mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
197 lines
8.0 KiB
C#
197 lines
8.0 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, 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 use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* 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 SOFTWARE 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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/// <summary>Draws region and mesh attachments.</summary>
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public class SkeletonMeshRenderer {
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private const int TL = 0;
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private const int TR = 1;
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private const int BL = 2;
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private const int BR = 3;
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GraphicsDevice device;
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MeshBatcher batcher;
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RasterizerState rasterizerState;
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float[] vertices = new float[8];
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int[] quadTriangles = { 0, 1, 2, 1, 3, 2 };
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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 SkeletonMeshRenderer (GraphicsDevice device) {
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this.device = device;
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batcher = new MeshBatcher();
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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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float[] vertices = this.vertices;
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var drawOrder = skeleton.DrawOrder;
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var drawOrderItems = skeleton.DrawOrder.Items;
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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 = drawOrderItems[i];
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Attachment attachment = slot.Attachment;
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if (attachment is RegionAttachment) {
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RegionAttachment regionAttachment = (RegionAttachment)attachment;
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BlendState blend = slot.Data.BlendMode == BlendMode.additive ? 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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MeshItem item = batcher.NextItem(4, 6);
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item.triangles = quadTriangles;
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VertexPositionColorTexture[] itemVertices = item.vertices;
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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 * regionAttachment.A;
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if (premultipliedAlpha) {
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color = new Color(
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skeletonR * slot.R * regionAttachment.R * a,
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skeletonG * slot.G * regionAttachment.G * a,
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skeletonB * slot.B * regionAttachment.B * a, a);
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} else {
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color = new Color(
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skeletonR * slot.R * regionAttachment.R,
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skeletonG * slot.G * regionAttachment.G,
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skeletonB * slot.B * regionAttachment.B, a);
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}
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itemVertices[TL].Color = color;
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itemVertices[BL].Color = color;
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itemVertices[BR].Color = color;
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itemVertices[TR].Color = color;
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regionAttachment.ComputeWorldVertices(slot.Bone, vertices);
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itemVertices[TL].Position.X = vertices[RegionAttachment.X1];
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itemVertices[TL].Position.Y = vertices[RegionAttachment.Y1];
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itemVertices[TL].Position.Z = 0;
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itemVertices[BL].Position.X = vertices[RegionAttachment.X2];
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itemVertices[BL].Position.Y = vertices[RegionAttachment.Y2];
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itemVertices[BL].Position.Z = 0;
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itemVertices[BR].Position.X = vertices[RegionAttachment.X3];
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itemVertices[BR].Position.Y = vertices[RegionAttachment.Y3];
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itemVertices[BR].Position.Z = 0;
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itemVertices[TR].Position.X = vertices[RegionAttachment.X4];
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itemVertices[TR].Position.Y = vertices[RegionAttachment.Y4];
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itemVertices[TR].Position.Z = 0;
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float[] uvs = regionAttachment.UVs;
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itemVertices[TL].TextureCoordinate.X = uvs[RegionAttachment.X1];
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itemVertices[TL].TextureCoordinate.Y = uvs[RegionAttachment.Y1];
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itemVertices[BL].TextureCoordinate.X = uvs[RegionAttachment.X2];
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itemVertices[BL].TextureCoordinate.Y = uvs[RegionAttachment.Y2];
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itemVertices[BR].TextureCoordinate.X = uvs[RegionAttachment.X3];
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itemVertices[BR].TextureCoordinate.Y = uvs[RegionAttachment.Y3];
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itemVertices[TR].TextureCoordinate.X = uvs[RegionAttachment.X4];
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itemVertices[TR].TextureCoordinate.Y = uvs[RegionAttachment.Y4];
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} else if (attachment is MeshAttachment) {
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MeshAttachment mesh = (MeshAttachment)attachment;
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int vertexCount = mesh.WorldVerticesLength;
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if (vertices.Length < vertexCount) vertices = new float[vertexCount];
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mesh.ComputeWorldVertices(slot, vertices);
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int[] triangles = mesh.Triangles;
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MeshItem item = batcher.NextItem(vertexCount, triangles.Length);
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item.triangles = triangles;
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AtlasRegion region = (AtlasRegion)mesh.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 * mesh.A;
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if (premultipliedAlpha) {
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color = new Color(
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skeletonR * slot.R * mesh.R * a,
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skeletonG * slot.G * mesh.G * a,
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skeletonB * slot.B * mesh.B * a, a);
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} else {
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color = new Color(
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skeletonR * slot.R * mesh.R,
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skeletonG * slot.G * mesh.G,
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skeletonB * slot.B * mesh.B, a);
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}
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float[] uvs = mesh.UVs;
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VertexPositionColorTexture[] itemVertices = item.vertices;
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for (int ii = 0, v = 0; v < vertexCount; ii++, v += 2) {
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itemVertices[ii].Color = color;
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itemVertices[ii].Position.X = vertices[v];
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itemVertices[ii].Position.Y = vertices[v + 1];
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itemVertices[ii].Position.Z = 0;
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itemVertices[ii].TextureCoordinate.X = uvs[v];
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itemVertices[ii].TextureCoordinate.Y = uvs[v + 1];
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}
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}
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}
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}
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}
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}
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