/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; using System.Collections.Generic; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Spine { /// Draws region and mesh attachments. public class SkeletonMeshRenderer { private const int TL = 0; private const int TR = 1; private const int BL = 2; private const int BR = 3; GraphicsDevice device; MeshBatcher batcher; RasterizerState rasterizerState; float[] vertices = new float[8]; int[] quadTriangles = { 0, 1, 2, 1, 3, 2 }; BlendState defaultBlendState; BasicEffect effect; public BasicEffect Effect { get { return effect; } set { effect = value; } } private bool premultipliedAlpha; public bool PremultipliedAlpha { get { return premultipliedAlpha; } set { premultipliedAlpha = value; } } public SkeletonMeshRenderer (GraphicsDevice device) { this.device = device; batcher = new MeshBatcher(); effect = new BasicEffect(device); effect.World = Matrix.Identity; effect.View = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up); effect.TextureEnabled = true; effect.VertexColorEnabled = true; rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.None; Bone.yDown = true; } public void Begin () { defaultBlendState = premultipliedAlpha ? BlendState.AlphaBlend : BlendState.NonPremultiplied; device.RasterizerState = rasterizerState; device.BlendState = defaultBlendState; effect.Projection = Matrix.CreateOrthographicOffCenter(0, device.Viewport.Width, device.Viewport.Height, 0, 1, 0); } public void End () { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); batcher.Draw(device); } } public void Draw (Skeleton skeleton) { float[] vertices = this.vertices; List drawOrder = skeleton.DrawOrder; float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A; for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrder[i]; Attachment attachment = slot.Attachment; if (attachment is RegionAttachment) { RegionAttachment regionAttachment = (RegionAttachment)attachment; BlendState blend = slot.Data.AdditiveBlending ? BlendState.Additive : defaultBlendState; if (device.BlendState != blend) { End(); device.BlendState = blend; } MeshItem item = batcher.NextItem(4, 6); item.triangles = quadTriangles; VertexPositionColorTexture[] itemVertices = item.vertices; 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; regionAttachment.ComputeWorldVertices(slot.Bone, vertices); itemVertices[TL].Position.X = vertices[RegionAttachment.X1]; itemVertices[TL].Position.Y = vertices[RegionAttachment.Y1]; itemVertices[TL].Position.Z = 0; itemVertices[BL].Position.X = vertices[RegionAttachment.X2]; itemVertices[BL].Position.Y = vertices[RegionAttachment.Y2]; itemVertices[BL].Position.Z = 0; itemVertices[BR].Position.X = vertices[RegionAttachment.X3]; itemVertices[BR].Position.Y = vertices[RegionAttachment.Y3]; itemVertices[BR].Position.Z = 0; itemVertices[TR].Position.X = vertices[RegionAttachment.X4]; itemVertices[TR].Position.Y = vertices[RegionAttachment.Y4]; itemVertices[TR].Position.Z = 0; float[] uvs = regionAttachment.UVs; itemVertices[TL].TextureCoordinate.X = uvs[RegionAttachment.X1]; itemVertices[TL].TextureCoordinate.Y = uvs[RegionAttachment.Y1]; itemVertices[BL].TextureCoordinate.X = uvs[RegionAttachment.X2]; itemVertices[BL].TextureCoordinate.Y = uvs[RegionAttachment.Y2]; itemVertices[BR].TextureCoordinate.X = uvs[RegionAttachment.X3]; itemVertices[BR].TextureCoordinate.Y = uvs[RegionAttachment.Y3]; itemVertices[TR].TextureCoordinate.X = uvs[RegionAttachment.X4]; itemVertices[TR].TextureCoordinate.Y = uvs[RegionAttachment.Y4]; } else if (attachment is MeshAttachment) { MeshAttachment mesh = (MeshAttachment)attachment; int vertexCount = mesh.Vertices.Length; if (vertices.Length < vertexCount) vertices = new float[vertexCount]; mesh.ComputeWorldVertices(slot, vertices); int[] triangles = mesh.Triangles; MeshItem item = batcher.NextItem(vertexCount, triangles.Length); item.triangles = triangles; AtlasRegion region = (AtlasRegion)mesh.RendererObject; item.texture = (Texture2D)region.page.rendererObject; 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]; } } else if (attachment is SkinnedMeshAttachment) { SkinnedMeshAttachment mesh = (SkinnedMeshAttachment)attachment; int vertexCount = mesh.UVs.Length; if (vertices.Length < vertexCount) vertices = new float[vertexCount]; mesh.ComputeWorldVertices(slot, vertices); int[] triangles = mesh.Triangles; MeshItem item = batcher.NextItem(vertexCount, triangles.Length); item.triangles = triangles; AtlasRegion region = (AtlasRegion)mesh.RendererObject; item.texture = (Texture2D)region.page.rendererObject; 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]; } } } } } }