示例#1
0
    public Vector2D GetPoint(DoublePair2D pair)
    {
        float rotA = (float)Vector2D.Atan2(pair.B, pair.A);
        float rotC = (float)Vector2D.Atan2(pair.B, pair.C);

        Vector2D pairA = new Vector2D(pair.A);

        pairA.Push(rotA - Mathf.PI / 2, lineWidth);
        pairA.Push(rotA, -100f);

        Vector2D pairC = new Vector2D(pair.C);

        pairC.Push(rotC + Mathf.PI / 2, lineWidth);
        pairC.Push(rotC, -100f);

        Vector2D vecA = new Vector2D(pair.B);

        vecA.Push(rotA - Mathf.PI / 2, lineWidth);
        vecA.Push(rotA, 100f);

        Vector2D vecC = new Vector2D(pair.B);

        vecC.Push(rotC + Mathf.PI / 2, lineWidth);
        vecC.Push(rotC, 100f);

        return(Math2D.GetPointLineIntersectLine(new Pair2D(pairA, vecA), new Pair2D(pairC, vecC)));
    }
    void DrawOcclussion(Vector2 offset, float z)
    {
        // Collider Ambient Occlusion
        GL.PushMatrix();
        LightingManager2D.Get().occlusionEdgeMaterial.SetPass(0);
        GL.Begin(GL.TRIANGLES);

        foreach (LightingCollider2D id in LightingCollider2D.GetList())
        {
            if (id.ambientOcclusion == true)
            {
                // Do not call Create From Collider
                Polygon2D poly = Polygon2DList.CreateFromGameObject(id.gameObject)[0];
                poly = poly.ToWorldSpace(id.gameObject.transform);

                foreach (DoublePair2D p in DoublePair2D.GetList(poly.pointsList))
                {
                    Vector2D vA = new Vector2D(p.A.ToVector2() + offset);
                    Vector2D vB = new Vector2D(p.B.ToVector2() + offset);
                    Vector2D vC = new Vector2D(p.B.ToVector2() + offset);

                    Vector2D pA = new Vector2D(p.A.ToVector2() + offset);
                    Vector2D pB = new Vector2D(p.B.ToVector2() + 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);
                }
            }
        }
        GL.End();
        GL.PopMatrix();
    }
    // Not finished - still has some artifacts
    static public List <Vector2D> PreparePolygon(Polygon2D polygon)
    {
        Polygon2D newPolygon = new Polygon2D();

        polygon.Normalize();

        DoublePair2D pair;

        foreach (Vector2D pB in polygon.pointsList)
        {
            int indexB = polygon.pointsList.IndexOf(pB);

            int indexA = (indexB - 1);
            if (indexA < 0)
            {
                indexA += polygon.pointsList.Count;
            }

            int indexC = (indexB + 1);
            if (indexC >= polygon.pointsList.Count)
            {
                indexC -= polygon.pointsList.Count;
            }

            pair = new DoublePair2D(polygon.pointsList[indexA], pB, polygon.pointsList[indexC]);

            float rotA = (float)Vector2D.Atan2(pair.B, pair.A);
            float rotC = (float)Vector2D.Atan2(pair.B, pair.C);

            Vector2D pairA = new Vector2D(pair.A);
            pairA.Push(rotA - Mathf.PI / 2, precision);

            Vector2D pairC = new Vector2D(pair.C);
            pairC.Push(rotC + Mathf.PI / 2, precision);

            Vector2D vecA = new Vector2D(pair.B);
            vecA.Push(rotA - Mathf.PI / 2, precision);
            vecA.Push(rotA, 10f);

            Vector2D vecC = new Vector2D(pair.B);
            vecC.Push(rotC + Mathf.PI / 2, precision);
            vecC.Push(rotC, 10f);

