static public void SetupLocation(LightingBuffer2D buffer, LightingTilemapCollider2D id) { Vector3 rot = Math2D.GetPitchYawRollRad(id.transform.rotation); float rotationYScale = Mathf.Sin(rot.x + Mathf.PI / 2); float rotationXScale = Mathf.Sin(rot.y + Mathf.PI / 2); scale.x = id.transform.lossyScale.x * rotationXScale * id.cellSize.x; scale.y = id.transform.lossyScale.y * rotationYScale * id.cellSize.y; sizeInt = LightTilemapSize(id, buffer); LightTilemapOffset(id, scale, buffer); offset.x = -buffer.lightSource.transform.position.x; offset.y = -buffer.lightSource.transform.position.y; tilemapOffset.x = id.transform.position.x + id.area.position.x + id.cellAnchor.x; tilemapOffset.y = id.transform.position.y + id.area.position.y + id.cellAnchor.y; if (id.mapType == LightingTilemapCollider2D.MapType.SuperTilemapEditor) { tilemapOffset.x -= id.area.size.x / 2; tilemapOffset.y -= id.area.size.y / 2; } tileSize.x = scale.x / id.cellSize.x; tileSize.y = scale.y / id.cellSize.y; }
static public void LightTilemapOffset(LightingTilemapCollider2D id, Vector2 scale, LightingBuffer2D buffer) { Vector2 newPosition = buffer.lightSource.transform.position; newPosition.x -= id.area.position.x; newPosition.y -= id.area.position.y; newPosition.x -= id.transform.position.x; newPosition.y -= id.transform.position.y; newPosition.x -= id.cellAnchor.x; newPosition.y -= id.cellAnchor.y; // Cell Size Is Not Calculated Correctly if (id.mapType == LightingTilemapCollider2D.MapType.SuperTilemapEditor) { newPosition.x += id.area.size.x / 2; newPosition.y += id.area.size.y / 2; } else { newPosition.x += 1; newPosition.y += 1; } newPosition.x *= scale.x; newPosition.y *= scale.y; newPositionInt.x = (int)newPosition.x; newPositionInt.y = (int)newPosition.y; }
static public void SortObjects(LightingBuffer2D buffer, int layer) { colliderList = LightingCollider2D.GetList(); tilemapList = LightingTilemapCollider2D.GetList(); list.Reset(); for (int id = 0; id < colliderList.Count; id++) { // Check If It's In Light Area? collider = colliderList[id]; if ((int)colliderList[id].lightingCollisionLayer != layer && (int)colliderList[id].lightingMaskLayer != layer) { continue; } if (layerSettings.renderingOrder == LightRenderingOrder.YAxis) { list.Add(collider, -collider.transform.position.y); } else { list.Add(collider, -Vector2.Distance(collider.transform.position, buffer.lightSource.transform.position)); } } for (int id = 0; id < tilemapList.Count; id++) { SortTilemap(buffer, tilemapList[id]); } list.Sort(); }
static public int LightTilemapSize(LightingTilemapCollider2D id, LightingBuffer2D buffer) { if (id.mapType == LightingTilemapCollider2D.MapType.SuperTilemapEditor) { return((int)buffer.lightSource.lightSize); } else { return((int)buffer.lightSource.lightSize + 1); } }
override public void OnInspectorGUI() { LightingTilemapCollider2D script = target as LightingTilemapCollider2D; script.mapType = (LightingTilemapCollider2D.MapType)EditorGUILayout.EnumPopup("Tilemap Type", script.mapType); script.colliderType = (LightingTilemapCollider2D.ColliderType)EditorGUILayout.EnumPopup("Collision Type", script.colliderType); script.lightingCollisionLayer = (LightingLayer)EditorGUILayout.EnumPopup("Collision Layer", script.lightingCollisionLayer); script.maskType = (LightingTilemapCollider2D.MaskType)EditorGUILayout.EnumPopup("Mask Type", script.maskType); if (script.maskType != LightingTilemapCollider2D.MaskType.None) { script.lightingMaskLayer = (LightingLayer)EditorGUILayout.EnumPopup("Mask Layer", script.lightingMaskLayer); script.maskMode = (LightingMaskMode)EditorGUILayout.EnumPopup("Mask Mode", script.maskMode); } else { EditorGUI.BeginDisabledGroup(true); EditorGUILayout.EnumPopup("Mask Layer", script.lightingMaskLayer); EditorGUILayout.EnumPopup("Mask Mode", script.maskMode); EditorGUI.EndDisabledGroup(); } script.dayHeight = EditorGUILayout.Toggle("Day Height", script.dayHeight); if (script.dayHeight) { script.height = EditorGUILayout.FloatField("Height", script.height); } //script.ambientOcclusion = EditorGUILayout.Toggle("Ambient Occlusion", script.ambientOcclusion); //if (script.ambientOcclusion) { // script.occlusionSize = EditorGUILayout.FloatField("Occlussion Size", script.occlusionSize); //} if (GUILayout.Button("Update Collisions")) { script.Initialize(); foreach (LightingSource2D light in LightingSource2D.GetList()) { light.movement.ForceUpdate(); } LightingMainBuffer2D.ForceUpdate(); } if (GUI.changed && EditorApplication.isPlaying == false) { EditorUtility.SetDirty(target); EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); } }
static public void Fill_Component(LightingBuffer2D buffer, LightingTilemapCollider2D id, float lightSizeSquared, float z) { Vector2D vA, vB; foreach (Polygon2D polygon in id.edgeColliders) { Vector2D polyOffset = new Vector2D(-buffer.lightSource.transform.position); Polygon2D poly = polygon.Copy(); poly.ToOffsetItself(polyOffset); foreach (Pair2D p in Pair2D.GetList(poly.pointsList, false)) { vA = p.A.Copy(); vB = p.B.Copy(); vA.Push(Vector2D.Atan2(vA, zero), lightSizeSquared); vB.Push(Vector2D.Atan2(vB, zero), lightSizeSquared); Max2DMatrix.DrawTriangle(p.A, p.B, vA, zero, z); Max2DMatrix.DrawTriangle(vA, vB, p.B, zero, z); } LightingDebug.shadowGenerations++; } foreach (Polygon2D polygon in id.polygonColliders) { Vector2D polyOffset = new Vector2D(-buffer.lightSource.transform.position); Polygon2D poly = polygon.Copy(); poly.ToOffsetItself(polyOffset); foreach (Pair2D p in Pair2D.GetList(poly.pointsList)) { vA = p.A.Copy(); vB = p.B.Copy(); vA.Push(Vector2D.Atan2(vA, zero), lightSizeSquared); vB.Push(Vector2D.Atan2(vB, zero), lightSizeSquared); Max2DMatrix.DrawTriangle(p.A, p.B, vA, zero, z); Max2DMatrix.DrawTriangle(vA, vB, p.B, zero, z); } LightingDebug.shadowGenerations++; } }
public static void DrawShadowsWithoutAtlas(LightingBuffer2D buffer, int layer) { float lightSizeSquared = Mathf.Sqrt(buffer.lightSource.lightSize * buffer.lightSource.lightSize + buffer.lightSource.lightSize * buffer.lightSource.lightSize); float z = buffer.transform.position.z; offset.x = -buffer.lightSource.transform.position.x; offset.y = -buffer.lightSource.transform.position.y; manager = LightingManager2D.Get(); colliderList = LightingCollider2D.GetList(); #if UNITY_2018_1_OR_NEWER tilemapList = LightingTilemapCollider2D.GetList(); #endif manager.materials.GetAtlasMaterial().SetPass(0); GL.Begin(GL.TRIANGLES); for (int id = 0; id < colliderList.Count; id++) { if ((int)colliderList[id].lightingCollisionLayer != layer) { continue; } LightingBufferMesh.Shadow(buffer, colliderList[id], lightSizeSquared, z); LightingBufferShape.Shadow(buffer, colliderList[id], lightSizeSquared, z, offset); } #if UNITY_2018_1_OR_NEWER for (int id = 0; id < tilemapList.Count; id++) { if ((int)tilemapList[id].lightingCollisionLayer != layer) { continue; } LightingBufferTilemapRectangle.Shadow(buffer, tilemapList[id], lightSizeSquared, z); } #endif GL.End(); }
public List <List <Pair2D> > GetPairs(LightingTilemapCollider2D tilemap) { if (world_polygonPairs == null) { world_polygonPairs = new List <List <Pair2D> >(); if (GetPolygon(tilemap) == null) { return(world_polygonPairs); } foreach (Polygon2D poly in GetPolygon(tilemap)) { world_polygonPairs.Add(Pair2D.GetList(poly.pointsList)); } } return(world_polygonPairs); }
public void Add(LightingTilemapCollider2D tilemap, LightingTile tile2D, float dist, Vector2D polyOffset) { if (count + 1 < list.Length) { list[count].type = ColliderDepth.Type.Tile; list[count].tile = tile2D; list[count].tilemap = tilemap; list[count].distance = dist; list[count].polyOffset.x = polyOffset.x; list[count].polyOffset.y = polyOffset.y; // Tile Size? count++; } else { Debug.LogError("Tile Depth Overhead!"); } }
