LightMask | A tiny 2D header-only flood-fill lighting engine | Game Engine library

 by   nick-paul C++ Version: Current License: MIT

kandi X-RAY | LightMask Summary

kandi X-RAY | LightMask Summary

LightMask is a C++ library typically used in Gaming, Game Engine applications. LightMask has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A 2d flood-fill lighting engine.
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            kandi-support Support

              LightMask has a low active ecosystem.
              It has 60 star(s) with 4 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of LightMask is current.

            kandi-Quality Quality

              LightMask has no bugs reported.

            kandi-Security Security

              LightMask has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              LightMask is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              LightMask releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            LightMask Key Features

            No Key Features are available at this moment for LightMask.

            LightMask Examples and Code Snippets

            No Code Snippets are available at this moment for LightMask.

            Community Discussions

            QUESTION

            Applying Spotlights Over Dark Ambient Light - HLSL - Monogame
            Asked 2019-Jul-16 at 16:37

            I wrote an HLSL shader for my Monogame project that uses ambient lighting to create a day/night cycle.

            ...

            ANSWER

            Answered 2019-Jul-15 at 11:40

            To chain lights as you want, you need a different approach. As you already encountered, chaining lights solely on the color won't work, as once the color has become black it can't be highlighted anymore. To deal with multiple lights there are two typical approaches: forward shading and deferred shading. Each has its advantages and disadvantages, so you need to look which fits better your situation.

            Forward Shading

            This approach is the one you tested with stuffing all lighting computations in a single shading pass. You are adding all light intensities together to a final light intensity and then multiply it with the color.

            Pros are the performance and simplicity, Cons are the limitation in the amount of lights and more complex shader code.

            Deferred Shading

            This approach decouples single lights from each other and can be used to draw scenes with very many lights. Each light needs the original scene color (albedo) to compute its part of the final image. Therefore you first render your scene without any lighting onto a texture (usually called color buffer or albedo buffer). Then you can render each light separately with multiplying it with the albedo and adding it to the final image. So even in the dark parts the original color comes back again with a light.

            Pros are the cleaner structure and possibility to use a lot of lights, even with different shapes. Cons are the extra buffers and draw calls which have to be made.

            Source https://stackoverflow.com/questions/57013180

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install LightMask

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            CLONE
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            https://github.com/nick-paul/LightMask.git

          • CLI

            gh repo clone nick-paul/LightMask

          • sshUrl

            git@github.com:nick-paul/LightMask.git

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