome interactive demos) on the Red Blob Games website.
First, import lightvolume:
Then, we can create a number of shadow-casting bodies:
objects = [ lightvolume.rect(0, 0, 500, 500), # outer bounds - this is needed lightvolume.rect(20, 30, 10, 20), lightvolume.rect(290, 300, 100, 300), ]
Finally, we can render the lit area cast by a light in this scene (an OpenGL context must already have been created and appropriate GL state set):
light = 90, 200 lightvolume.draw_light(light, objects)
This module is intended to be used with appropriate shaders to provide attenuation, surface interactions such as bump mapping, and so on.
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