started working on shadows
parent
9056e8350b
commit
3fbe81d388
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@ -8,6 +8,7 @@ use bevy::{
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sprite::{Material2dPlugin, Mesh2dHandle},
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};
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use bevy_ecs_ldtk::{LdtkLevel, LevelEvent};
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use bevy_rapier2d::prelude::{Collider, QueryFilter, RapierContext};
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mod material;
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@ -173,6 +174,8 @@ fn add_to_level(
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fn prepare_lights(
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mut materials: ResMut<Assets<DarknessMaterial>>,
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mut images: ResMut<Assets<Image>>,
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rapier_context: Res<RapierContext>,
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visibility_blocker_query: Query<&VisibilityBlocker>,
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material_query: Query<&Handle<DarknessMaterial>>,
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point_light_query: Query<(&GlobalTransform, &PointLight2D)>,
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spot_light_query: Query<(&GlobalTransform, &SpotLight2D)>,
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@ -198,6 +201,7 @@ fn prepare_lights(
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.iter()
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.enumerate()
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.for_each(|(i, (transform, light))| {
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get_light_geometry(&rapier_context, &visibility_blocker_query, *light);
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material.point_lights[i] = GpuPointLight2D {
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position: transform.translation().truncate(),
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radius: light.radius,
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@ -239,3 +243,21 @@ fn prepare_lights(
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});
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}
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}
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fn get_light_geometry(
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rapier_context: &Res<RapierContext>,
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visibility_blocker_query: &Query<&VisibilityBlocker>,
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light: &impl LightAabb,
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) -> Vec<Vec2> {
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let rect = light.aabb();
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let collider = Collider::cuboid(rect.half_size().x, rect.half_size().y);
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let mut filter = QueryFilter::new().exclude_sensors();
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let predicate = |coll_entity| visibility_blocker_query.get(coll_entity).is_ok();
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filter.predicate = Some(&predicate);
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let mut colls = vec![];
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rapier_context.intersections_with_shape(rect.center(), 0.0, &collider, filter, |coll| {
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colls.push(coll);
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true
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});
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vec![]
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}
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