Exemplo n.º 1
0
    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;
    }
Exemplo n.º 2
0
    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;
    }
Exemplo n.º 3
0
    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();
    }
Exemplo n.º 4
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 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);
     }
 }
Exemplo n.º 5
0
    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());
        }
    }
Exemplo n.º 6
0
    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++;
        }
    }
Exemplo n.º 7
0
    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();
    }
Exemplo n.º 8
0
    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);
    }
Exemplo n.º 9
0
    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!");
        }
    }
Exemplo n.º 10
0
    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);
        }
    }
Exemplo n.º 11
0
    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);
        }
    }
Exemplo n.º 12
0
    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);
    }
Exemplo n.º 13
0
    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);
                }
            }
        }
    }
Exemplo n.º 14
0
    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 ++;
        }
    }
Exemplo n.º 15
0
    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();
    }
Exemplo n.º 16
0
    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);
    }
Exemplo n.º 17
0
    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++;
    }
Exemplo n.º 18
0
    // 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++;
    }
Exemplo n.º 19
0
    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);
                        }
                    }
                }
            }
        }
    }
Exemplo n.º 20
0
    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++;
            }
        }
    }
Exemplo n.º 21
0
    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++;
    }
Exemplo n.º 22
0
    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
    }
Exemplo n.º 23
0
    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();
    }
Exemplo n.º 24
0
    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();
    }
Exemplo n.º 25
0
    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
    }
Exemplo n.º 26
0
    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();
        }
    }
Exemplo n.º 27
0
    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;
            }
        }
    }
Exemplo n.º 28
0
    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++;
            }
        }
    }
Exemplo n.º 29
0
    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++;
            }
        }
    }
Exemplo n.º 30
0
    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++;
    }