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deep is a tiny high-performance library that lets you add drawing layers and a Z axis to any graphics framework in Lua. Insteaad of z-sorting your draw calls, deep lets you keep a schedule which is executed in order.
After placing deep.lua
inside your project:
deep = require("deep")
layer = deep:new()
-- Queue actions. These actions can be drawcalls or anything at all.
layer:queue(3, function() print("wound!") end)
layer:queue(1, function() print("It's just") end)
layer:queue(2, function() print("a flesh") end)
-- Execute all actions in the layer
layer:draw()
This will print:
It's just
a flesh
wound!
Returns a new drawing layer that holds its own queue of actions (its z-axis). You can have multiple layers which get drawn one after the other, or not drawn at all:
background_layer = deep:new()
game_object_layer = deep:new()
ui_layer = deep:new()
function love.draw()
-- Queue the actions for drawing stuff
background_layer:queue(...)
game_object_layer:queue(...)
ui_layer:queue(...)
-- With this, we will have the ui drawing over the game_objects.
-- And both will be drawn in front of the background.
background_layer:draw()
game_object_layer:draw()
ui_layer:draw()
end
Queues a function for execution at index z
, which must be an integer. It can
be negative, positive or zero. Using a float or any other type here will not
queue the action.
Used for culling drawcalls that don't fall into the given z interval.This is basically a primitive way to do frustum-culling to optimize your performance. You most likely won't need this as you'll have your own way to cull objects.
function love.draw()
-- This will get added to the queue, but because of the restrict statement,
-- it won't get drawn when layer:draw() is called.
layer:queue(102, function() print("hi") end)
layer:restrict(100, 120)
-- This will not get added to the queue
layer:queue(101, function() draw_something() end)
-- Will not do anything, because we have no valid actions
layer:draw()
end
To achieve this, you could do the following:
deep = require("deep")
layer = deep:new()
-- The z index of the red cube
current_z = 1
function love.draw()
-- Queue the three horizontal lines
layer:queue(2, function() draw_strip(200, 60) end)
layer:queue(3, function() draw_strip(200, 80) end)
layer:queue(4, function() draw_strip(200, 100) end)
-- Red square, which can move through z axis
layer:queue(current_z, function()
-- Draws a red square
love.graphics.setColor(1, 0, 0)
love.graphics.rectangle("fill", 300, 40, 80, 80)
end)
-- Draw everything in the queue
layer:draw()
end
-- Increases/decreases red square z on key press
function love.keypressed(key)
if key == "up" then
current_z = current_z + 1
elseif key == "down" then
current_z = current_z - 1
end
end
-- Draws a horizontal white strip
function draw_strip(x, y)
love.graphics.setColor(1, 1, 1)
love.graphics.rectangle("fill", x, y, 300, 10)
end
The example/
directory has a slightly more involved demonstration of deep.
Run love example
from the root of this repository to get this:
Available on Steam: https://store.steampowered.com/app/2800770/Gnomber/
A small jam game I with an older version of deep.
Github source: https://github.com/nikaoto/shamen
- Preallocate the queue with
table.new()
(only works in LuaJIT) - Clear the queue on each exec with
table.clear()
(only works in LuaJIT)