示例#1
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();
    }
    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();
    }
示例#3
0
    static public void DrawCollidersMasking(Vector2D offset, float z)
    {
        LightingManager2D manager = LightingManager2D.Get();

        foreach (LightingCollider2D id in LightingCollider2D.GetList())
        {
            if (id.generateDayMask == false)
            {
                continue;
            }

            // Distance Check?
            if (id.InCamera() == false)
            {
                continue;
            }

            switch (id.shape.maskType)
            {
            case LightingCollider2D.MaskType.SpriteCustomPhysicsShape:
                Max2D.SetColor(Color.white);
                Max2D.DrawMesh(Max2D.defaultMaterial, id.shape.GetMesh_Shape(), id.transform, offset, z);

                break;

            case LightingCollider2D.MaskType.Collider:
                Max2D.SetColor(Color.white);
                Max2D.DrawMesh(Max2D.defaultMaterial, id.shape.GetMesh_Collider(id.transform), id.transform, offset, z);

                break;

            case LightingCollider2D.MaskType.Sprite:
                if (id.spriteRenderer == null || id.spriteRenderer.sprite == null)
                {
                    break;
                }

                Material material = manager.materials.GetWhiteSprite();
                material.mainTexture = id.spriteRenderer.sprite.texture;

                GL.PushMatrix();

                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);

                GL.PopMatrix();
                break;
            }
        }
    }
示例#4
0
    public void OnRenderObject()
    {
        if (Camera.current != bufferCamera)
        {
            return;
        }

        if (Camera.main == null)
        {
            return;
        }

        LightingManager2D.LightingDebug.LightMainBufferUpdates += 1;

        float z = transform.position.z;

        Vector2D offset = new Vector2D(-Camera.main.transform.position);

        Max2D.Check();

        LightingSoftDayShadows.Draw(offset, z);

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

        float darkness = 1f - LightingManager2D.Get().shadowDarkness;

        LightingManager2D.Get().additiveMaterial.SetColor("_TintColor", new Color(0.5f, 0.5f, 0.5f, darkness));

        float ratio = (float)Screen.width / Screen.height;

        Vector2 size = new Vector2(Camera.main.orthographicSize * ratio, Camera.main.orthographicSize);

        Max2D.DrawImage(LightingManager2D.Get().additiveMaterial, Vector2.zero, size, 0, z);

        DrawRooms(offset, z);

        DrawLightingBuffers(z);

        LightingOcclussion.Draw(offset, z);
    }
示例#5
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();
    }
        static public void OnGUI()
        {
            if (timer == null)
            {
                LightingDebug.timer = TimerHelper.Create();
            }
            if (timer.GetMillisecs() > 1000)
            {
                ShowLightBufferUpdates = LightBufferUpdates;

                LightBufferUpdates = 0;

                ShowLightMainBufferUpdates = LightMainBufferUpdates;

                LightMainBufferUpdates = 0;

                ShowLightMainCameraUpdates = LightMainCameraUpdates;

                LightMainCameraUpdates = 0;

                timer = TimerHelper.Create();
            }

            ShowLightSourceDrawn = LightSourceDrawn;

            LightSourceDrawn = 0;

            GUI.Label(new Rect(10, 10, 200, 20), "Light Buffer Updates: " + ShowLightBufferUpdates);
            GUI.Label(new Rect(10, 30, 200, 20), "Light Main Buffer Updates: " + ShowLightMainBufferUpdates);
            GUI.Label(new Rect(10, 50, 200, 20), "Light Main Camera Updates: " + ShowLightMainCameraUpdates);
            GUI.Label(new Rect(10, 70, 200, 20), "Light Buffer Count: " + LightingBuffer2D.GetList().Count);
            GUI.Label(new Rect(10, 90, 200, 20), "Light Collider Count: " + LightingCollider2D.GetList().Count);

            Texture texture = LightingMainBuffer2D.Get().bufferCamera.activeTexture;

            GUI.Label(new Rect(10, 110, 200, 20), "Main Buffer Resolution: " + texture.width + "x" + texture.height);

            GUI.Label(new Rect(10, 130, 200, 20), "Light Sources Drawn: " + ShowLightSourceDrawn);
        }
示例#7
0
    static void Draw_Collider_Strict(Vector2D offset, float z)
    {
        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 = 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();

                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;
                    }

                    if (i >= iterate2.Count)
                    {
                        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();
    }
    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#9
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();
    }
示例#10
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();
    }
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();
    }
    public void OnRenderObject()
    {
        if (Camera.current != bufferCamera)
        {
            return;
        }

        LightingManager2D.LightingDebug.LightBufferUpdates++;

        if (lightSource == null)
        {
            return;
        }

        if (lightSource.update == false)
        {
            bufferCamera.enabled = false;
        }

