[xna] Refactored SkeletonMeshRenderer in preparation for clipping

This commit is contained in:
badlogic 2017-04-19 16:16:41 +02:00
parent cd788ebbba
commit e5f9795d15
2 changed files with 68 additions and 86 deletions

View File

@ -78,7 +78,7 @@ namespace Spine {
// String name = "raptor";
// String name = "tank";
String name = "coin";
bool binaryData = true;
bool binaryData = false;
Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));

View File

@ -46,7 +46,7 @@ namespace Spine {
MeshBatcher batcher;
RasterizerState rasterizerState;
float[] vertices = new float[8];
int[] quadTriangles = { 0, 1, 2, 1, 3, 2 };
int[] quadTriangles = { 0, 1, 2, 2, 3, 0 };
BlendState defaultBlendState;
BasicEffect effect;
@ -88,107 +88,89 @@ namespace Spine {
}
}
public void Draw (Skeleton skeleton) {
float[] vertices = this.vertices;
public void Draw(Skeleton skeleton) {
var drawOrder = skeleton.DrawOrder;
var drawOrderItems = skeleton.DrawOrder.Items;
float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A;
Color color = new Color();
for (int i = 0, n = drawOrder.Count; i < n; i++) {
Slot slot = drawOrderItems[i];
Attachment attachment = slot.Attachment;
float attachmentColorR, attachmentColorG, attachmentColorB, attachmentColorA;
Texture2D texture = null;
int verticesCount = 0;
float[] vertices = this.vertices;
int indicesCount = 0;
int[] indices = null;
float[] uvs = null;
if (attachment is RegionAttachment) {
RegionAttachment regionAttachment = (RegionAttachment)attachment;
BlendState blend = slot.Data.BlendMode == BlendMode.Additive ? BlendState.Additive : defaultBlendState;
if (device.BlendState != blend) {
End();
device.BlendState = blend;
}
MeshItem item = batcher.NextItem(4, 6);
item.triangles = quadTriangles;
VertexPositionColorTexture[] itemVertices = item.vertices;
attachmentColorR = regionAttachment.R; attachmentColorG = regionAttachment.G; attachmentColorB = regionAttachment.B; attachmentColorA = regionAttachment.A;
AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject;
item.texture = (Texture2D)region.page.rendererObject;
Color color;
float a = skeletonA * slot.A * regionAttachment.A;
if (premultipliedAlpha) {
color = new Color(
skeletonR * slot.R * regionAttachment.R * a,
skeletonG * slot.G * regionAttachment.G * a,
skeletonB * slot.B * regionAttachment.B * a, a);
} else {
color = new Color(
skeletonR * slot.R * regionAttachment.R,
skeletonG * slot.G * regionAttachment.G,
skeletonB * slot.B * regionAttachment.B, a);
}
itemVertices[TL].Color = color;
itemVertices[BL].Color = color;
itemVertices[BR].Color = color;
itemVertices[TR].Color = color;
texture = (Texture2D)region.page.rendererObject;
verticesCount = 4;
regionAttachment.ComputeWorldVertices(slot.Bone, vertices, 0, 2);
itemVertices[TL].Position.X = vertices[0];
itemVertices[TL].Position.Y = vertices[1];
itemVertices[TL].Position.Z = 0;
itemVertices[BL].Position.X = vertices[2];
itemVertices[BL].Position.Y = vertices[3];
itemVertices[BL].Position.Z = 0;
itemVertices[BR].Position.X = vertices[4];
itemVertices[BR].Position.Y = vertices[5];
itemVertices[BR].Position.Z = 0;
itemVertices[TR].Position.X = vertices[6];
itemVertices[TR].Position.Y = vertices[7];
itemVertices[TR].Position.Z = 0;
