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