public static void DrawTiles(Camera camera, LightTilemapRoom2D id, Material material)
        {
            Vector2 cameraPosition = -camera.transform.position;

            float cameraRadius = CameraTransform.GetRadius(camera);

            if (id.superTilemapEditor.tilemap == null)
            {
                return;
            }

            if (id.superTilemapEditor.tilemap.Tileset != null)
            {
                material.mainTexture = id.superTilemapEditor.tilemap.Tileset.AtlasTexture;
            }

            material.color = id.color;

            LightTilemapCollider.Base tilemapCollider = id.GetCurrentTilemap();

            material.SetPass(0);
            GL.Begin(GL.QUADS);

            int count = id.superTilemapEditor.chunkManager.GetTiles(CameraTransform.GetWorldRect(camera));

            for (int i = 0; i < count; i++)
            {
                LightingTile tile = id.superTilemapEditor.chunkManager.display[i];

                Vector2 tilePosition = tile.GetWorldPosition(tilemapCollider);

                tilePosition += cameraPosition;

                if (tile.NotInRange(tilePosition, cameraRadius))
                {
                    continue;
                }

                Vector2 scale = tile.worldScale * 0.5f * tile.scale;

                Rendering.Universal.Texture.DrawPassSTE(tilePosition, scale, tile.uv, tile.worldRotation, 0);
            }

            GL.End();

            material.mainTexture = null;
            material.color       = Color.white;
        }
Exemple #2
0
        static public void Grid(Light2D light, LightTilemapCollider2D id)
        {
            Vector2 lightPosition = -light.transform.position;

            LightTilemapCollider.Base tilemapCollider = id.GetCurrentTilemap();

            int count = tilemapCollider.chunkManager.GetTiles(light.GetWorldRect());

            for (int i = 0; i < count; i++)
            {
                LightingTile tile = tilemapCollider.chunkManager.display[i];

                List <Polygon2> polygons     = tile.GetWorldPolygons(tilemapCollider);
                Vector2         tilePosition = tile.GetWorldPosition(tilemapCollider);

                if (tile.NotInRange(tilePosition + lightPosition, light.size))
                {
                    continue;
                }

                Rendering.Light.ShadowEngine.Draw(polygons, 0, 0);
            }
        }