override public void OnInspectorGUI() { LightingTilemapCollider2D script = target as LightingTilemapCollider2D; EditorGUI.BeginDisabledGroup(true); EditorGUILayout.EnumPopup("Preset", LightingManager2D.Get().preset); EditorGUI.EndDisabledGroup(); script.mapType = (LightingTilemapCollider2D.MapType)EditorGUILayout.EnumPopup("MapType", script.mapType); script.dayHeight = EditorGUILayout.Toggle("Day Height", script.dayHeight); if (script.dayHeight) { script.height = EditorGUILayout.FloatField("Height", script.height); } script.ambientOcclusion = EditorGUILayout.Toggle("Ambient Occlusion", script.ambientOcclusion); if (script.ambientOcclusion) { script.occlusionSize = EditorGUILayout.FloatField("Occlussion Size", script.occlusionSize); } }
static void DrawTileOcclussion(Vector2D offset, float z, LightingTilemapCollider2D id) { Polygon2D poly = Polygon2DList.CreateFromRect(new Vector2(0.5f, 0.5f)); foreach (DoublePair2D p in DoublePair2D.GetList(poly.pointsList)) { Vector2D vA = p.A + offset; Vector2D vB = p.B + offset; Vector2D vC = p.B + offset; Vector2D pA = p.A + offset; Vector2D pB = p.B + offset; vA.Push(Vector2D.Atan2(p.A, p.B) - Mathf.PI / 2, -1); vB.Push(Vector2D.Atan2(p.A, p.B) - Mathf.PI / 2, -1); vC.Push(Vector2D.Atan2(p.B, p.C) - Mathf.PI / 2, -1); GL.TexCoord2(uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pA, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(vA, z); GL.TexCoord2(uv0, uv1); Max2D.Vertex3(vA, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(vB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(uv1, uv0); Max2D.Vertex3(vB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(vC, z); } }
public List <Polygon2D> GetPolygon(LightingTilemapCollider2D tilemap) { if (world_polygon == null) { if (tilemap.colliderType == LightingTilemapCollider2D.ColliderType.SpriteCustomPhysicsShape) { if (GetShapePolygons().Count < 1) { return(null); } world_polygon = GetShapePolygons(); //poly.ToScaleItself(defaultSize); // scale? } else { Vector2 size = tilemap.cellSize * 0.5f; world_polygon = new List <Polygon2D>(); world_polygon.Add(Polygon2D.CreateFromRect(size)); } } return(world_polygon); }
static public void SortTilemap(LightingBuffer2D buffer, LightingTilemapCollider2D id) { //if (id.maskType != LightingTilemapCollider2D.MaskType.Sprite) { // return; //} if (id.map == null) { return; } Vector3 rot = Math2D.GetPitchYawRollRad(id.transform.rotation); float rotationYScale = Mathf.Sin(rot.x + Mathf.PI / 2); float rotationXScale = Mathf.Sin(rot.y + Mathf.PI / 2); float scaleX = id.transform.lossyScale.x * rotationXScale * id.cellSize.x; float scaleY = id.transform.lossyScale.y * rotationYScale * id.cellSize.y; int sizeInt = LightingBufferTilemapRectangle.LightTilemapSize(id, buffer); LightingBufferTilemapRectangle.LightTilemapOffset(id, new Vector2(scaleX, scaleY), buffer); Vector2Int newPositionInt = LightingBufferTilemapRectangle.newPositionInt; Vector2D tilemapOffset = LightingBufferTilemapRectangle.tilemapOffset; Vector2D polyOffset = LightingBufferTilemapRectangle.polyOffset; Vector2D inverseOffset = LightingBufferTilemapRectangle.inverseOffset; tilemapOffset.x = id.area.position.x + id.cellAnchor.x + id.transform.position.x; tilemapOffset.y = id.area.position.y + id.cellAnchor.y + id.transform.position.y; offset.x = -buffer.lightSource.transform.position.x; offset.y = -buffer.lightSource.transform.position.y; VirtualSpriteRenderer spriteRenderer = new VirtualSpriteRenderer(); Vector2 tileSize = new Vector2(scaleX / id.cellSize.x, scaleY / id.cellSize.y); LightingTile tile; for (int x = newPositionInt.x - sizeInt; x < newPositionInt.x + sizeInt; x++) { for (int y = newPositionInt.y - sizeInt; y < newPositionInt.y + sizeInt; y++) { if (x < 0 || y < 0) { continue; } if (x >= id.area.size.x || y >= id.area.size.y) { continue; } tile = id.map[x, y]; if (tile == null) { continue; } if (tile.GetOriginalSprite() == null) { return; } polyOffset.x = x + tilemapOffset.x; polyOffset.y = y + tilemapOffset.y; polyOffset.x *= scaleX; polyOffset.y *= scaleY; if (LightingManager2D.culling && Vector2.Distance(polyOffset.ToVector2(), buffer.lightSource.transform.position) > 2 + buffer.lightSource.lightSize) { LightingDebug.culled++; continue; } polyOffset.x += offset.x; polyOffset.y += offset.y; //inverseOffset.x = -polyOffset.x; //inverseOffset.y = -polyOffset.y; //if (poly.PointInPoly (inverseOffset)) { // continue; //} if (layerSettings.renderingOrder == LightRenderingOrder.YAxis) { list.Add(id, tile, -(float)polyOffset.y - (float)offset.y, polyOffset); } else { list.Add(id, tile, -Vector2.Distance(polyOffset.ToVector2() - offset.ToVector2(), buffer.lightSource.transform.position), polyOffset); } } } }
public static void Penumbra_Component(LightingBuffer2D buffer, LightingTilemapCollider2D id, float lightSizeSquared, float z) { Vector2D vA, pA, vB, pB; foreach (Polygon2D polygon in id.edgeColliders) { Vector2D polyOffset = new Vector2D(-buffer.lightSource.transform.position); Polygon2D poly = polygon.Copy(); poly.ToOffsetItself(polyOffset); foreach (Pair2D p in Pair2D.GetList(poly.pointsList, false)) { vA = p.A.Copy(); pA = p.A.Copy(); vB = p.B.Copy(); pB = p.B.Copy(); float angleA = (float)Vector2D.Atan2(vA, zero); float angleB = (float)Vector2D.Atan2(vB, zero); vA.Push(angleA, lightSizeSquared); pA.Push(angleA - Mathf.Deg2Rad * buffer.lightSource.occlusionSize, lightSizeSquared); vB.Push(angleB, lightSizeSquared); pB.Push(angleB + Mathf.Deg2Rad * buffer.lightSource.occlusionSize, lightSizeSquared); GL.TexCoord2(uv0, uv0); GL.Vertex3((float)p.A.x, (float)p.A.y, z); GL.TexCoord2(uv1, uv0); GL.Vertex3((float)vA.x, (float)vA.y, z); GL.TexCoord2((float)uv0, uv1); GL.Vertex3((float)pA.x, (float)pA.y, z); GL.TexCoord2(uv0, uv0); GL.Vertex3((float)p.B.x, (float)p.B.y, z); GL.TexCoord2(uv1, uv0); GL.Vertex3((float)vB.x, (float)vB.y, z); GL.TexCoord2(uv0, uv1); GL.Vertex3((float)pB.x, (float)pB.y, z); } //LightingDebug.penumbraGenerations ++; } foreach (Polygon2D polygon in id.polygonColliders) { Vector2D polyOffset = new Vector2D(-buffer.lightSource.transform.position); Polygon2D poly = polygon.Copy(); poly.ToOffsetItself(polyOffset); foreach (Pair2D p in Pair2D.GetList(poly.pointsList)) { vA = p.A.Copy(); pA = p.A.Copy(); vB = p.B.Copy(); pB = p.B.Copy(); float angleA = (float)Vector2D.Atan2(vA, zero); float angleB = (float)Vector2D.Atan2(vB, zero); vA.Push(angleA, lightSizeSquared); pA.Push(angleA - Mathf.Deg2Rad * buffer.lightSource.occlusionSize, lightSizeSquared); vB.Push(angleB, lightSizeSquared); pB.Push(angleB + Mathf.Deg2Rad * buffer.lightSource.occlusionSize, lightSizeSquared); GL.TexCoord2(uv0, uv0); GL.Vertex3((float)p.A.x, (float)p.A.y, z); GL.TexCoord2(uv1, uv0); GL.Vertex3((float)vA.x, (float)vA.y, z); GL.TexCoord2((float)uv0, uv1); GL.Vertex3((float)pA.x, (float)pA.y, z); GL.TexCoord2(uv0, uv0); GL.Vertex3((float)p.B.x, (float)p.B.y, z); GL.TexCoord2(uv1, uv0); GL.Vertex3((float)vB.x, (float)vB.y, z); GL.TexCoord2(uv0, uv1); GL.Vertex3((float)pB.x, (float)pB.y, z); } //LightingDebug.penumbraGenerations ++; } }
