/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to use, install, execute and perform the Spine * Runtimes Software (the "Software") and derivative works solely for personal * or internal use. Without the written permission of Esoteric Software (see * Section 2 of the Spine Software License Agreement), 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 SOFTWARE 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 SkeletonRenderer { private const int TL = 0; private const int TR = 1; private const int BL = 2; private const int BR = 3; SkeletonClipping clipper = new SkeletonClipping(); GraphicsDevice device; MeshBatcher batcher; public MeshBatcher Batcher { get { return batcher; } } RasterizerState rasterizerState; float[] vertices = new float[8]; int[] quadTriangles = { 0, 1, 2, 2, 3, 0 }; BlendState defaultBlendState; Effect effect; public Effect Effect { get { return effect; } set { effect = value; } } public IVertexEffect VertexEffect { get; set; } private bool premultipliedAlpha; public bool PremultipliedAlpha { get { return premultipliedAlpha; } set { premultipliedAlpha = value; } } public SkeletonRenderer (GraphicsDevice device) { this.device = device; batcher = new MeshBatcher(); var basicEffect = new BasicEffect(device); basicEffect.World = Matrix.Identity; basicEffect.View = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up); basicEffect.TextureEnabled = true; basicEffect.VertexColorEnabled = true; effect = basicEffect; 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; } public void End () { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); batcher.Draw(device); } } 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(); if (VertexEffect != null) VertexEffect.Begin(skeleton); 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; attachmentColorR = regionAttachment.R; attachmentColorG = regionAttachment.G; attachmentColorB = regionAttachment.B; attachmentColorA = regionAttachment.A; AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject; texture = (Texture2D)region.page.rendererObject; verticesCount = 4; regionAttachment.ComputeWorldVertices(slot.Bone, vertices, 0, 2); 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) { ClippingAttachment clip = (ClippingAttachment)attachment; clipper.ClipStart(slot, clip); continue; } else { continue; } // set blend state BlendState blend = slot.Data.BlendMode == BlendMode.Additive ? BlendState.Additive : defaultBlendState; if (device.BlendState != blend) { //End(); //device.BlendState = blend; } // 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 darkColor = new Color(); if (slot.HasSecondColor) { if (premultipliedAlpha) { darkColor = new Color(slot.R2 * a, slot.G2 * a, slot.B2 * a); } else { darkColor = new Color(slot.R2 * a, slot.G2 * a, slot.B2 * a); } } darkColor.A = premultipliedAlpha ? (byte)255 : (byte)0; // clip if (clipper.IsClipping) { clipper.ClipTriangles(vertices, verticesCount << 1, indices, indicesCount, uvs); vertices = clipper.ClippedVertices.Items; verticesCount = clipper.ClippedVertices.Count >> 1; indices = clipper.ClippedTriangles.Items; indicesCount = clipper.ClippedTriangles.Count; uvs = clipper.ClippedUVs.Items; } if (verticesCount == 0 || indicesCount == 0) continue; // submit to batch MeshItem item = batcher.NextItem(verticesCount, indicesCount); item.texture = texture; for (int ii = 0, nn = indicesCount; ii < nn; ii++) { item.triangles[ii] = indices[ii]; } VertexPositionColorTextureColor[] itemVertices = item.vertices; for (int ii = 0, v = 0, nn = verticesCount << 1; v < nn; ii++, v += 2) { itemVertices[ii].Color = color; itemVertices[ii].Color2 = darkColor; 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]; if (VertexEffect != null) VertexEffect.Transform(ref itemVertices[ii]); } clipper.ClipEnd(slot); } clipper.ClipEnd(); if (VertexEffect != null) VertexEffect.End(); } } }