            Vector2D result = Math2D.GetPointLineIntersectLine(new Pair2D(pairA, vecA), new Pair2D(pairC, vecC));

            if (result != null)
            {
                newPolygon.AddPoint(result);
            }
        }

        return(newPolygon.pointsList);
    }
示例#4
0
    static void DrawSoftShadowTileBlur(Vector2D offset, float z, float height)
    {
        float sunDirection = LightingManager2D.GetSunDirection();

        Polygon2D poly = Polygon2DList.CreateFromRect(new Vector2(1, 1) / 2);

        offset += new Vector2D(0.5f, 0.5f);

        Polygon2D convexHull = Polygon2D.GenerateShadow(new Polygon2D(poly.pointsList), sunDirection, 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);
        }
    }
示例#5
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);
        }
    }
示例#6
0
    // Not finished - still has some artifacts
    static public List <Vector2D> PreparePolygon(Polygon2D polygon)
    {
        Polygon2D newPolygon = new Polygon2D();

        polygon.Normalize();

        foreach (DoublePair2D pair in DoublePair2D.GetList(polygon.pointsList))
        {
            float rotA = Vector2D.Atan2(pair.B, pair.A);
            float rotC = Vector2D.Atan2(pair.B, pair.C);

            Vector2D pairA = new Vector2D(pair.A);
            pairA.Push(rotA - Mathf.PI / 2, precision);

            Vector2D pairC = new Vector2D(pair.C);
            pairC.Push(rotC + Mathf.PI / 2, precision);

            Vector2D vecA = new Vector2D(pair.B);
            vecA.Push(rotA - Mathf.PI / 2, precision);
            vecA.Push(rotA, 10f);

            Vector2D vecC = new Vector2D(pair.B);
            vecC.Push(rotC + Mathf.PI / 2, precision);
            vecC.Push(rotC, 10f);

            Vector2D result = Math2D.GetPointLineIntersectLine(new Pair2D(pairA, vecA), new Pair2D(pairC, vecC));

            if (result != null)
            {
                newPolygon.AddPoint(result);
                //	} else {
                //Debug.LogError("Null");
            }
        }
        return(newPolygon.pointsList);
    }
示例#7
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;
            }
        }
    }
示例#8
0
    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();
    }
    void DrawSoftShadows(Vector2D offset, float z)
    {
        float sunDirection = LightingManager2D.GetSunDirection();

        // Day Soft Shadows
        foreach (LightingCollider2D id in LightingCollider2D.GetList())
        {
            if (id.dayHeight && id.height > 0)
            {
                Polygon2D poly = id.GetPolygon();
                poly = poly.ToWorldSpace(id.gameObject.transform);

                GL.PushMatrix();
                Max2D.defaultMaterial.SetPass(0);
                GL.Begin(GL.TRIANGLES);
                GL.Color(Color.black);

                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();

                Polygon2D convexHull = id.GenerateShadow(new Polygon2D(poly.pointsList), sunDirection);

                Max2D.SetColor(Color.white);

                GL.PushMatrix();
                LightingManager2D.Get().shadowBlurMaterial.SetPass(0);
                GL.Begin(GL.TRIANGLES);

                foreach (DoublePair2D p in DoublePair2D.GetList(convexHull.pointsList))
                {
                    Vector2D zA = new Vector2D(p.A + offset);
                    Vector2D zB = new Vector2D(p.B + offset);
                    Vector2D zC = new Vector2D(p.B + offset);

                    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();
            }
        }

        foreach (LightingCollider2D id in LightingCollider2D.GetList())
        {
            Max2D.SetColor(Color.white);
            Max2D.iDrawMesh(id.GetMesh(), id.transform, offset, z);
        }

        Vector2 size = new Vector2(bufferCamera.orthographicSize * ((float)Screen.width / Screen.height), bufferCamera.orthographicSize);
        Vector3 pos  = Camera.main.transform.position;

