public DayLightingShadowCollider GetDayLightingShadow(float sunDirection) { if (dayLightingShadow == null) { dayLightingShadow = new DayLightingShadowCollider(); } else { if ((int)sunDirection == (int)dayLightingShadow.sunDirection) { return(dayLightingShadow); } } dayLightingShadow.sunDirection = sunDirection; dayLightingShadow.polygons.Clear(); dayLightingShadow.meshes.Clear(); sunDirection *= Mathf.Deg2Rad; Polygon2D poly; Mesh mesh; List <Polygon2D> polygons = shape.GetPolygons_Local_ColliderType(transform); foreach (Polygon2D polygon in polygons) { poly = polygon.ToWorldSpace(gameObject.transform); poly = Polygon2D.GenerateShadow(poly, sunDirection, height); poly.ToOffsetItself(new Vector2D(-gameObject.transform.position)); dayLightingShadow.polygons.Add(poly.Copy()); mesh = poly.CreateMesh(Vector2.zero, Vector2.zero); dayLightingShadow.meshes.Add(mesh); LightingDebug.ConvexHullGenerations++; } return(dayLightingShadow); }
static public void DrawColliders(Vector2D offset, float z) { float sunDirection = LightingManager2D.GetSunDirection(); LightingManager2D manager = LightingManager2D.Get(); // Day Soft Shadows GL.PushMatrix(); Max2D.defaultMaterial.SetPass(0); GL.Begin(GL.TRIANGLES); GL.Color(Color.black); Vector3 vecA, vecB, vecC; Vector2D zA, zB, zC; Vector2D pA, pB; foreach (LightingCollider2D id in LightingCollider2D.GetList()) { if (id.dayHeight == false || id.height <= 0) { continue; } if (id.shape.colliderType == LightingCollider2D.ColliderType.Mesh) { continue; } // Distance Check? if (id.InCamera() == false) { continue; } DayLightingShadowCollider shadow = id.GetDayLightingShadow(sunDirection * Mathf.Rad2Deg); foreach (Mesh mesh in shadow.meshes) { 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 + new Vector2D(id.transform.position), z); } } } GL.End(); GL.PopMatrix(); GL.PushMatrix(); manager.materials.GetShadowBlur().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.shape.colliderType == LightingCollider2D.ColliderType.Mesh) { continue; } // Distance Check? if (id.InCamera() == false) { continue; } DayLightingShadowCollider shadow = id.GetDayLightingShadow(sunDirection * Mathf.Rad2Deg); Vector2D gameObjectOffset = new Vector2D(id.transform.position); foreach (Polygon2D polygon in shadow.polygons) { foreach (DoublePair2D p in DoublePair2D.GetList(polygon.pointsList)) { zA = p.A.Copy(); zA += offset + gameObjectOffset; zB = p.B.Copy(); zB += offset + gameObjectOffset; zC = zB.Copy(); pA = zA.Copy(); 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(); }