float[] uvs = regionAttachment.UVs;
itemVertices[TL].TextureCoordinate.X = uvs[0];
itemVertices[TL].TextureCoordinate.Y = uvs[1];
itemVertices[BL].TextureCoordinate.X = uvs[2];
itemVertices[BL].TextureCoordinate.Y = uvs[3];
itemVertices[BR].TextureCoordinate.X = uvs[4];
itemVertices[BR].TextureCoordinate.Y = uvs[5];
itemVertices[TR].TextureCoordinate.X = uvs[6];
itemVertices[TR].TextureCoordinate.Y = uvs[7];
} else if (attachment is MeshAttachment) {
indicesCount = 6;
indices = quadTriangles;
uvs = regionAttachment.UVs;
}
else if (attachment is MeshAttachment) {
MeshAttachment mesh = (MeshAttachment)attachment;
attachmentColorR = mesh.R; attachmentColorG = mesh.G; attachmentColorB = mesh.B; attachmentColorA = mesh.A;
AtlasRegion region = (AtlasRegion)mesh.RendererObject;
texture = (Texture2D)region.page.rendererObject;
int vertexCount = mesh.WorldVerticesLength;
if (vertices.Length < vertexCount) vertices = new float[vertexCount];
verticesCount = vertexCount >> 1;
mesh.ComputeWorldVertices(slot, vertices);
indicesCount = mesh.Triangles.Length;
indices = mesh.Triangles;
uvs = mesh.UVs;
}
else if (attachment is ClippingAttachment) {
continue;
}
else {
continue;
}
int[] triangles = mesh.Triangles;
MeshItem item = batcher.NextItem(vertexCount, triangles.Length);
item.triangles = triangles;
// set blend state
BlendState blend = slot.Data.BlendMode == BlendMode.Additive ? BlendState.Additive : defaultBlendState;
if (device.BlendState != blend) {
End();
device.BlendState = blend;
}
AtlasRegion region = (AtlasRegion)mesh.RendererObject;
item.texture = (Texture2D)region.page.rendererObject;
// calculate color
float a = skeletonA * slot.A * attachmentColorA;
if (premultipliedAlpha) {
color = new Color(
skeletonR * slot.R * attachmentColorR * a,
skeletonG * slot.G * attachmentColorG * a,
skeletonB * slot.B * attachmentColorB * a, a);
}
else {
color = new Color(
skeletonR * slot.R * attachmentColorR,
skeletonG * slot.G * attachmentColorG,
skeletonB * slot.B * attachmentColorB, a);
}
Color color;
float a = skeletonA * slot.A * mesh.A;
if (premultipliedAlpha) {
color = new Color(
skeletonR * slot.R * mesh.R * a,
skeletonG * slot.G * mesh.G * a,
skeletonB * slot.B * mesh.B * a, a);
} else {
color = new Color(
skeletonR * slot.R * mesh.R,
skeletonG * slot.G * mesh.G,
skeletonB * slot.B * mesh.B, a);
}
float[] uvs = mesh.UVs;
VertexPositionColorTexture[] itemVertices = item.vertices;
for (int ii = 0, v = 0; v < vertexCount; ii++, v += 2) {
itemVertices[ii].Color = color;
itemVertices[ii].Position.X = vertices[v];
itemVertices[ii].Position.Y = vertices[v + 1];
itemVertices[ii].Position.Z = 0;
itemVertices[ii].TextureCoordinate.X = uvs[v];
itemVertices[ii].TextureCoordinate.Y = uvs[v + 1];
}
// submit to batch
MeshItem item = batcher.NextItem(verticesCount, indicesCount);
item.texture = texture;
item.triangles = indices;
VertexPositionColorTexture[] itemVertices = item.vertices;
for (int ii = 0, v = 0, nn = verticesCount << 1; v < nn; ii++, v += 2) {
itemVertices[ii].Color = color;
itemVertices[ii].Position.X = vertices[v];
itemVertices[ii].Position.Y = vertices[v + 1];
itemVertices[ii].Position.Z = 0;
itemVertices[ii].TextureCoordinate.X = uvs[v];
itemVertices[ii].TextureCoordinate.Y = uvs[v + 1];
}
}
}