        Max2D.iDrawImage(LightingManager2D.Get().additiveMaterial, new Vector2D(pos), new Vector2D(size), pos.z);
    }
示例#10
0
    public List <Vector2D> GetPointsList(float multiplier = 1f)
    {
        if (pointsList == null)
        {
            Debug.LogError("Complex Cut generation issue");
            return(new List <Vector2D>());
        }
        float sizeM  = size * multiplier;
        float sizeM2 = 2 * sizeM;

        List <Vector2D> list = new List <Vector2D>(pointsList);

        if (list.Count < 2)
        {
            return(new List <Vector2D>());
        }

        List <Vector2D> newPointsListA = new List <Vector2D>();
        List <Vector2D> newPointsListB = new List <Vector2D>();

        if (list.Count > 2)
        {
            foreach (DoublePair2D pair in DoublePair2D.GetList(list))
            {
                float rotA = (float)Vector2D.Atan2(pair.B, pair.A);
                float rotC = (float)Vector2D.Atan2(pair.B, pair.C);

                Vector2D pairA = new Vector2D(pair.A);
                pairA.Push(rotA - Mathf.PI / 2, sizeM);

                Vector2D pairC = new Vector2D(pair.C);
                pairC.Push(rotC + Mathf.PI / 2, sizeM);

                Vector2D vecA = new Vector2D(pair.B);
                vecA.Push(rotA - Mathf.PI / 2, sizeM);
                vecA.Push(rotA, 10f);

                Vector2D vecC = new Vector2D(pair.B);
                vecC.Push(rotC + Mathf.PI / 2, sizeM);
                vecC.Push(rotC, 10f);

                Vector2D result = Math2D.GetPointLineIntersectLine(new Pair2D(pairA, vecA), new Pair2D(pairC, vecC));

                if (result != null)
                {
                    newPointsListA.Add(result);
                }
            }

            if (newPointsListA.Count > 2)
            {
                newPointsListA.Remove(newPointsListA.First());
                newPointsListA.Remove(newPointsListA.Last());
            }


            foreach (DoublePair2D pair in DoublePair2D.GetList(list, false))
            {
                float rotA = (float)Vector2D.Atan2(pair.B, pair.A);
                float rotC = (float)Vector2D.Atan2(pair.B, pair.C);

                Vector2D pairA = new Vector2D(pair.A);
                pairA.Push(rotA - Mathf.PI / 2, -sizeM);

                Vector2D pairC = new Vector2D(pair.C);
                pairC.Push(rotC + Mathf.PI / 2, -sizeM);

                Vector2D vecA = new Vector2D(pair.B);
                vecA.Push(rotA - Mathf.PI / 2, -sizeM);
                vecA.Push(rotA, 10f);

                Vector2D vecC = new Vector2D(pair.B);
                vecC.Push(rotC + Mathf.PI / 2, -sizeM);
                vecC.Push(rotC, 10f);

                Vector2D result = Math2D.GetPointLineIntersectLine(new Pair2D(pairA, vecA), new Pair2D(pairC, vecC));

                if (result != null)
                {
                    newPointsListB.Add(result);
                }
            }

            if (newPointsListB.Count > 2)
            {
                newPointsListB.Remove(newPointsListB.First());
                newPointsListB.Remove(newPointsListB.Last());
            }
        }

        List <Vector2D> newPointsList = new List <Vector2D>();

        foreach (Vector2D p in newPointsListA)
        {
            newPointsList.Add(p);
        }

        Vector2D prevA = new Vector2D(list.ElementAt(list.Count - 2));
        Vector2D pA    = new Vector2D(list.Last());

        pA.Push(Vector2D.Atan2(pA, prevA) - Mathf.PI / 6, sizeM2);
        newPointsList.Add(pA);

        pA = new Vector2D(list.Last());
        pA.Push(Vector2D.Atan2(pA, prevA) + Mathf.PI / 6, sizeM2);
        newPointsList.Add(pA);

        newPointsListB.Reverse();
        foreach (Vector2D p in newPointsListB)
        {
            newPointsList.Add(p);
        }