public static void Draw(Vector2D offset, float z) { // Collider Ambient Occlusion GL.PushMatrix(); LightingManager2D.Get().occlusionBlurMaterial.SetPass(0); GL.Begin(GL.QUADS); GL.Color(Color.white); foreach (LightingCollider2D id in LightingCollider2D.GetList()) { if (id.ambientOcclusion == false || id.smoothOcclusionEdges == true) { continue; } // Do not call Create From Collider List <Polygon2D> polygons = id.GetPolygons(); foreach (Polygon2D polygon in polygons) { Polygon2D poly = polygon; poly = poly.ToWorldSpace(id.gameObject.transform); poly.Normalize(); Vector2D first = null; List <Pair2D> iterate1 = Pair2D.GetList(poly.pointsList); List <Pair2D> iterate2 = Pair2D.GetList(PreparePolygon(poly, id.occlusionSize).pointsList); int i = 0; foreach (Pair2D pA in iterate1) { if (id.edgeCollider2D == true && first == null) { first = pA.A; continue; } Pair2D pB = iterate2[i]; GL.TexCoord2(uv0, uv0); Max2D.Vertex3(pA.A + offset, z); GL.TexCoord2(uv1, uv0); Max2D.Vertex3(pA.B + offset, z); GL.TexCoord2(uv1, uv1); Max2D.Vertex3(pB.B + offset, z); GL.TexCoord2(uv0, uv1); Max2D.Vertex3(pB.A + offset, z); i++; } } } GL.End(); GL.PopMatrix(); GL.PushMatrix(); LightingManager2D.Get().occlusionEdgeMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); foreach (LightingCollider2D id in LightingCollider2D.GetList()) { if (id.ambientOcclusion == false || id.smoothOcclusionEdges == false) { continue; } // Do not call Create From Collider List <Polygon2D> polygons = id.GetPolygons(); foreach (Polygon2D polygon in polygons) { Polygon2D poly = polygon; poly = poly.ToWorldSpace(id.gameObject.transform); poly.Normalize(); foreach (DoublePair2D p in DoublePair2D.GetList(poly.pointsList)) { Vector2D vA = p.A + offset; Vector2D vB = p.B + offset; Vector2D vC = p.B + offset; Vector2D pA = p.A + offset; Vector2D pB = p.B + offset; vA.Push(Vector2D.Atan2(p.A, p.B) - Mathf.PI / 2, id.occlusionSize); vB.Push(Vector2D.Atan2(p.A, p.B) - Mathf.PI / 2, id.occlusionSize); vC.Push(Vector2D.Atan2(p.B, p.C) - Mathf.PI / 2, id.occlusionSize); GL.TexCoord2(uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pA, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(vA, z); GL.TexCoord2(uv0, uv1); Max2D.Vertex3(vA, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(vB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(uv1, uv0); Max2D.Vertex3(vB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(vC, z); } } } GL.End(); GL.PopMatrix(); GL.PushMatrix(); LightingManager2D.Get().occlusionEdgeMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } if (id.ambientOcclusion == false) { continue; } for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { if (id.map[x, y] == false) { continue; } Vector2D offs = offset.Copy(); offs += new Vector2D(0.5f, 0.5f); offs += new Vector2D(id.area.position.x, id.area.position.y); offs += new Vector2D(-id.area.size.x / 2, -id.area.size.y / 2); DrawTileOcclussion(offs + new Vector2D(x, y), z, id); } } } GL.End(); GL.PopMatrix(); }
public static void Draw(Vector2D offset, float z) { float sunDirection = LightingManager2D.GetSunDirection(); // Day Soft Shadows GL.PushMatrix(); Max2D.defaultMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); GL.Color(Color.black); foreach (LightingCollider2D id in LightingCollider2D.GetList()) { if (id.dayHeight == false || id.height <= 0) { continue; } List <Polygon2D> polygons = id.GetPolygons(); foreach (Polygon2D polygon in polygons) { Polygon2D poly = polygon; poly = poly.ToWorldSpace(id.gameObject.transform); foreach (Pair2D p in Pair2D.GetList(poly.pointsList)) { Vector2D vA = p.A.Copy(); Vector2D vB = p.B.Copy(); vA.Push(sunDirection, id.height); vB.Push(sunDirection, id.height); Max2DMatrix.DrawTriangle(p.A, p.B, vA, offset, z); Max2DMatrix.DrawTriangle(vA, vB, p.B, offset, z); } } } GL.End(); GL.PopMatrix(); GL.PushMatrix(); LightingManager2D.Get().shadowBlurMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); Max2D.SetColor(Color.white); foreach (LightingCollider2D id in LightingCollider2D.GetList()) { if (id.dayHeight == false || id.height <= 0) { continue; } List <Polygon2D> polygons = id.GetPolygons(); foreach (Polygon2D polygon in polygons) { Polygon2D poly = polygon; poly = poly.ToWorldSpace(id.gameObject.transform); Polygon2D convexHull = Polygon2D.GenerateShadow(new Polygon2D(poly.pointsList), sunDirection, id.height); foreach (DoublePair2D p in DoublePair2D.GetList(convexHull.pointsList)) { Vector2D zA = new Vector2D(p.A + offset); Vector2D zB = new Vector2D(p.B + offset); Vector2D zC = zB.Copy(); Vector2D pA = zA.Copy(); Vector2D pB = zB.Copy(); zA.Push(Vector2D.Atan2(p.A, p.B) + pi2, .5f); zB.Push(Vector2D.Atan2(p.A, p.B) + pi2, .5f); zC.Push(Vector2D.Atan2(p.B, p.C) + pi2, .5f); GL.TexCoord2(uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pA, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(zA, z); GL.TexCoord2(uv0, uv1); Max2D.Vertex3(zA, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(zB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(uv0, uv1); Max2D.Vertex3(zB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(zC, z); } } } GL.End(); GL.PopMatrix(); GL.PushMatrix(); Max2D.defaultMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); GL.Color(Color.black); // Day Soft Shadows foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } if (id.dayHeight == false) { continue; } for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { if (id.map[x, y] == true) { DrawSoftShadowTile(offset + new Vector2D(x, y), z, id.height); } } } } GL.End(); GL.PopMatrix(); GL.PushMatrix(); LightingManager2D.Get().shadowBlurMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); Max2D.SetColor(Color.white); // Day Soft Shadows foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } if (id.dayHeight == false) { continue; } for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { if (id.map[x, y] == true) { DrawSoftShadowTileBlur(offset + new Vector2D(x, y), z, id.height); } } } } GL.End(); GL.PopMatrix(); Material material = LightingManager2D.Get().whiteSpriteMaterial; foreach (LightingSprite2D id in LightingSprite2D.GetList()) { if (id.GetSpriteRenderer() == null) { continue; } material.mainTexture = id.GetSpriteRenderer().sprite.texture; //Debug.Log(sprite.pivot); Vector2 p = id.transform.position; Vector2 scale = id.transform.lossyScale; if (id.GetSpriteRenderer().flipX) { scale.x = -scale.x; } if (id.GetSpriteRenderer().flipY) { scale.y = -scale.y; } Max2D.DrawImage(material, offset.ToVector2() + p, scale, id.transform.rotation.eulerAngles.z, z); } material = LightingManager2D.Get().additiveMaterial; foreach (LightingSpriteRenderer2D id in LightingSpriteRenderer2D.GetList()) { if (id.sprite == null) { continue; } material.mainTexture = id.sprite.texture; //Debug.Log(sprite.pivot); Vector2 position = id.transform.position; Vector2 scale = id.transform.lossyScale; float scaleX = (float)id.sprite.texture.width / (id.sprite.pixelsPerUnit * 2); float scaleY = (float)id.sprite.texture.width / (id.sprite.pixelsPerUnit * 2); //Debug.Log(scaleX + " " + scaleY); scale.x *= scaleX; scale.y *= scaleY; scale.x *= id.scale.x; scale.y *= id.scale.y; if (id.flipX) { scale.x = -scale.x; } if (id.flipY) { scale.y = -scale.y; } //material.color = id.color; Color color = id.color; color.a = id.alpha; material.SetColor("_TintColor", color); Max2D.DrawImage(material, offset.ToVector2() + position + id.offset, scale, id.transform.rotation.eulerAngles.z, z); } material.mainTexture = null; float ratio = (float)Screen.width / Screen.height; Camera bufferCamera = LightingMainBuffer2D.Get().bufferCamera; Vector2 size = new Vector2(bufferCamera.orthographicSize * ratio, bufferCamera.orthographicSize); Vector3 pos = Camera.main.transform.position; Max2D.iDrawImage(LightingManager2D.Get().additiveMaterial, new Vector2D(pos), new Vector2D(size), pos.z); }
