started working on shadows

feat/shadows
hheik 2023-09-01 19:13:07 +03:00
parent 9056e8350b
commit 3fbe81d388
1 changed files with 22 additions and 0 deletions

View File

@ -8,6 +8,7 @@ use bevy::{
sprite::{Material2dPlugin, Mesh2dHandle},
};
use bevy_ecs_ldtk::{LdtkLevel, LevelEvent};
use bevy_rapier2d::prelude::{Collider, QueryFilter, RapierContext};
mod material;
@ -173,6 +174,8 @@ fn add_to_level(
fn prepare_lights(
mut materials: ResMut<Assets<DarknessMaterial>>,
mut images: ResMut<Assets<Image>>,
rapier_context: Res<RapierContext>,
visibility_blocker_query: Query<&VisibilityBlocker>,
material_query: Query<&Handle<DarknessMaterial>>,
point_light_query: Query<(&GlobalTransform, &PointLight2D)>,
spot_light_query: Query<(&GlobalTransform, &SpotLight2D)>,
@ -198,6 +201,7 @@ fn prepare_lights(
.iter()
.enumerate()
.for_each(|(i, (transform, light))| {
get_light_geometry(&rapier_context, &visibility_blocker_query, *light);
material.point_lights[i] = GpuPointLight2D {
position: transform.translation().truncate(),
radius: light.radius,
@ -239,3 +243,21 @@ fn prepare_lights(
});
}
}
fn get_light_geometry(
rapier_context: &Res<RapierContext>,
visibility_blocker_query: &Query<&VisibilityBlocker>,
light: &impl LightAabb,
) -> Vec<Vec2> {
let rect = light.aabb();
let collider = Collider::cuboid(rect.half_size().x, rect.half_size().y);
let mut filter = QueryFilter::new().exclude_sensors();
let predicate = |coll_entity| visibility_blocker_query.get(coll_entity).is_ok();
filter.predicate = Some(&predicate);
let mut colls = vec![];
rapier_context.intersections_with_shape(rect.center(), 0.0, &collider, filter, |coll| {
colls.push(coll);
true
});
vec![]
}