public static void DrawShadowsAndMask(LightingBuffer2D buffer, int layer) { buffer.CalculateCoords(); drawMask = false; if (buffer.lightSource.layerSetting[layer].type != LightingLayerType.ShadowOnly) { drawMask = true; } drawShadows = false; if (buffer.lightSource.layerSetting[layer].type != LightingLayerType.MaskOnly) { drawShadows = true; } GL.PushMatrix(); if (LightingManager2D.Get().lightingSpriteAtlas&& SpriteAtlasManager.Get().atlasTexture != null) { DrawWithAtlas(buffer, layer); } else { DrawWithoutAtlas(buffer, layer); } GL.PopMatrix(); }
static public void DrawShadowsAndMask(LightingBuffer2D buffer, int layer) { buffer.CalculateCoords(); offset.x = -buffer.lightSource.transform.position.x; offset.y = -buffer.lightSource.transform.position.y; manager = LightingManager2D.Get(); layerSettings = buffer.lightSource.layerSetting[layer]; z = buffer.transform.position.z; lightSizeSquared = Mathf.Sqrt(buffer.lightSource.lightSize * buffer.lightSource.lightSize + buffer.lightSource.lightSize * buffer.lightSource.lightSize); SortObjects(buffer, layer); drawMask = false; if (buffer.lightSource.layerSetting[layer].type != LightingLayerType.ShadowOnly) { drawMask = true; } drawShadows = false; if (buffer.lightSource.layerSetting[layer].type != LightingLayerType.MaskOnly) { drawShadows = true; } GL.PushMatrix(); if (manager.lightingSpriteAtlas && SpriteAtlasManager.Get().atlasTexture != null) { DrawWithAtlas(buffer, layer); } else { DrawWithoutAtlas(buffer, layer); } GL.PopMatrix(); }