static public void DrawShadow(LightingBuffer2D buffer, LightingTile tile, Vector2D polyOffset, LightingTilemapCollider2D tilemap, float lightSizeSquared, float z) { if (tile.GetPairs(tilemap).Count < 1) { return; } LightingBufferTilemapRectangle.pairList = tile.GetPairs(tilemap)[0]; Pair2D p; Vector2D zero = Vector2D.Zero(); GL.Color(Color.black); for (int s = 0; s < LightingBufferTilemapRectangle.pairList.Count; s++) { p = LightingBufferTilemapRectangle.pairList[s]; vA.x = p.A.x + polyOffset.x; vA.y = p.A.y + polyOffset.y; vB.x = p.B.x + polyOffset.x; vB.y = p.B.y + polyOffset.y; vC.x = p.A.x + polyOffset.x; vC.y = p.A.y + polyOffset.y; vD.x = p.B.x + polyOffset.x; vD.y = p.B.y + polyOffset.y; vA.Push(Vector2D.Atan2(vA, zero), lightSizeSquared); vB.Push(Vector2D.Atan2(vB, zero), lightSizeSquared); Max2DMatrix.DrawTriangle(vC, vD, vA, zero, z); Max2DMatrix.DrawTriangle(vA, vB, vD, zero, z); } Sprite penumbraSprite = LightingManager2D.Get().materials.GetAtlasPenumbraSprite(); float angleA, angleB; Rect uvRect = new Rect((float)penumbraSprite.rect.x / penumbraSprite.texture.width, (float)penumbraSprite.rect.y / penumbraSprite.texture.height, (float)penumbraSprite.rect.width / penumbraSprite.texture.width, (float)penumbraSprite.rect.height / penumbraSprite.texture.height); uvRect.width += uvRect.x; uvRect.height += uvRect.y; uvRect.x += 1f / 2048; uvRect.y += 1f / 2048; uvRect.width -= 1f / 2048; uvRect.height -= 1f / 2048; GL.Color(Color.white); for (int s = 0; s < LightingBufferTilemapRectangle.pairList.Count; s++) { p = LightingBufferTilemapRectangle.pairList[s]; vA.x = p.A.x + polyOffset.x; vA.y = p.A.y + polyOffset.y; pA.x = p.A.x + polyOffset.x; pA.y = p.A.y + polyOffset.y; pB.x = p.B.x + polyOffset.x; pB.y = p.B.y + polyOffset.y; vB.x = p.B.x + polyOffset.x; vB.y = p.B.y + polyOffset.y; vC.x = p.A.x + polyOffset.x; vC.y = p.A.y + polyOffset.y; vD.x = p.B.x + polyOffset.x; vD.y = p.B.y + polyOffset.y; angleA = (float)Vector2D.Atan2(vA, zero); angleB = (float)Vector2D.Atan2(vB, zero); vA.Push(angleA, lightSizeSquared); pA.Push(angleA - Mathf.Deg2Rad * buffer.lightSource.occlusionSize, lightSizeSquared); vB.Push(angleB, lightSizeSquared); pB.Push(angleB + Mathf.Deg2Rad * buffer.lightSource.occlusionSize, lightSizeSquared); GL.TexCoord2(uvRect.x, uvRect.y); GL.Vertex3((float)vC.x, (float)vC.y, z); GL.TexCoord2(uvRect.width, uvRect.y); GL.Vertex3((float)vA.x, (float)vA.y, z); GL.TexCoord2((float)uvRect.x, uvRect.height); GL.Vertex3((float)pA.x, (float)pA.y, z); GL.TexCoord2(uvRect.x, uvRect.y); GL.Vertex3((float)vD.x, (float)vD.y, z); GL.TexCoord2(uvRect.width, uvRect.y); GL.Vertex3((float)vB.x, (float)vB.y, z); GL.TexCoord2(uvRect.x, uvRect.height); GL.Vertex3((float)pB.x, (float)pB.y, z); } LightingDebug.shadowGenerations++; }
// Lighting Buffer TILE static public void MaskShapeDepthWithAtlas(LightingBuffer2D buffer, LightingTile tile, LightRenderingOrder lightSourceOrder, LightingTilemapCollider2D id, Vector2D offset, float z) { Mesh tileMesh = null; if (id.maskType == LightingTilemapCollider2D.MaskType.Tile) { tileMesh = LightingTile.GetStaticTileMesh(); } else if (id.maskType == LightingTilemapCollider2D.MaskType.SpriteCustomPhysicsShape) { tileMesh = tile.GetTileDynamicMesh(); } if (tileMesh == null) { return; } // Set Color Black Or White? GL.Color(Color.white); int triangleCount = tileMesh.triangles.GetLength(0); for (int i = 0; i < triangleCount; i = i + 3) { vecA = tileMesh.vertices [tileMesh.triangles [i]]; vecB = tileMesh.vertices [tileMesh.triangles [i + 1]]; vecC = tileMesh.vertices [tileMesh.triangles [i + 2]]; Max2DMatrix.DrawTriangle(vecA, vecB, vecC, offset.ToVector2(), z, new Vector2D(1, 1)); } LightingDebug.maskGenerations++; }
static public void Shadow(LightingBuffer2D buffer, LightingTilemapCollider2D id, float lightSizeSquared, float z) { if (id.colliderType == LightingTilemapCollider2D.ColliderType.None) { return; } if (id.colliderType == LightingTilemapCollider2D.ColliderType.Collider) { // Adjust Color? Fill_Component(buffer, id, lightSizeSquared, z); Penumbra_Component(buffer, id, lightSizeSquared, z); return; } if (id.map == null) { return; } manager = LightingManager2D.Get(); SetupLocation(buffer, id); CalculatePenumbra(); bool penumbra = manager.drawPenumbra; bool drawAbove = buffer.lightSource.whenInsideCollider == LightingSource2D.WhenInsideCollider.DrawAbove; for (int x = newPositionInt.x - sizeInt; x < newPositionInt.x + sizeInt; x++) { for (int y = newPositionInt.y - sizeInt; y < newPositionInt.y + sizeInt; y++) { if (x < 0 || y < 0) { continue; } if (x >= id.area.size.x || y >= id.area.size.y) { continue; } tile = id.map[x, y]; if (tile == null) { continue; } polygons = tile.GetPolygon(id); if (polygons == null || polygons.Count < 1) { continue; } polyOffset.x = x + tilemapOffset.x; polyOffset.y = y + tilemapOffset.y; if (id.mapType == LightingTilemapCollider2D.MapType.SuperTilemapEditor) { polyOffset.x -= id.area.size.x / 2; polyOffset.y -= id.area.size.y / 2; } polyOffset.x *= scale.x; polyOffset.y *= scale.y; polyOffset2.x = (float)polyOffset.x; polyOffset2.y = (float)polyOffset.y; if (LightingManager2D.culling && Vector2.Distance(polyOffset2, buffer.lightSource.transform.position) > 2 + buffer.lightSource.lightSize) { LightingDebug.culled++; continue; } polyOffset.x += offset.x; polyOffset.y += offset.y; inverseOffset.x = -polyOffset.x; inverseOffset.y = -polyOffset.y; pairList2 = tile.GetPairs(id); for (int i = 0; i < polygons.Count; i++) { polygon = polygons[i]; if (drawAbove && polygon.PointInPoly(inverseOffset)) { continue; } LightingDebug.shadowGenerations++; pairList = pairList2[i]; GL.Color(Color.black); for (int e = 0; e < pairList.Count; e++) { p = pairList[e]; vA.x = p.A.x + polyOffset.x; vA.y = p.A.y + polyOffset.y; vB.x = p.B.x + polyOffset.x; vB.y = p.B.y + polyOffset.y; vC.x = p.A.x + polyOffset.x; vC.y = p.A.y + polyOffset.y; vD.x = p.B.x + polyOffset.x; vD.y = p.B.y + polyOffset.y; rot = System.Math.Atan2(vA.y - zero.y, vA.x - zero.x); vA.x += System.Math.Cos(rot) * lightSizeSquared; vA.y += System.Math.Sin(rot) * lightSizeSquared; rot = System.Math.Atan2(vB.y - zero.y, vB.x - zero.x); vB.x += System.Math.Cos(rot) * lightSizeSquared; vB.y += System.Math.Sin(rot) * lightSizeSquared; GL.TexCoord3(Max2DMatrix.c_x, Max2DMatrix.c_y, 0); GL.Vertex3((float)vC.x, (float)vC.y, z); GL.TexCoord3(Max2DMatrix.c_x, Max2DMatrix.c_y, 0); GL.Vertex3((float)vD.x, (float)vD.y, z); GL.TexCoord3(Max2DMatrix.c_x, Max2DMatrix.c_y, 0); GL.Vertex3((float)vA.x, (float)vA.y, z); GL.TexCoord3(Max2DMatrix.c_x, Max2DMatrix.c_y, 0); GL.Vertex3((float)vA.x, (float)vA.y, z); GL.TexCoord3(Max2DMatrix.c_x, Max2DMatrix.c_y, 0); GL.Vertex3((float)vB.x, (float)vB.y, z); GL.TexCoord3(Max2DMatrix.c_x, Max2DMatrix.c_y, 0); GL.Vertex3((float)vD.x, (float)vD.y, z); } if (penumbra) { GL.Color(Color.white); for (int e = 0; e < pairList.Count; e++) { p = pairList[e]; vA.x = p.A.x + polyOffset.x; vA.y = p.A.y + polyOffset.y; pA.x = p.A.x + polyOffset.x; pA.y = p.A.y + polyOffset.y; pB.x = p.B.x + polyOffset.x; pB.y = p.B.y + polyOffset.y; vB.x = p.B.x + polyOffset.x; vB.y = p.B.y + polyOffset.y; vC.x = p.A.x + polyOffset.x; vC.y = p.A.y + polyOffset.y; vD.x = p.B.x + polyOffset.x; vD.y = p.B.y + polyOffset.y; angleA = (float)System.Math.Atan2(vA.y - zero.y, vA.x - zero.x); angleB = (float)System.Math.Atan2(vB.y - zero.y, vB.x - zero.x); vA.x += System.Math.Cos(angleA) * lightSizeSquared; vA.y += System.Math.Sin(angleA) * lightSizeSquared; vB.x += System.Math.Cos(angleB) * lightSizeSquared; vB.y += System.Math.Sin(angleB) * lightSizeSquared; rot = angleA - Mathf.Deg2Rad * buffer.lightSource.occlusionSize; pA.x += System.Math.Cos(rot) * lightSizeSquared; pA.y += System.Math.Sin(rot) * lightSizeSquared; rot = angleB + Mathf.Deg2Rad * buffer.lightSource.occlusionSize; pB.x += System.Math.Cos(rot) * lightSizeSquared; pB.y += System.Math.Sin(rot) * lightSizeSquared; GL.TexCoord3(uvRectX, uvRectY, 0); GL.Vertex3((float)vC.x, (float)vC.y, z); GL.TexCoord3(uvRectWidth, uvRectHeight, 0); GL.Vertex3((float)vA.x, (float)vA.y, z); GL.TexCoord3((float)uvRectX, uvRectHeight, 0); GL.Vertex3((float)pA.x, (float)pA.y, z); GL.TexCoord3(uvRectX, uvRectY, 0); GL.Vertex3((float)vD.x, (float)vD.y, z); GL.TexCoord3(uvRectWidth, uvRectY, 0); GL.Vertex3((float)vB.x, (float)vB.y, z); GL.TexCoord3(uvRectX, uvRectHeight, 0); GL.Vertex3((float)pB.x, (float)pB.y, z); } } } } } }
