示例#1
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();
        }
    }
示例#2
0
    static void DrawWithAtlas(LightingBuffer2D buffer, int layer)
    {
        manager.materials.GetAtlasMaterial().SetPass(0);
        GL.Begin(GL.TRIANGLES);

        Material materialWhite = manager.materials.GetWhiteSprite();
        Material materialBlack = manager.materials.GetBlackSprite();
        Material material;

        PartiallyBatched_Collider batch_collider;
        PartiallyBatched_Tilemap  batch_tilemap;

        LayerSetting layerSetting = buffer.lightSource.layerSetting[layer];
        bool         maskEffect   = (layerSetting.effect == LightingLayerEffect.InvisibleBellow);

        for (int i = 0; i < list.count; i++)
        {
            depth = list.list[i];

            switch (depth.type)
            {
            case ColliderDepth.Type.Collider:
                if ((int)depth.collider.lightingCollisionLayer == layer && drawShadows)
                {
                    LightingBufferShape.Shadow(buffer, depth.collider, lightSizeSquared, z, offset);
                }

                if ((int)depth.collider.lightingMaskLayer == layer && drawMask)
                {
                    LightingBufferSprite.MaskDepthWithAtlas(buffer, layerSettings.effect, depth.collider, offset, z);

                    LightingBufferShape.Mask(buffer, depth.collider, layerSetting, offset, z);

                    // Partialy Batched (Depth Edition)
                    if (buffer.partiallyBatchedList_Collider.Count > 0)
                    {
                        GL.End();

                        for (int s = 0; s < buffer.partiallyBatchedList_Collider.Count; s++)
                        {
                            batch_collider = buffer.partiallyBatchedList_Collider[s];

                            material = materialWhite;

                            if (batch_collider.collider2D.maskMode == LightingMaskMode.Invisible || (maskEffect && buffer.lightSource.transform.position.y > batch_collider.collider2D.transform.position.y))
                            {
                                material = materialBlack;
                            }

                            LightingBufferSprite.MaskDepthWithoutAtlas(buffer, batch_collider.collider2D, material, offset, z);
                        }
                        buffer.partiallyBatchedList_Collider.Clear();

                        manager.materials.GetAtlasMaterial().SetPass(0);
                        GL.Begin(GL.TRIANGLES);
                    }
                }

                break;

            case ColliderDepth.Type.Tile:
                if ((int)depth.tilemap.lightingCollisionLayer == layer && drawShadows)
                {
                    GL.Color(Color.black);
                    LightingBufferTile.DrawShadow(buffer, depth.tile, depth.polyOffset, depth.tilemap, lightSizeSquared, z);
                }

                if ((int)depth.tilemap.lightingMaskLayer == layer && drawMask)
                {
                    LightingBufferTile.MaskSpriteDepthWithAtlas(buffer, depth.tile, layerSettings, depth.tilemap, depth.polyOffset, z);

                    // GL.Color(Color.white);
                    // depth.tile.MaskShapeDepthWithAtlas(buffer, order, depth.tilemap, depth.polyOffset, z);

                    // Partialy Batched (Depth Edition)
                    if (buffer.partiallyBatchedList_Tilemap.Count > 0)
                    {
                        GL.End();

                        for (int s = 0; s < buffer.partiallyBatchedList_Tilemap.Count; s++)
                        {
                            batch_tilemap = buffer.partiallyBatchedList_Tilemap[s];
                            LightingBufferTile.DrawMask(buffer, depth.tile, layerSettings.effect, materialWhite, materialBlack, new Vector2D(batch_tilemap.polyOffset), batch_tilemap.tilemap, lightSizeSquared, z);
                        }
                        buffer.partiallyBatchedList_Tilemap.Clear();

                        manager.materials.GetAtlasMaterial().SetPass(0);
                        GL.Begin(GL.TRIANGLES);
                    }
                }

                break;
            }
        }

        GL.End();
    }
示例#3
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
    }
示例#4
0
    static void DrawWithoutAtlas(LightingBuffer2D buffer, int layer)
    {
        Material materialWhite = manager.materials.GetWhiteSprite();
        Material materialBlack = manager.materials.GetBlackSprite();
        Material material;

        LayerSetting layerSetting = buffer.lightSource.layerSetting[layer];
        bool         maskEffect   = layerSetting.effect == LightingLayerEffect.InvisibleBellow;

        for (int i = 0; i < list.count; i++)
        {
            depth = list.list[i];

            switch (depth.type)
            {
            case ColliderDepth.Type.Collider:
                if ((int)depth.collider.lightingCollisionLayer == layer && drawShadows)
                {
                    manager.materials.GetAtlasMaterial().SetPass(0);

                    GL.Begin(GL.TRIANGLES);

                    LightingBufferShape.Shadow(buffer, depth.collider, lightSizeSquared, z, offset);

                    GL.End();
                }

                if ((int)depth.collider.lightingMaskLayer == layer && drawMask)
                {
                    // Masking
                    material = materialWhite;

                    if (depth.collider.maskMode == LightingMaskMode.Invisible || (maskEffect && buffer.lightSource.transform.position.y > depth.collider.transform.position.y))
                    {
                        material = materialBlack;
                    }

                    LightingBufferSprite.MaskDepthWithoutAtlas(buffer, depth.collider, material, offset, z);

                    materialWhite.SetPass(0);

                    GL.Begin(GL.TRIANGLES);

                    GL.Color(Color.white);
                    LightingBufferShape.Mask(buffer, depth.collider, layerSetting, offset, z);

                    GL.End();
                }

                break;

            case ColliderDepth.Type.Tile:
                manager.materials.GetAtlasMaterial().SetPass(0);

                GL.Begin(GL.TRIANGLES);

                if ((int)depth.tilemap.lightingCollisionLayer == layer && drawShadows)
                {
                    LightingBufferTile.DrawShadow(buffer, depth.tile, depth.polyOffset, depth.tilemap, lightSizeSquared, z);
                }

                GL.End();

                if ((int)depth.tilemap.lightingMaskLayer == layer && drawMask)
                {
                    // Sprite, But What About Shape?
                    LightingBufferTile.DrawMask(buffer, depth.tile, layerSettings.effect, materialWhite, materialBlack, depth.polyOffset, depth.tilemap, lightSizeSquared, z);
                }

                break;
            }
        }
    }