示例#1
0
        bool LineOfSightCanSee(FogOfWarShape shape, Vector2 offset, float fogradius)
        {
            if (shape.lineOfSight == null)
            {
                return(true);
            }

            float idx = FogOfWarUtils.ClockwiseAngle(Vector2.up, offset) * shape.lineOfSight.Length / 360.0f;

            if (idx < 0)
            {
                idx += shape.lineOfSight.Length;
            }

            // sampling
            float value;

            if (_map.filterMode == FilterMode.Point)
            {
                value = shape.lineOfSight[Mathf.RoundToInt(idx) % shape.lineOfSight.Length];
            }
            else
            {
                int idxlow  = Mathf.FloorToInt(idx);
                int idxhigh = (idxlow + 1) % shape.lineOfSight.Length;
                value = Mathf.LerpUnclamped(shape.lineOfSight[idxlow], shape.lineOfSight[idxhigh], idx % 1);
            }

            float dist = value * fogradius;

            return(offset.sqrMagnitude < dist * dist);
        }
示例#2
0
            public DrawInfo(FogOfWarMap map, FogOfWarShape shape, float xradius, float yradius)
            {
                // convert size to fog space
                fogForward   = shape.foward;
                forwardAngle = FogOfWarUtils.ClockwiseAngle(Vector2.up, fogForward) * Mathf.Deg2Rad;
                float   sin            = Mathf.Sin(-forwardAngle);
                float   cos            = Mathf.Cos(-forwardAngle);
                Vector2 relativeoffset = new Vector2(shape.offset.x * cos - shape.offset.y * sin, shape.offset.x * sin + shape.offset.y * cos);

                fogCenterPos = FogOfWarConversion.WorldToFog(FogOfWarConversion.WorldToFogPlane(shape.eyePosition, map.plane) + relativeoffset, map.offset, map.resolution, map.size);
                fogEyePos    = new Vector2i(FogOfWarConversion.WorldToFog(shape.eyePosition, map.plane, map.offset, map.resolution, map.size));

                // find ranges
                if (shape.visibleCells == null)
                {
                    xMin = Mathf.Max(0, Mathf.RoundToInt(fogCenterPos.x - xradius));
                    xMax = Mathf.Min(map.resolution.x - 1, Mathf.RoundToInt(fogCenterPos.x + xradius));
                    yMin = Mathf.Max(0, Mathf.RoundToInt(fogCenterPos.y - yradius));
                    yMax = Mathf.Min(map.resolution.y - 1, Mathf.RoundToInt(fogCenterPos.y + yradius));
                }
                else
                {
                    fogCenterPos = FogOfWarConversion.SnapToNearestFogPixel(fogCenterPos);
                    fogEyePos    = new Vector2i(FogOfWarConversion.SnapToNearestFogPixel(FogOfWarConversion.WorldToFog(shape.eyePosition, map.offset, map.resolution, map.size)));

                    Vector2i pos = new Vector2i(Mathf.RoundToInt(fogCenterPos.x), Mathf.RoundToInt(fogCenterPos.y));
                    Vector2i rad = new Vector2i(Mathf.RoundToInt(xradius), Mathf.RoundToInt(yradius));
                    xMin = Mathf.Max(0, Mathf.RoundToInt(pos.x - rad.x));
                    xMax = Mathf.Min(map.resolution.x - 1, Mathf.RoundToInt(pos.x + rad.x));
                    yMin = Mathf.Max(0, Mathf.RoundToInt(pos.y - rad.y));
                    yMax = Mathf.Min(map.resolution.y - 1, Mathf.RoundToInt(pos.y + rad.y));
                }
            }
示例#3
0
        public Texture Apply(Texture2D fogtexture, Vector2i resolution, int amount, int iterations, FogOfWarBlurType type)
        {
            if (amount <= 0 || iterations <= 0)
            {
                return(fogtexture);
            }

            if (_blurMaterial == null)
            {
                _blurMaterial = new Material(Shader.Find("Hidden/FogOfWarBlurShader"));
            }

            _blurMaterial.SetFloat("_BlurAmount", amount);
            _blurMaterial.SetKeywordEnabled("GAUSSIAN3", type == FogOfWarBlurType.Gaussian3);
            _blurMaterial.SetKeywordEnabled("GAUSSIAN5", type == FogOfWarBlurType.Gaussian5);
            _blurMaterial.SetKeywordEnabled("ANTIALIAS", type == FogOfWarBlurType.Antialias);

            SetupRenderTarget(resolution, ref _target);
            if (iterations > 1)
            {
                SetupRenderTarget(resolution, ref _source);
            }

            RenderTexture lastrt = RenderTexture.active;

            RenderTexture.active = _target;
            Graphics.Blit(fogtexture, _blurMaterial);

            for (int i = 1; i < iterations; ++i)
            {
                FogOfWarUtils.Swap(ref _target, ref _source);
                RenderTexture.active = _target;
                Graphics.Blit(_source, _blurMaterial);
            }

            RenderTexture.active = lastrt;

            return(_target);
        }