static public void MaskShape(LightingBuffer2D buffer, LightingTilemapCollider2D id, Vector2D offset, float z) { if (id.maskType == LightingTilemapCollider2D.MaskType.SpriteCustomPhysicsShape || id.maskType == LightingTilemapCollider2D.MaskType.Tile) { } else { return; } if (id.map == null) { return; } SetupLocation(buffer, id); Vector2 vecA, vecB, vecC; LightingTile tile; Mesh tileMesh = null; int triangleCount; tileSize2.x = 1; tileSize2.y = 1; if (id.maskType == LightingTilemapCollider2D.MaskType.Tile) { tileMesh = LightingTile.GetStaticTileMesh(); } for (int x = newPositionInt.x - sizeInt; x < newPositionInt.x + sizeInt; x++) { for (int y = newPositionInt.y - sizeInt; y < newPositionInt.y + sizeInt; y++) { if (x < 0 || y < 0) { continue; } if (x >= id.area.size.x || y >= id.area.size.y) { continue; } tile = id.map[x, y]; if (tile == null) { continue; } polyOffset.x = x + tilemapOffset.x; polyOffset.y = y + tilemapOffset.y; polyOffset.x *= scale.x; polyOffset.y *= scale.y; polyOffset2.x = (float)polyOffset.x; polyOffset2.y = (float)polyOffset.y; if (LightingManager2D.culling && Vector2.Distance(polyOffset2, buffer.lightSource.transform.position) > (id.cellSize.x * 2f) + buffer.lightSource.lightSize) { LightingDebug.culled++; continue; } polyOffset.x += offset.x; polyOffset.y += offset.y; if (id.maskType == LightingTilemapCollider2D.MaskType.SpriteCustomPhysicsShape) { tileMesh = null; tileMesh = tile.GetTileDynamicMesh(); } if (tileMesh == null) { continue; } polyOffset2.x = (float)polyOffset.x; polyOffset2.y = (float)polyOffset.y; // Batch and Optimize??? triangleCount = tileMesh.triangles.GetLength(0); for (int i = 0; i < triangleCount; i = i + 3) { vecA = tileMesh.vertices [tileMesh.triangles [i]]; vecB = tileMesh.vertices [tileMesh.triangles [i + 1]]; vecC = tileMesh.vertices [tileMesh.triangles [i + 2]]; Max2DMatrix.DrawTriangle(vecA, vecB, vecC, polyOffset2, z, tileSize2); } LightingDebug.maskGenerations++; } } }
static public void DrawMask(LightingBuffer2D buffer, LightingTile tile, LightingLayerEffect maskEffect, Material materialA, Material materialB, Vector2D polyOffset, LightingTilemapCollider2D tilemap, float lightSizeSquared, float z) { VirtualSpriteRenderer spriteRenderer = new VirtualSpriteRenderer(); spriteRenderer.sprite = tile.GetOriginalSprite(); if (spriteRenderer.sprite == null) { return; } Vector3 rot = Math2D.GetPitchYawRollRad(tilemap.transform.rotation); float rotationYScale = Mathf.Sin(rot.x + Mathf.PI / 2); float rotationXScale = Mathf.Sin(rot.y + Mathf.PI / 2); float scaleX = tilemap.transform.lossyScale.x * rotationXScale * tilemap.cellSize.x; float scaleY = tilemap.transform.lossyScale.y * rotationYScale * tilemap.cellSize.y; Vector2 tileSize = new Vector2(scaleX / tilemap.cellSize.x, scaleY / tilemap.cellSize.y); Material material = materialA; if (tilemap.maskMode == LightingMaskMode.Invisible || (maskEffect == LightingLayerEffect.InvisibleBellow && polyOffset.y < 0)) { material = materialB; } material.mainTexture = spriteRenderer.sprite.texture; Max2D.DrawSprite(material, spriteRenderer, polyOffset.ToVector2(), tileSize, 0, z); material.mainTexture = null; LightingDebug.maskGenerations++; }
static public void DrawTilemaps(Vector2D offset, float z) { #if UNITY_2018_1_OR_NEWER LightingManager2D manager = LightingManager2D.Get(); GL.PushMatrix(); Max2D.defaultMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); GL.Color(Color.black); // Day Soft Shadows foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } if (id.dayHeight == false) { continue; } Vector2D tilesetOffset = new Vector2D(offset); tilesetOffset += new Vector2D(id.area.position.x, id.area.position.y); for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { if (id.map[x, y] == null) { continue; } Vector2D tileOffset = tilesetOffset.Copy(); tileOffset += new Vector2D(x, y); DrawSoftShadowTile(tileOffset, z, id.height); } } } GL.End(); GL.PopMatrix(); GL.PushMatrix(); manager.materials.GetShadowBlur().SetPass(0); GL.Begin(GL.TRIANGLES); Max2D.SetColor(Color.white); // Day Soft Shadows Penumbra foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } if (id.dayHeight == false) { continue; } Vector2D tilesetOffset = new Vector2D(offset); tilesetOffset += new Vector2D(id.area.position.x, id.area.position.y); for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { if (id.map[x, y] == null) { continue; } Vector2D tileOffset = tilesetOffset.Copy(); tileOffset += new Vector2D(x, y); DrawSoftShadowTileBlur(tileOffset, z, id.height); } } } GL.End(); GL.PopMatrix(); Material materialWhite = manager.materials.GetWhiteSprite(); // Tilemap Daylighting Masks foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } if (id.dayHeight == false) { continue; } Vector3 rot = Math2D.GetPitchYawRollRad(id.transform.rotation); float rotationYScale = Mathf.Sin(rot.x + Mathf.PI / 2); float rotationXScale = Mathf.Sin(rot.y + Mathf.PI / 2); float scaleX = id.transform.lossyScale.x * rotationXScale * id.cellSize.x; float scaleY = id.transform.lossyScale.y * rotationYScale * id.cellSize.y; Vector2D tilesetOffset = new Vector2D(offset); tilesetOffset += new Vector2D(id.area.position.x, id.area.position.y); tilesetOffset += new Vector2D(id.cellAnchor.x, id.cellAnchor.y); //GL.PushMatrix (); for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { LightingTile tile = id.map[x, y]; if (tile == null) { continue; } if (tile.GetOriginalSprite() == null) { continue; } VirtualSpriteRenderer spriteRenderer = new VirtualSpriteRenderer(); spriteRenderer.sprite = tile.GetOriginalSprite(); materialWhite.mainTexture = tile.GetOriginalSprite().texture; Vector2D tileOffset = tilesetOffset.Copy(); tileOffset += new Vector2D(x, y); //Max2D.DrawSprite(materialWhite, spriteRenderer, tileOffset.ToVector2(), new Vector2(scaleX / id.cellSize.x, scaleY / id.cellSize.y), 0, z); materialWhite.mainTexture = null; } } } //GL.PopMatrix (); #endif }
void DrawShadows() { float z = transform.position.z; // Shadow Fill GL.PushMatrix(); Max2D.defaultMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); GL.Color(Color.black); foreach (LightingCollider2D id in LightingCollider2D.GetList()) { List <Polygon2D> polygons = id.GetPolygons(); if (polygons.Count < 1) { continue; } foreach (Polygon2D polygon in polygons) { Polygon2D poly = polygon; poly = poly.ToWorldSpace(id.gameObject.transform); poly = poly.ToOffset(new Vector2D(-lightSource.transform.position)); if (poly.PointInPoly(zero)) { continue; } foreach (Pair2D p in Pair2D.GetList(poly.pointsList)) { Vector2D vA = p.A.Copy(); Vector2D vB = p.B.Copy(); vA.Push(Vector2D.Atan2(vA, zero), 25); vB.Push(Vector2D.Atan2(vB, zero), 25); Max2DMatrix.DrawTriangle(p.A, p.B, vA, zero, z); Max2DMatrix.DrawTriangle(vA, vB, p.B, zero, z); } } } foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } Vector3 rot = GetPitchYawRollRad(id.transform.rotation); float rotationYScale = Mathf.Sin(rot.x + Mathf.PI / 2); float rotationXScale = Mathf.Sin(rot.y + Mathf.PI / 2); float scaleX = id.transform.lossyScale.x * rotationXScale; float scaleY = id.transform.lossyScale.y * rotationYScale; for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { if (id.map[x, y] == false) { continue; } Polygon2D poly = Polygon2D.CreateFromRect(new Vector2(0.5f * scaleX, 0.5f * scaleY)); Vector2D polyOffset = Vector2D.Zero(); polyOffset += new Vector2D(x + 0.5f, y + 0.5f); polyOffset += new Vector2D(id.area.position.x, id.area.position.y); polyOffset += new Vector2D(id.transform.position.x, id.transform.position.y); if (id.mapType == LightingTilemapCollider2D.MapType.SuperTilemapEditor) { polyOffset += new Vector2D(-id.area.size.x / 2, -id.area.size.y / 2); } polyOffset.x *= scaleX; polyOffset.y *= scaleY; polyOffset += new Vector2D(-lightSource.transform.position); poly = poly.ToOffset(polyOffset); if (poly.PointInPoly(zero)) { continue; } foreach (Pair2D p in Pair2D.GetList(poly.pointsList)) { Vector2D vA = p.A.Copy(); Vector2D vB = p.B.Copy(); vA.Push(Vector2D.Atan2(vA, zero), 25); vB.Push(Vector2D.Atan2(vB, zero), 25); Max2DMatrix.DrawTriangle(p.A, p.B, vA, zero, z); Max2DMatrix.DrawTriangle(vA, vB, p.B, zero, z); } } } } GL.End(); // Penumbra LightingManager2D.Get().penumbraMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); GL.Color(Color.white); foreach (LightingCollider2D id in LightingCollider2D.GetList()) { List <Polygon2D> polygons = id.GetPolygons(); if (polygons.Count < 1) { continue; } foreach (Polygon2D polygon in polygons) { Polygon2D poly = polygon; poly = poly.ToWorldSpace(id.gameObject.transform); poly = poly.ToOffset(new Vector2D(-lightSource.transform.position)); if (poly.PointInPoly(zero)) { continue; } foreach (Pair2D p in Pair2D.GetList(poly.pointsList)) { Vector2D vA = p.A.Copy(); Vector2D pA = p.A.Copy(); Vector2D vB = p.B.Copy(); Vector2D pB = p.B.Copy(); float angleA = (float)Vector2D.Atan2(vA, zero); float angleB = (float)Vector2D.Atan2(vB, zero); vA.Push(angleA, lightSource.lightSize); pA.Push(angleA - Mathf.Deg2Rad * occlusionSize, lightSource.lightSize); vB.Push(angleB, lightSource.lightSize); pB.Push(angleB + Mathf.Deg2Rad * occlusionSize, lightSource.lightSize); GL.TexCoord2(uv0, uv0); GL.Vertex3((float)p.A.x, (float)p.A.y, z); GL.TexCoord2(uv1, uv0); GL.Vertex3((float)vA.x, (float)vA.y, z); GL.TexCoord2((float)uv0, uv1); GL.Vertex3((float)pA.x, (float)pA.y, z); GL.TexCoord2(uv0, uv0); GL.Vertex3((float)p.B.x, (float)p.B.y, z); GL.TexCoord2(uv1, uv0); GL.Vertex3((float)vB.x, (float)vB.y, z); GL.TexCoord2(uv0, uv1); GL.Vertex3((float)pB.x, (float)pB.y, z); } } } foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } //Debug.Log(Mathf.Cos(id.transform.rotation.eulerAngles.x * Mathf.Deg2Rad)); Vector3 rot = GetPitchYawRollRad(id.transform.rotation); float rotationYScale = Mathf.Sin(rot.x + Mathf.PI / 2); float rotationXScale = Mathf.Sin(rot.y + Mathf.PI / 2); float scaleX = id.transform.lossyScale.x * rotationXScale; float scaleY = id.transform.lossyScale.y * rotationYScale; for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { if (id.map[x, y] == false) { continue; } Polygon2D poly = Polygon2D.CreateFromRect(new Vector2(0.5f * scaleX, 0.5f * scaleY)); Vector2D polyOffset = Vector2D.Zero(); polyOffset += new Vector2D(x + 0.5f, y + 0.5f); polyOffset += new Vector2D(id.area.position.x, id.area.position.y); polyOffset += new Vector2D(id.transform.position.x, id.transform.position.y); if (id.mapType == LightingTilemapCollider2D.MapType.SuperTilemapEditor) { polyOffset += new Vector2D(-id.area.size.x / 2, -id.area.size.y / 2); } polyOffset.x *= scaleX; polyOffset.y *= scaleY; polyOffset += new Vector2D(-lightSource.transform.position); poly = poly.ToOffset(polyOffset); if (poly.PointInPoly(zero)) { continue; } foreach (Pair2D p in Pair2D.GetList(poly.pointsList)) { Vector2D vA = p.A.Copy(); Vector2D pA = p.A.Copy(); Vector2D vB = p.B.Copy(); Vector2D pB = p.B.Copy(); float angleA = (float)Vector2D.Atan2(vA, zero); float angleB = (float)Vector2D.Atan2(vB, zero); vA.Push(angleA, lightSource.lightSize); pA.Push(angleA - Mathf.Deg2Rad * occlusionSize, lightSource.lightSize); vB.Push(angleB, lightSource.lightSize); pB.Push(angleB + Mathf.Deg2Rad * occlusionSize, lightSource.lightSize); GL.TexCoord2(uv0, uv0); GL.Vertex3((float)p.A.x, (float)p.A.y, z); GL.TexCoord2(uv1, uv0); GL.Vertex3((float)vA.x, (float)vA.y, z); GL.TexCoord2((float)uv0, uv1); GL.Vertex3((float)pA.x, (float)pA.y, z); GL.TexCoord2(uv0, uv0); GL.Vertex3((float)p.B.x, (float)p.B.y, z); GL.TexCoord2(uv1, uv0); GL.Vertex3((float)vB.x, (float)vB.y, z); GL.TexCoord2(uv0, uv1); GL.Vertex3((float)pB.x, (float)pB.y, z); } } } } GL.End(); GL.PopMatrix(); }
void DrawCollideMask() { float z = transform.position.z; Vector2D offset = new Vector2D(-lightSource.transform.position); Material material = LightingManager2D.Get().whiteSpriteMaterial; // For Collider Sprite Mask foreach (LightingCollider2D id in LightingCollider2D.GetList()) { Sprite sprite = id.lightSprite; if (sprite == null || id.spriteRenderer == null) { continue; } if (id.maskType != LightingCollider2D.MaskType.Sprite) { continue; } material.mainTexture = sprite.texture; Vector2 p = id.transform.position; Vector2 scale = id.transform.lossyScale; scale.x *= (float)sprite.texture.width / sprite.texture.height; if (id.spriteRenderer.flipX) { scale.x = -scale.x; } if (id.spriteRenderer.flipY) { scale.y = -scale.y; } Max2D.DrawImage(material, offset.ToVector2() + p, scale, id.transform.rotation.eulerAngles.z, z); } GL.PushMatrix(); Max2D.defaultMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); GL.Color(Color.white); // For Collider Mask foreach (LightingCollider2D id in LightingCollider2D.GetList()) { Mesh mesh = id.GetMesh(); if (mesh == null) { continue; } if (id.maskType != LightingCollider2D.MaskType.Collider) { continue; } for (int i = 0; i < mesh.triangles.GetLength(0); i = i + 3) { Vector2 a = id.transform.TransformPoint(mesh.vertices [mesh.triangles [i]]); Vector2 b = id.transform.TransformPoint(mesh.vertices [mesh.triangles [i + 1]]); Vector2 c = id.transform.TransformPoint(mesh.vertices [mesh.triangles [i + 2]]); Max2DMatrix.DrawTriangle(a, b, c, offset.ToVector2(), z); } } Mesh tileMesh = GetTileMesh(); foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } Vector3 rot = GetPitchYawRollRad(id.transform.rotation); float rotationYScale = Mathf.Sin(rot.x + Mathf.PI / 2); float rotationXScale = Mathf.Sin(rot.y + Mathf.PI / 2); float scaleX = id.transform.lossyScale.x * rotationXScale; float scaleY = id.transform.lossyScale.y * rotationYScale; for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { if (id.map[x, y] == false) { continue; } Vector2D polyOffset = Vector2D.Zero(); polyOffset += new Vector2D(x + 0.5f, y + 0.5f); polyOffset += new Vector2D(id.area.position.x, id.area.position.y); polyOffset += new Vector2D(id.transform.position.x, id.transform.position.y); if (id.mapType == LightingTilemapCollider2D.MapType.SuperTilemapEditor) { polyOffset += new Vector2D(-id.area.size.x / 2, -id.area.size.y / 2); } polyOffset.x *= scaleX; polyOffset.y *= scaleY; polyOffset += offset; for (int i = 0; i < tileMesh.triangles.GetLength(0); i = i + 3) { Vector2 a = tileMesh.vertices [tileMesh.triangles [i]]; Vector2 b = tileMesh.vertices [tileMesh.triangles [i + 1]]; Vector2 c = tileMesh.vertices [tileMesh.triangles [i + 2]]; Max2DMatrix.DrawTriangle(a, b, c, polyOffset.ToVector2(), z, new Vector2D(scaleX, scaleY)); } } } } GL.End(); GL.PopMatrix(); }
