Exemple #1
0
        static public void Render(Light2D light)
        {
            float size = light.size;

            GL.PushMatrix();

            if (light.IsPixelPerfect())
            {
                Camera camera = Camera.main;

                float     cameraRotation = LightingPosition.GetCameraRotation(camera);
                Matrix4x4 matrix         = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, cameraRotation), Vector3.one);

                float sizeY = camera.orthographicSize;
                float sizeX = sizeY * ((float)camera.pixelWidth / camera.pixelHeight);

                GL.LoadPixelMatrix(-sizeX, sizeX, -sizeY, sizeY);
            }
            else
            {
                GL.LoadPixelMatrix(-size, size, -size, size);
            }

            Rendering.Light.Main.Draw(light);

            GL.PopMatrix();
        }
        public static void SetPass(Light2D lightObject, LayerSetting layer)
        {
            light       = lightObject;
            lightSize   = Mathf.Sqrt(light.size * light.size + light.size * light.size);
            lightOffset = -light.transform2D.position;

            effectLayer = layer.shadowEffectLayer;

            objectOffset = Vector2.zero;

            effectPolygons.Clear();

            softShadowObjects = layer.shadowEffect == LightLayerShadowEffect.SoftObjects;

            softShadow = softShadowObjects || layer.shadowEffect == LightLayerShadowEffect.SoftVertex;

            if (lightObject.IsPixelPerfect())
            {
                Camera camera = Camera.main;

                Vector2 pos = LightingPosition.GetPosition2D(-camera.transform.position);

                drawOffset = light.transform2D.position + pos;
            }
            else
            {
                drawOffset = Vector2.zero;
            }

            if (layer.shadowEffect == LightLayerShadowEffect.Projected)
            {
                drawMode = 2;

                GenerateEffectLayers();
            }
            else if (softShadow)
            {
                drawMode = 1;
            }
            else if (layer.shadowEffect == LightLayerShadowEffect.SpriteProjection)
            {
                drawMode = 3;
            }
            else
            {
                drawMode = 0;
            }
        }
Exemple #3
0
        public static void Draw(Light2D light, Vector2 position, Material material, float z)
        {
            float rotation = light.transform.rotation.eulerAngles.z + (Mathf.PI / 4) * Mathf.Rad2Deg;
            float size     = light.size;

            size = Mathf.Sqrt(((size * size) + (size * size)));

            Vector3    matrixPosition = new Vector3(position.x, position.y, z);
            Quaternion matrixRotation = Quaternion.Euler(0, 0, rotation);
            Vector3    matrixScale    = new Vector3(size, size, 1);

            if (light.IsPixelPerfect())
            {
                GLExtended.DrawMesh(GetMeshPixelPerfect(light), matrixPosition, matrixScale, rotation);
            }
            else
            {
                GLExtended.DrawMesh(GetMesh(), matrixPosition, matrixScale, rotation);
            }
        }
Exemple #4
0
        static public void Draw(Light2D light, Camera camera)
        {
            if (light.Buffer == null)
            {
                return;
            }

            if (light.isActiveAndEnabled == false)
            {
                return;
            }

            if (light.InAnyCamera() == false)
            {
                return;
            }

            Vector2 pos  = LightingPosition.GetPosition2D(-camera.transform.position);
            Vector2 size = new Vector2(light.size, light.size);

            if (light.IsPixelPerfect())
            {
                size = LightingRender2D.GetSize(camera);
                pos  = Vector2.zero;
            }
            else
            {
                pos += light.transform2D.position;
            }

            Color lightColor = light.color;

            lightColor.a = light.color.a / 2;

            Material material = Lighting2D.materials.GetLight();

            material.mainTexture = light.Buffer.renderTexture.renderTexture;
            material.SetColor("_TintColor", lightColor);

            Rendering.Universal.Texture.Draw(material, pos, size, 0);
        }
Exemple #5
0
        public static void Draw(Light2D light)
        {
            if (light == null)
            {
                return;
            }

            UnityEngine.Sprite lightSprite = light.GetSprite();

            if (lightSprite == null)
            {
                return;
            }

            if (lightSprite.texture == null)
            {
                return;
            }

            Vector2 position = Vector2.zero;
            Vector2 size     = new Vector2(light.size, light.size);
            float   z        = 0;

            Material material = Lighting2D.materials.GetMultiplyHDR();

            material.mainTexture = lightSprite.texture;

            if (light.IsPixelPerfect())
            {
                position = ShadowEngine.drawOffset;
            }

            if (light.applyRotation)
            {
                material.SetPass(0);

                material.color = Color.white;

                LightSprite.Sprite.Draw(position, size, light.transform.rotation.eulerAngles.z, z, light.spriteFlipX, light.spriteFlipY);

                material.color = Color.black;

                Bounds.Draw(light, position, material, z);
            }
            else
            {
                material.SetPass(0);

                material.color = Color.white;

                LightSprite.Sprite.Draw(position, size, 0, z, light.spriteFlipX, light.spriteFlipY);
            }

            if (light.spotAngle != 360)
            {
                Lighting2D.materials.GetAtlasMaterial().SetPass(0);

                GL.Begin(GL.TRIANGLES);

                GL.Color(Color.black);

                Angle.Draw(light, z);

                GL.End();
            }
        }
Exemple #6
0
    public void UpdateLight(Light2D id, MeshMode meshMode)       // Camera
    {
        if (meshModeMaterial != meshMode.materials)
        {
            meshModeMaterial = meshMode.materials;

            ClearMaterial();
        }

        if (meshModeShader != meshMode.shader)
        {
            meshModeShader = meshMode.shader;

            ClearMaterial();
        }

        Material[] materials = GetMaterials();

        if (materials == null)
        {
            return;
        }

        if (id.IsPixelPerfect())
        {
            Camera camera = Camera.main;

            Vector2 cameraSize     = LightingRender2D.GetSize(camera);
            Vector2 cameraPosition = LightingPosition.GetPosition2D(-camera.transform.position);

            transform.position = new Vector3(cameraPosition.x, cameraPosition.y, id.transform.position.z);

            transform.localScale = new Vector3(cameraSize.x, cameraSize.y, 1);
        }
        else
        {
            transform.position = id.transform.position;

            transform.localScale = new Vector3(id.size, id.size, 1);
        }

        transform.rotation = Quaternion.Euler(0, 0, 0);
        // transform.rotation = id.transform.rotation; // only if rotation enabled

        if (id.Buffer != null && meshRenderer != null)
        {
            Color lightColor = id.color;
            lightColor.a = id.meshMode.alpha;

            for (int i = 0; i < materials.Length; i++)
            {
                if (materials[i] == null)
                {
                    continue;
                }

                materials[i].SetColor("_TintColor", lightColor);
                materials[i].color = lightColor;

                materials[i].mainTexture = id.Buffer.renderTexture.renderTexture;
            }

            id.meshMode.sortingLayer.ApplyToMeshRenderer(meshRenderer);

            meshRenderer.sharedMaterials = GetMaterials();

            meshRenderer.enabled = true;

            meshFilter.mesh = GetMeshLight();
        }
    }