fledge_lighting_2d 0.3.1
fledge_lighting_2d: ^0.3.1 copied to clipboard
2D dynamic lighting for Fledge — point/directional/spot lights, ambient light, additive-blended radial gradients on top of the sprite pass.
0.3.1 #
- FIX(fledge_lighting_2d): camera-aware additive light pass fills the visible world viewport. (23bae1ac)
- FIX: bump versions to stable. (13c9aa7f)
- FEAT(fledge_lighting_2d): optional AmbientLight.bounds clips the overSprites multiply. (e6429852)
- FEAT: camera-aware widget render path. (6b8ff1b7)
- FEAT(fledge_lighting_2d): AmbientBlend.overSprites — ambient darkens sprites too. (7d0c33db)
- FEAT: upgrade tiled version. (306fdb67)
- FEAT: add additional examples. (dccbc356)
- FEAT: v0.2 engine restructure — 2D/2.5D desktop game engine. (bf7c2b6c)
0.3.0 #
- FIX(fledge_lighting_2d): camera-aware additive light pass fills the visible world viewport. (23bae1ac)
- FIX: bump versions to stable. (13c9aa7f)
- FEAT(fledge_lighting_2d): optional AmbientLight.bounds clips the overSprites multiply. (e6429852)
- FEAT: camera-aware widget render path. (6b8ff1b7)
- FEAT(fledge_lighting_2d): AmbientBlend.overSprites — ambient darkens sprites too. (7d0c33db)
- FEAT: upgrade tiled version. (306fdb67)
- FEAT: add additional examples. (dccbc356)
- FEAT: v0.2 engine restructure — 2D/2.5D desktop game engine. (bf7c2b6c)
Changelog #
0.2.2 - 2026-09-21 #
0.2.1 - 2026-09-20 #
0.2.0 - 2026-09-20 #
0.1.0 - 2026-09-20 #
Added #
- Initial release. Phase 6c of the Fledge restructure.
Light2Dcomponent withLightType.point,LightType.directional, andLightType.spot; factory constructorsLight2D.point,Light2D.directional,Light2D.spot.AmbientLightresource — scene-wide base illumination withAmbientLight.white(dim 0.5) andAmbientLight.dark(0.2) presets.ExtractedLightrender-side data andLightExtractorthat mirrorsSpriteExtractorand pulls world-space position offGlobalTransform2D.LitFledgeRenderViewwidget — a lighting-aware wrapper aroundFledgeRenderViewthat paints ambient background → sprites → additive lights on the sameCustomPaint.renderLightsToCanvashelper — draws eachExtractedLightas an additive radial gradient (point / spot with a wedge clip / directional as a full-screen tint).linearAttenuation— 1.0 at (or inside) the inner radius, smoothly falls to 0.0 at the outer radius.LightingPlugin— inserts the ambient resource and registersLightExtractoron the render pipeline'sExtractorsregistry.
Future work #
- SDF shadow tracing / occluder rasterization.
- Cookie textures (per-light masks).
- Per-pixel normal-mapped lighting — needs a
FragmentProgram; theMaterial.normalMapslot ships as data plumbing only.