static public void DrawMaskWithoutAtlas(LightingBuffer2D buffer, int layer) { float z = buffer.transform.position.z; offset.x = -buffer.lightSource.transform.position.x; offset.y = -buffer.lightSource.transform.position.y; manager = LightingManager2D.Get(); colliderList = LightingCollider2D.GetList(); LayerSetting layerSetting = buffer.lightSource.layerSetting[layer]; bool maskEffect = (layerSetting.effect == LightingLayerEffect.InvisibleBellow); Material materialWhite = manager.materials.GetWhiteSprite(); Material materialBlack = manager.materials.GetBlackSprite(); Material material; #if UNITY_2018_1_OR_NEWER tilemapList = LightingTilemapCollider2D.GetList(); #endif //materialWhite.SetPass(0); manager.materials.GetAtlasMaterial().SetPass(0); GL.Begin(GL.TRIANGLES); GL.Color(Color.white); // Collider Shape Mask for (int id = 0; id < colliderList.Count; id++) { if ((int)colliderList[id].lightingMaskLayer != layer) { continue; } LightingBufferShape.Mask(buffer, colliderList[id], layerSetting, offset, z); } GL.Color(Color.white); // Tilemap Shape Mask #if UNITY_2018_1_OR_NEWER for (int id = 0; id < tilemapList.Count; id++) { if ((int)tilemapList[id].lightingMaskLayer != layer) { continue; } LightingBufferTilemapRectangle.MaskShape(buffer, tilemapList[id], offset, z); } #endif GL.End(); // Collider Sprite Mask if (colliderList.Count > 0) { for (int id = 0; id < colliderList.Count; id++) { if ((int)colliderList[id].lightingMaskLayer != layer) { continue; } material = materialWhite; if (colliderList[id].maskMode == LightingMaskMode.Invisible) { material = materialBlack; } else if (maskEffect && colliderList[id].transform.position.y < buffer.lightSource.transform.position.y) { material = materialBlack; } LightingBufferSprite.MaskWithoutAtlas(buffer, colliderList[id], material, offset, z); } } // Tilemap Sprite Mask #if UNITY_2018_1_OR_NEWER for (int id = 0; id < tilemapList.Count; id++) { if ((int)tilemapList[id].lightingMaskLayer != layer) { continue; } LightingBufferTilemapRectangle.MaskSpriteWithoutAtlas(buffer, tilemapList[id], materialWhite, materialBlack, offset, z); } #endif }
public static void DrawWithAtlas(LightingBuffer2D buffer, int layer) { float lightSizeSquared = Mathf.Sqrt(buffer.lightSource.lightSize * buffer.lightSource.lightSize + buffer.lightSource.lightSize * buffer.lightSource.lightSize); float z = buffer.transform.position.z; offset.x = -buffer.lightSource.transform.position.x; offset.y = -buffer.lightSource.transform.position.y; manager = LightingManager2D.Get(); colliderList = LightingCollider2D.GetList(); LayerSetting layerSetting = buffer.lightSource.layerSetting[layer]; bool maskEffect = (layerSetting.effect == LightingLayerEffect.InvisibleBellow); #if UNITY_2018_1_OR_NEWER tilemapList = LightingTilemapCollider2D.GetList(); #endif // Shadow Fill manager.materials.GetAtlasMaterial().SetPass(0); GL.Begin(GL.TRIANGLES); if (drawShadows) { for (int id = 0; id < colliderList.Count; id++) { if ((int)colliderList[id].lightingCollisionLayer != layer) { continue; } // Collider Shadow LightingBufferMesh.Shadow(buffer, colliderList[id], lightSizeSquared, z); LightingBufferShape.Shadow(buffer, colliderList[id], lightSizeSquared, z, offset); } #if UNITY_2018_1_OR_NEWER for (int id = 0; id < tilemapList.Count; id++) { if ((int)tilemapList[id].lightingCollisionLayer != layer) { continue; } // Tilemap Shadow LightingBufferTilemapRectangle.Shadow(buffer, tilemapList[id], lightSizeSquared, z); } #endif } if (drawMask) { if (colliderList.Count > 0) { for (int id = 0; id < colliderList.Count; id++) { if ((int)colliderList[id].lightingMaskLayer != layer) { continue; } // Collider Shape Mask LightingBufferShape.Mask(buffer, colliderList[id], layerSetting, offset, z); // Collider Sprite Mask LightingBufferSprite.MaskWithAtlas(buffer, colliderList[id], offset, z); } } #if UNITY_2018_1_OR_NEWER for (int id = 0; id < tilemapList.Count; id++) { if ((int)tilemapList[id].lightingMaskLayer != layer) { continue; } // Tilemap Shape Mask LightingBufferTilemapRectangle.MaskShape(buffer, tilemapList[id], offset, z); // Tilemap Sprite Mask LightingBufferTilemapRectangle.MaskSpriteWithAtlas(buffer, tilemapList[id], offset, z); } #endif } GL.End(); // Partialy Batched (Default Edition) if (buffer.partiallyBatchedList_Collider.Count > 0) { Material materialWhite = manager.materials.GetWhiteSprite(); Material materialBlack = manager.materials.GetBlackSprite(); Material material; PartiallyBatched_Collider batch; materialWhite.mainTexture = SpriteAtlasManager.Get().atlasTexture.texture; materialWhite.SetPass(0); for (int i = 0; i < buffer.partiallyBatchedList_Collider.Count; i++) { batch = buffer.partiallyBatchedList_Collider[i]; material = materialWhite; if (maskEffect && colliderList[i].transform.position.y < buffer.lightSource.transform.position.y) { material = materialBlack; } LightingBufferSprite.MaskWithoutAtlas(buffer, batch.collider2D, material, offset, z); } materialWhite.mainTexture = null; buffer.partiallyBatchedList_Collider.Clear(); } if (buffer.partiallyBatchedList_Tilemap.Count > 0) { Material materialWhite = manager.materials.GetWhiteSprite(); Material materialBlack = manager.materials.GetBlackSprite(); PartiallyBatched_Tilemap batch; Material material; // Draw Each Partialy Batched for (int i = 0; i < buffer.partiallyBatchedList_Tilemap.Count; i++) { batch = buffer.partiallyBatchedList_Tilemap[i]; material = materialWhite; if (maskEffect && batch.polyOffset.y < 0) { material = materialBlack; } material.mainTexture = batch.virtualSpriteRenderer.sprite.texture; Max2D.DrawSprite(material, batch.virtualSpriteRenderer, batch.polyOffset, batch.tileSize, 0, z); material.mainTexture = null; } buffer.partiallyBatchedList_Tilemap.Clear(); } }
public static void Draw(Vector2D offset, float z) { float sunDirection = LightingManager2D.GetSunDirection(); // Day Soft Shadows GL.PushMatrix(); Max2D.defaultMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); GL.Color(Color.black); foreach (LightingCollider2D id in LightingCollider2D.GetList()) { if (id.dayHeight == false || id.height <= 0) { continue; } if (id.colliderType == LightingCollider2D.ColliderType.Mesh) { continue; } List <Polygon2D> polygons = null; switch (id.colliderType) { case LightingCollider2D.ColliderType.Collider: polygons = id.GetColliderPolygons(); break; case LightingCollider2D.ColliderType.SpriteCustomPhysicsShape: polygons = id.GetShapePolygons(); break; } Polygon2D poly; Vector3 vecA; Vector3 vecB; Vector3 vecC; foreach (Polygon2D polygon in polygons) { poly = polygon.ToWorldSpace(id.gameObject.transform); Polygon2D convexHull = Polygon2D.GenerateShadow(new Polygon2D(poly.pointsList), sunDirection, id.height); Mesh mesh = convexHull.CreateMesh(Vector2.zero, Vector2.zero); for (int i = 0; i < mesh.triangles.GetLength(0); i = i + 3) { vecA = mesh.vertices [mesh.triangles [i]]; vecB = mesh.vertices [mesh.triangles [i + 1]]; vecC = mesh.vertices [mesh.triangles [i + 2]]; Max2DMatrix.DrawTriangle(vecA.x, vecA.y, vecB.x, vecB.y, vecC.x, vecC.y, offset, z); } } } GL.End(); GL.PopMatrix(); GL.PushMatrix(); // Null Check? LightingManager2D.Get().shadowBlurMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); Max2D.SetColor(Color.white); foreach (LightingCollider2D id in LightingCollider2D.GetList()) { if (id.dayHeight == false || id.height <= 0) { continue; } if (id.colliderType == LightingCollider2D.ColliderType.Mesh) { continue; } List <Polygon2D> polygons = null; switch (id.colliderType) { case LightingCollider2D.ColliderType.Collider: polygons = id.GetColliderPolygons(); break; case LightingCollider2D.ColliderType.SpriteCustomPhysicsShape: polygons = id.GetShapePolygons(); break; } foreach (Polygon2D polygon in polygons) { Polygon2D poly = polygon.ToWorldSpace(id.gameObject.transform); Polygon2D convexHull = Polygon2D.GenerateShadow(new Polygon2D(poly.pointsList), sunDirection, id.height); foreach (DoublePair2D p in DoublePair2D.GetList(convexHull.pointsList)) { Vector2D zA = new Vector2D(p.A + offset); Vector2D zB = new Vector2D(p.B + offset); Vector2D zC = zB.Copy(); Vector2D pA = zA.Copy(); Vector2D pB = zB.Copy(); zA.Push(Vector2D.Atan2(p.A, p.B) + pi2, .5f); zB.Push(Vector2D.Atan2(p.A, p.B) + pi2, .5f); zC.Push(Vector2D.Atan2(p.B, p.C) + pi2, .5f); GL.TexCoord2(uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pA, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(zA, z); GL.TexCoord2(uv0, uv1); Max2D.Vertex3(zA, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(zB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(uv0, uv1); Max2D.Vertex3(zB, z); GL.TexCoord2(0.5f - uv0, uv0); Max2D.Vertex3(pB, z); GL.TexCoord2(0.5f - uv0, uv1); Max2D.Vertex3(zC, z); } } } GL.End(); GL.PopMatrix(); #if UNITY_2018_1_OR_NEWER