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Light volume calculation and rendering with OpenGL

Project description

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.

API

First, import lightvolume:

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.

Project details


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lightvolume-0.1.2.tar.gz (85.5 kB view hashes)

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