        LateUpdate();

        lightSource.update = false;

        material.SetColor("_TintColor", lightSource.color);

        Vector2D vZero = new Vector2D(0, 0);
        float    z     = transform.position.z;

        Max2D.Check();

        GL.PushMatrix();
        Max2D.defaultMaterial.SetPass(0);

        GL.Begin(GL.TRIANGLES);
        GL.Color(Color.black);

        foreach (LightingCollider2D id in LightingCollider2D.GetList())
        {
            Polygon2D poly = id.GetPolygon();
            poly = poly.ToWorldSpace(id.gameObject.transform);
            poly = poly.ToOffset(new Vector2D(-lightSource.transform.position));

            if (poly.PointInPoly(vZero))
            {
                continue;
            }

            foreach (Pair2D p in Pair2D.GetList(poly.pointsList))
            {
                Vector2D vA = p.A.Copy();
                Vector2D vB = p.B.Copy();

                vA.Push(Vector2D.Atan2(vA, vZero), 15);
                vB.Push(Vector2D.Atan2(vB, vZero), 15);

                Max2DMatrix.DrawTriangle(p.A, p.B, vA, vZero, z);
                Max2DMatrix.DrawTriangle(vA, vB, p.B, vZero, z);
            }
        }

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

        GL.PushMatrix();

        LightingManager2D.Get().penumbraMaterial.SetPass(0);

        GL.Begin(GL.TRIANGLES);
        GL.Color(Color.white);

        const float uv0 = 1f / 128f;
        const float uv1 = 1f - uv0;

        foreach (LightingCollider2D id in LightingCollider2D.GetList())
        {
            Polygon2D poly = id.GetPolygon();
            poly = poly.ToWorldSpace(id.gameObject.transform);
            poly = poly.ToOffset(new Vector2D(-lightSource.transform.position));

            if (poly.PointInPoly(vZero))
            {
                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, vZero);
                float angleB = (float)Vector2D.Atan2(vB, vZero);

                vA.Push(angleA, lightSource.lightSize);
                pA.Push(angleA - Mathf.Deg2Rad * 25, lightSource.lightSize);

                vB.Push(angleB, lightSource.lightSize);
                pB.Push(angleB + Mathf.Deg2Rad * 25, 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();

        Max2D.SetColor(Color.white);
        foreach (LightingCollider2D id in LightingCollider2D.GetList())
        {
            Max2D.iDrawMesh(id.GetMesh(), id.transform, new Vector2D(-lightSource.transform.position), z);
        }

        Vector2 size = new Vector2(bufferCamera.orthographicSize, bufferCamera.orthographicSize);

        if (lightSource.rotationEnabled)
        {
            Max2D.DrawImage(lightSource.GetMaterial(), Vector2.zero, size, lightSource.transform.rotation.eulerAngles.z, z);
        }
        else
        {
            Max2D.DrawImage(lightSource.GetMaterial(), Vector2.zero, size, 0, z);
        }

        GL.PushMatrix();
        Max2D.SetColor(Color.black);
        Max2D.defaultMaterial.color = Color.black;
        Max2D.defaultMaterial.SetPass(0);

        float rotation    = lightSource.transform.rotation.eulerAngles.z;
        float squaredSize = Mathf.Sqrt((size.x * size.x) + (size.y * size.y));

        Vector2 p0 = Vector2D.RotToVec((double)rotation).ToVector2() * squaredSize;
        Vector2 p1 = Vector2D.RotToVec((double)rotation + Mathf.PI / 4).ToVector2() * squaredSize;

        Max2DMatrix.DrawTriangle(Vector2.zero, p0, p1, Vector2.zero, z);
        Max2DMatrix.DrawTriangle(Vector2.zero, p1, p0, Vector2.zero, z);

        //Max2DMatrix.DrawTriangle(vA, vB, p.B, vZero, z);

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

        Max2D.defaultMaterial.color = Color.white;

        //lightSource = null;
        //bufferCamera.enabled = false;
    }
示例#13
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#14
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);
            }
        }


        GL.End();
        GL.PopMatrix();
    }
示例#15
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#16
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#17
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);
                }
            }
        }


        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);
                }
            }
        }


        GL.End();
        GL.PopMatrix();
    }
示例#18
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();
    }
示例#19
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#20
0
    void Update()
    {
        CheckIfUpdateNeeded();