        Vector2D prevB = new Vector2D(list.ElementAt(1));
        Vector2D pB    = new Vector2D(list.First());

        pB.Push(Vector2D.Atan2(pB, prevB) - Mathf.PI / 6, sizeM2);
        newPointsList.Add(pB);

        pB = new Vector2D(list.First());
        pB.Push(Vector2D.Atan2(pB, prevB) + Mathf.PI / 6, sizeM2);
        newPointsList.Add(pB);

        return(newPointsList);
    }
示例#11
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);


        GL.End();
        GL.PopMatrix();
    }
示例#12
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);
    }
示例#13
0
    static void Draw_Collider_Smooth(Vector2D offset, float z)
    {
        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 = null;
            switch (id.colliderType)
            {
            case LightingCollider2D.ColliderType.Collider:
                polygons = id.GetColliderPolygons();
                break;

            case LightingCollider2D.ColliderType.SpriteCustomPhysicsShape:
                polygons = id.GetShapePolygons();
                break;
            }

            if (polygons == null || polygons.Count < 1)
            {
                continue;
            }

            foreach (Polygon2D polygon in polygons)
            {
                Polygon2D poly = polygon.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();
    }
示例#14
0
    public void OnRenderObject()
    {
        Max2D.SetLineWidth(lineWidth);
        Max2D.SetColor(Color.white);
        Max2D.SetLineMode(Max2D.LineMode.Smooth);
        Max2D.SetBorder(false);

        if (polygon == null)
        {
            return;
        }

        Polygon2D poly = polygon.ToWorldSpace(transform);

        float z = transform.position.z + lineOffset;


        List <DoublePair2D> list     = DoublePair2D.GetList(poly.pointsList);
        DoublePair2D        lastPair = list.Last();

        GL.PushMatrix();
        materialAdditive.SetPass(0);
        GL.Begin(GL.QUADS);

        foreach (DoublePair2D p in list)
        {
            Vector2D vA = GetPoint(lastPair);
            Vector2D vB = GetPoint(p);

            if (vA == null || vB == null)
            {
                continue;
            }

            float c = (Mathf.Cos(Vector2D.Atan2(vA, vB) + Mathf.PI / 4) + 1f) / 8.75f;
            GL.Color(new Color(c, c, c));

            GL.TexCoord2(uv0, uv0);
            GL.Vertex3(p.A.vector.x, p.A.vector.y, z);
            GL.TexCoord2(uv1, uv0);
            GL.Vertex3(p.B.vector.x, p.B.vector.y, z);
            GL.TexCoord2(uv1, uv1);
            GL.Vertex3(vB.vector.x, vB.vector.y, z);
            GL.TexCoord2(uv0, uv1);
            GL.Vertex3(vA.vector.x, vA.vector.y, z);

            lastPair = p;
        }

        GL.End();

        materialMultiply.SetPass(0);
        GL.Begin(GL.QUADS);

        foreach (DoublePair2D p in list)
        {
            Vector2D vA = GetPoint(lastPair);
            Vector2D vB = GetPoint(p);

            if (vA == null || vB == null)
            {
                continue;
            }

            float c = (Mathf.Cos(Vector2D.Atan2(vA, vB) + Mathf.PI / 4) + 1f) / 1.75f + 0.5f;
            GL.Color(new Color(c, c, c));

            GL.TexCoord2(uv0, uv0);
            GL.Vertex3(p.A.vector.x, p.A.vector.y, z);
            GL.TexCoord2(uv1, uv0);
            GL.Vertex3(p.B.vector.x, p.B.vector.y, z);
            GL.TexCoord2(uv1, uv1);
            GL.Vertex3(vB.vector.x, vB.vector.y, z);
            GL.TexCoord2(uv0, uv1);
            GL.Vertex3(vA.vector.x, vA.vector.y, z);

            lastPair = p;
        }

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