GL.PushMatrix(); Max2D.defaultMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); GL.Color(Color.black); // Day Soft Shadows foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } if (id.dayHeight == false) { continue; } for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { if (id.map[x, y] == null) { DrawSoftShadowTile(offset + new Vector2D(x, y), z, id.height); } } } } GL.End(); GL.PopMatrix(); GL.PushMatrix(); LightingManager2D.Get().shadowBlurMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); Max2D.SetColor(Color.white); // Day Soft Shadows foreach (LightingTilemapCollider2D id in LightingTilemapCollider2D.GetList()) { if (id.map == null) { continue; } if (id.dayHeight == false) { continue; } for (int x = 0; x < id.area.size.x; x++) { for (int y = 0; y < id.area.size.y; y++) { if (id.map[x, y] == null) { DrawSoftShadowTileBlur(offset + new Vector2D(x, y), z, id.height); } } } } GL.End(); GL.PopMatrix(); #endif /* * * Material material = LightingManager2D.Get().whiteSpriteMaterial; * foreach (LightingSprite2D id in LightingSprite2D.GetList()) { * if (id.GetSpriteRenderer() == null) { * continue; * } * material.mainTexture = id.GetSpriteRenderer().sprite.texture; //Debug.Log(sprite.pivot); * * Vector2 p = id.transform.position; * Vector2 scale = id.transform.lossyScale; * * if (id.GetSpriteRenderer().flipX) { * scale.x = -scale.x; * } * * if (id.GetSpriteRenderer().flipY) { * scale.y = -scale.y; * } * * Max2D.DrawImage(material, offset.ToVector2() + p, scale, id.transform.rotation.eulerAngles.z, z); * } */ float ratio = (float)Screen.width / Screen.height; Camera bufferCamera = LightingMainBuffer2D.Get().bufferCamera; Vector2 size = new Vector2(bufferCamera.orthographicSize * ratio, bufferCamera.orthographicSize); Vector3 pos = Camera.main.transform.position; Max2D.DrawImage(LightingManager2D.Get().additiveMaterial, new Vector2D(pos), new Vector2D(size), pos.z); // Day Lighting Masking foreach (LightingCollider2D id in LightingCollider2D.GetList()) { if (id.generateDayMask == false) { continue; } switch (id.maskType) { case LightingCollider2D.MaskType.SpriteCustomPhysicsShape: Max2D.SetColor(Color.white); Max2D.DrawMesh(Max2D.defaultMaterial, id.GetShapeMesh(), id.transform, offset, z); break; case LightingCollider2D.MaskType.Collider: Max2D.SetColor(Color.white); Max2D.DrawMesh(Max2D.defaultMaterial, id.GetColliderMesh(), id.transform, offset, z); break; case LightingCollider2D.MaskType.Sprite: if (id.spriteRenderer == null || id.spriteRenderer.sprite == null) { break; } Material material = LightingManager2D.Get().whiteSpriteMaterial; material.mainTexture = id.spriteRenderer.sprite.texture; Max2D.DrawSprite(material, id.spriteRenderer, new Vector2(id.transform.position.x, id.transform.position.y) + offset.ToVector2(), new Vector2(1, 1), id.transform.rotation.eulerAngles.z, z); break; } } }
static public void MaskSpriteWithAtlas(LightingBuffer2D buffer, LightingTilemapCollider2D id, Vector2D offset, float z) { if (id.maskType != LightingTilemapCollider2D.MaskType.Sprite) { return; } if (id.map == null) { return; } SetupLocation(buffer, id); Sprite reqSprite; PartiallyBatched_Tilemap batched; for (int x = newPositionInt.x - sizeInt; x < newPositionInt.x + sizeInt; x++) { for (int y = newPositionInt.y - sizeInt; y < newPositionInt.y + sizeInt; y++) { if (x < 0 || y < 0) { continue; } if (x >= id.area.size.x || y >= id.area.size.y) { continue; } tile = id.map[x, y]; if (tile == null) { continue; } if (tile.GetOriginalSprite() == null) { continue; } polyOffset.x = x + tilemapOffset.x; polyOffset.y = y + tilemapOffset.y; polyOffset.x *= scale.x; polyOffset.y *= scale.y; polyOffset2.x = (float)polyOffset.x; polyOffset2.y = (float)polyOffset.y; if (LightingManager2D.culling && Vector2.Distance(polyOffset2, buffer.lightSource.transform.position) > 2 + buffer.lightSource.lightSize) { LightingDebug.culled++; continue; } polyOffset.x += offset.x; polyOffset.y += offset.y; spriteRenderer.sprite = tile.GetAtlasSprite(); if (spriteRenderer.sprite == null) { reqSprite = SpriteAtlasManager.RequestSprite(tile.GetOriginalSprite(), SpriteRequest.Type.WhiteMask); if (reqSprite == null) { // Add Partialy Batched batched = new PartiallyBatched_Tilemap(); batched.virtualSpriteRenderer = new VirtualSpriteRenderer(); batched.virtualSpriteRenderer.sprite = tile.GetOriginalSprite(); batched.polyOffset = polyOffset.ToVector2(); batched.tileSize = tileSize; buffer.partiallyBatchedList_Tilemap.Add(batched); continue; } else { tile.SetAtlasSprite(reqSprite); spriteRenderer.sprite = reqSprite; } } polyOffset2.x = (float)polyOffset.x; polyOffset2.y = (float)polyOffset.y; Max2D.DrawSpriteBatched_Tris(spriteRenderer, buffer.lightSource.layerSetting[0], id.maskMode, polyOffset2, tileSize, 0, z); LightingDebug.maskGenerations++; } } }
static public void MaskSpriteWithoutAtlas(LightingBuffer2D buffer, LightingTilemapCollider2D id, Material materialA, Material materialB, Vector2D offset, float z) { if (id.maskType != LightingTilemapCollider2D.MaskType.Sprite) { return; } if (id.map == null) { return; } Material material; SetupLocation(buffer, id); bool maskEffect = (buffer.lightSource.layerSetting[0].effect == LightingLayerEffect.InvisibleBellow); bool invisible = (id.maskMode == LightingMaskMode.Invisible); for (int x = newPositionInt.x - sizeInt; x < newPositionInt.x + sizeInt; x++) { for (int y = newPositionInt.y - sizeInt; y < newPositionInt.y + sizeInt; y++) { if (x < 0 || y < 0) { continue; } if (x >= id.area.size.x || y >= id.area.size.y) { continue; } tile = id.map[x, y]; if (tile == null) { continue; } if (tile.GetOriginalSprite() == null) { return; } polyOffset.x = x + tilemapOffset.x; polyOffset.y = y + tilemapOffset.y; polyOffset.x *= scale.x; polyOffset.y *= scale.y; polyOffset2.x = (float)polyOffset.x; polyOffset2.y = (float)polyOffset.y; if (LightingManager2D.culling && Vector2.Distance(polyOffset2, buffer.lightSource.transform.position) > 2 + buffer.lightSource.lightSize) { LightingDebug.culled++; continue; } polyOffset.x += offset.x; polyOffset.y += offset.y; spriteRenderer.sprite = tile.GetOriginalSprite(); polyOffset2.x = (float)polyOffset.x; polyOffset2.y = (float)polyOffset.y; if (invisible || (maskEffect && polyOffset2.y < 0)) { material = materialB; } else { material = materialA; } material.mainTexture = spriteRenderer.sprite.texture; Max2D.DrawSprite(material, spriteRenderer, polyOffset2, tileSize, 0, z); material.mainTexture = null; LightingDebug.maskGenerations++; } } }
static public void MaskSpriteDepthWithAtlas(LightingBuffer2D buffer, LightingTile tile, LayerSetting layerSetting, LightingTilemapCollider2D id, Vector2D offset, float z) { if (id.maskType != LightingTilemapCollider2D.MaskType.Sprite) { return; } if (id.maskType == LightingTilemapCollider2D.MaskType.None) { return; } if (tile.GetOriginalSprite() == null) { return; } Sprite sprite = tile.GetAtlasSprite(); Vector2 scale = new Vector2(1, 1); if (sprite == null) { Sprite reqSprite = SpriteAtlasManager.RequestSprite(tile.GetOriginalSprite(), SpriteRequest.Type.WhiteMask); if (reqSprite == null) { PartiallyBatched_Tilemap batched = new PartiallyBatched_Tilemap(); batched.virtualSpriteRenderer = new VirtualSpriteRenderer(); batched.virtualSpriteRenderer.sprite = tile.GetOriginalSprite(); batched.polyOffset = offset.ToVector2(); batched.tileSize = scale; batched.tilemap = id; buffer.partiallyBatchedList_Tilemap.Add(batched); return; } else { tile.SetAtlasSprite(reqSprite); sprite = reqSprite; } } VirtualSpriteRenderer spriteRenderer = new VirtualSpriteRenderer(); spriteRenderer.sprite = sprite; Max2D.DrawSpriteBatched_Tris(spriteRenderer, layerSetting, id.maskMode, offset.ToVector2(), scale, id.transform.rotation.eulerAngles.z, z); LightingDebug.maskGenerations++; }