        LightingManager2D manager = LightingManager2D.Get();
        bool disabled             = manager.disableEngine;

        if (InCamera())
        {
            if (update == true)
            {
                if (inScreen == false)
                {
                    buffer = FBOManager.PullBuffer(LightingManager2D.GetTextureSize(textureSize), this);

                    update = false;
                    if (buffer != null)
                    {
                        if (disabled == false)
                        {
                            buffer.bufferCamera.enabled          = true;                    // //UpdateLightBuffer(True)
                            buffer.bufferCamera.orthographicSize = lightSize;
                        }
                    }
                    //Debug.Log(3);

                    inScreen = true;
                }
                else
                {
                    update = false;
                    if (buffer != null)
                    {
                        if (disabled == false)
                        {
                            buffer.bufferCamera.enabled          = true;                    // //UpdateLightBuffer(True)
                            buffer.bufferCamera.orthographicSize = lightSize;
                        }
                    }
                }
            }
            else
            {
                if (buffer != null)
                {
                    //	Debug.Log(1);
                }
                else
                {
                    buffer = FBOManager.PullBuffer(LightingManager2D.GetTextureSize(textureSize), this);

                    update = false;
                    if (buffer != null)
                    {
                        if (disabled == false)
                        {
                            buffer.bufferCamera.enabled          = true;                    // //UpdateLightBuffer(True)
                            buffer.bufferCamera.orthographicSize = lightSize;
                        }
                    }


                    inScreen = true;

                    //Debug.Log(4);
                }
            }
        }
        else
        {
            ///// Free Buffer!
            if (buffer != null)
            {
                FBOManager.FreeBuffer(buffer);
                buffer = null;
            }
            inScreen = false;
        }



        if (eventHandling)
        {
            Vector2D zero             = Vector2D.Zero();
            float    lightSizeSquared = Mathf.Sqrt(lightSize * lightSize + lightSize * lightSize);

            List <LightCollision2D> collisions = new List <LightCollision2D>();

            foreach (LightingCollider2D id in LightingCollider2D.GetList())
            {
                if (id.colliderType == LightingCollider2D.ColliderType.None)
                {
                    continue;
                }
                if (LightingManager2D.culling && Vector2.Distance(id.transform.position, transform.position) > id.GetCullingDistance() + lightSize)
                {
                    continue;
                }
                LightCollision2D collision = new LightCollision2D();
                collision.lightSource     = this;
                collision.collider        = id;
                collision.pointsColliding = id.GetShadowCollisionPolygons()[0].ToWorldSpace(id.transform).ToOffset(new Vector2D(-transform.position)).pointsList;
                collisions.Add(collision);
            }

            foreach (LightingCollider2D id in LightingCollider2D.GetList())
            {
                if (LightingManager2D.culling && Vector2.Distance(id.transform.position, transform.position) > id.GetCullingDistance() + lightSize)
                {
                    continue;
                }

                if (id.colliderType == LightingCollider2D.ColliderType.None)
                {
                    continue;
                }

                List <Polygon2D> polygons = id.GetShadowCollisionPolygons();

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

                foreach (Polygon2D polygon in polygons)
                {
                    Polygon2D poly = polygon.ToWorldSpace(id.gameObject.transform);
                    poly.ToOffsetItself(new Vector2D(-transform.position));

                    if (poly.PointInPoly(zero))
                    {
                        continue;
                    }

                    Vector2D vA, pA, vB, pB;
                    float    angleA, angleB;
                    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();

                        angleA = (float)Vector2D.Atan2(vA, zero);
                        angleB = (float)Vector2D.Atan2(vB, zero);

                        vA.Push(angleA, lightSizeSquared);
                        pA.Push(angleA - Mathf.Deg2Rad * occlusionSize, lightSizeSquared);

                        vB.Push(angleB, lightSizeSquared);
                        pB.Push(angleB + Mathf.Deg2Rad * occlusionSize, lightSizeSquared);

                        if (eventHandling)
                        {
                            Polygon2D triPoly = new Polygon2D();
                            triPoly.AddPoint(p.A);
                            triPoly.AddPoint(p.B);
                            triPoly.AddPoint(pB);
                            triPoly.AddPoint(pA);

                            foreach (LightCollision2D col in new List <LightCollision2D>(collisions))
                            {
                                if (col.collider == id)
                                {
                                    continue;
                                }
                                foreach (Vector2D point in new List <Vector2D>(col.pointsColliding))
                                {
                                    if (triPoly.PointInPoly(point))
                                    {
                                        col.pointsColliding.Remove(point);
                                    }
                                }
                                if (col.pointsColliding.Count < 1)
                                {
                                    collisions.Remove(col);
                                }
                            }
                        }
                    }

                    LightingManager2D.LightingDebug.shadowGenerations++;
                }
            }

            if (collisions.Count > 0)
            {
                foreach (LightCollision2D collision in collisions)
                {
                    collision.collider.CollisionEvent(collision);
                }
            }
        }
    }
示例#21
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);
    }