Пример #1
0
    public static void Draw(Vector2D offset, float z)
    {
        spriteRendererList = LightingSpriteRenderer2D.GetList();
        manager            = LightingManager2D.Get();

        GL.PushMatrix();

        if (manager.lightingSpriteAtlas)
        {
            DrawWithAtlas(offset, z);
        }
        else
        {
            DrawWithoutAtlas(offset, z);
        }

        GL.PopMatrix();
    }
Пример #2
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);


        GL.End();
        GL.PopMatrix();

        GL.PushMatrix();
        LightingManager2D.Get().shadowBlurMaterial.SetPass(0);
        GL.Begin(GL.TRIANGLES);
        Max2D.SetColor(Color.white);


        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);
    }
Пример #3
0
    public static void Draw(Vector2D offset, float z)
    {
        List <LightingSpriteRenderer2D> list = LightingSpriteRenderer2D.GetList();
        LightingSpriteRenderer2D        id;

        Material material;
        Vector2  position, scale;
        float    rot;
        Color    color;

        for (int i = 0; i < list.Count; i++)
        {
            id = list[i];

            if (id.GetSprite() == null)
            {
                continue;
            }

            if (id.InCamera() == false)
            {
                continue;
            }

            LightingManager2D.LightingDebug.SpriteRenderersDrawn++;

            position = id.transform.position;

            scale    = id.transform.lossyScale;
            scale.x *= id.offsetScale.x;
            scale.y *= id.offsetScale.y;

            rot = id.offsetRotation;
            if (id.applyTransformRotation)
            {
                rot += id.transform.rotation.eulerAngles.z;
            }

            switch (id.type)
            {
            case LightingSpriteRenderer2D.Type.Particle:

                color   = id.color;
                color.a = id.alpha;

                material             = LightingManager2D.Get().additiveMaterial;
                material.mainTexture = id.GetSprite().texture;
                material.SetColor("_TintColor", color);

                Max2D.DrawSpriteRenderer(material, id.spriteRenderer, offset.ToVector2() + position + id.offsetPosition, scale, rot, z);

                material.mainTexture = null;

                break;

            case LightingSpriteRenderer2D.Type.WhiteMask:

                material             = LightingManager2D.Get().whiteSpriteMaterial;
                material.mainTexture = id.GetSprite().texture;

                Max2D.DrawSpriteRenderer(material, id.spriteRenderer, offset.ToVector2() + position + id.offsetPosition, scale, rot, z);

                material.mainTexture = null;

                break;

            case LightingSpriteRenderer2D.Type.BlackMask:

                material             = LightingManager2D.Get().blackSpriteMaterial;
                material.mainTexture = id.sprite.texture;

                Max2D.DrawSpriteRenderer(material, id.spriteRenderer, offset.ToVector2() + position + id.offsetPosition, scale, rot, z);

                material.mainTexture = null;

                break;
            }
        }
    }