/****************************************************************************** * Spine Runtime Software License - Version 1.0 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Single User License or Spine Professional License must be * purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer, in the documentation and/or other materials provided with the * distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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.IO; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; #if WINDOWS_STOREAPP using System.Threading.Tasks; using Windows.Storage; #endif namespace Spine { static public class Util { #if WINDOWS_STOREAPP private static async Task LoadFile(GraphicsDevice device, String path) { var folder = Windows.ApplicationModel.Package.Current.InstalledLocation; var file = await folder.GetFileAsync(path).AsTask().ConfigureAwait(false); try { return Util.LoadTexture(device, await file.OpenStreamForReadAsync().ConfigureAwait(false)); } catch (Exception ex) { throw new Exception("Error reading texture file: " + path, ex); } } static public Texture2D LoadTexture (GraphicsDevice device, String path) { return LoadFile(device, path).Result; } #else static public Texture2D LoadTexture (GraphicsDevice device, String path) { using (Stream input = new FileStream(path, FileMode.Open, FileAccess.Read)) { try { return Util.LoadTexture(device, input); } catch (Exception ex) { throw new Exception("Error reading texture file: " + path, ex); } } } #endif static public Texture2D LoadTexture (GraphicsDevice device, Stream input) { Texture2D file = Texture2D.FromStream(device, input); // Setup a render target to hold our final texture which will have premulitplied alpha values RenderTarget2D result = new RenderTarget2D(device, file.Width, file.Height); device.SetRenderTarget(result); device.Clear(Color.Black); // Multiply each color by the source alpha, and write in just the color values into the final texture BlendState blendColor = new BlendState(); blendColor.ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue; blendColor.AlphaDestinationBlend = Blend.Zero; blendColor.ColorDestinationBlend = Blend.Zero; blendColor.AlphaSourceBlend = Blend.SourceAlpha; blendColor.ColorSourceBlend = Blend.SourceAlpha; SpriteBatch spriteBatch = new SpriteBatch(device); spriteBatch.Begin(SpriteSortMode.Immediate, blendColor); spriteBatch.Draw(file, file.Bounds, Color.White); spriteBatch.End(); // Now copy over the alpha values from the PNG source texture to the final one, without multiplying them BlendState blendAlpha = new BlendState(); blendAlpha.ColorWriteChannels = ColorWriteChannels.Alpha; blendAlpha.AlphaDestinationBlend = Blend.Zero; blendAlpha.ColorDestinationBlend = Blend.Zero; blendAlpha.AlphaSourceBlend = Blend.One; blendAlpha.ColorSourceBlend = Blend.One; spriteBatch.Begin(SpriteSortMode.Immediate, blendAlpha); spriteBatch.Draw(file, file.Bounds, Color.White); spriteBatch.End(); // Release the GPU back to drawing to the screen. device.SetRenderTarget(null); spriteBatch.Dispose(); file.Dispose(); #if IOS return result as Texture2D; #else // RenderTarget2D are volatile and will be lost on screen resolution changes. // So instead of using this directly, we create a non-voliate Texture2D. // This is computationally slower, but should be safe as long as it is done on load. Texture2D resultTexture = new Texture2D(device, file.Width, file.Height); Color[] resultContent = new Color[Convert.ToInt32(file.Width * file.Height)]; result.GetData(resultContent); resultTexture.SetData(resultContent); result.Dispose(); // Dispose of the RenderTarget2D immediately. return resultTexture; #endif } } }