spine-runtimes/spine-xna/src/SkeletonRenderer.cs

132 lines
5.1 KiB
C#

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list 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.Collections.Generic;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
namespace Spine {
public class SkeletonRenderer {
GraphicsDevice device;
SpriteBatcher batcher;
BasicEffect effect;
RasterizerState rasterizerState;
public BlendState BlendState { get; set; }
float[] vertices = new float[8];
public SkeletonRenderer (GraphicsDevice device) {
this.device = device;
batcher = new SpriteBatcher();
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;
BlendState = BlendState.AlphaBlend;
Bone.yDown = true;
}
public void Begin () {
device.RasterizerState = rasterizerState;
device.BlendState = BlendState;
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) {
List<Slot> drawOrder = skeleton.DrawOrder;
for (int i = 0, n = drawOrder.Count; i < n; i++) {
Slot slot = drawOrder[i];
RegionAttachment regionAttachment = slot.Attachment as RegionAttachment;
if (regionAttachment != null) {
SpriteBatchItem item = batcher.CreateBatchItem();
item.Texture = (Texture2D)regionAttachment.RendererObject;
byte r = (byte)(skeleton.R * slot.R * 255);
byte g = (byte)(skeleton.G * slot.G * 255);
byte b = (byte)(skeleton.B * slot.B * 255);
byte a = (byte)(skeleton.A * slot.A * 255);
item.vertexTL.Color.R = r;
item.vertexTL.Color.G = g;
item.vertexTL.Color.B = b;
item.vertexTL.Color.A = a;
item.vertexBL.Color.R = r;
item.vertexBL.Color.G = g;
item.vertexBL.Color.B = b;
item.vertexBL.Color.A = a;
item.vertexBR.Color.R = r;
item.vertexBR.Color.G = g;
item.vertexBR.Color.B = b;
item.vertexBR.Color.A = a;
item.vertexTR.Color.R = r;
item.vertexTR.Color.G = g;
item.vertexTR.Color.B = b;
item.vertexTR.Color.A = a;
float[] vertices = this.vertices;
regionAttachment.ComputeVertices(skeleton.X, skeleton.Y, slot.Bone, vertices);
item.vertexTL.Position.X = vertices[RegionAttachment.X1];
item.vertexTL.Position.Y = vertices[RegionAttachment.Y1];
item.vertexTL.Position.Z = 0;
item.vertexBL.Position.X = vertices[RegionAttachment.X2];
item.vertexBL.Position.Y = vertices[RegionAttachment.Y2];
item.vertexBL.Position.Z = 0;
item.vertexBR.Position.X = vertices[RegionAttachment.X3];
item.vertexBR.Position.Y = vertices[RegionAttachment.Y3];
item.vertexBR.Position.Z = 0;
item.vertexTR.Position.X = vertices[RegionAttachment.X4];
item.vertexTR.Position.Y = vertices[RegionAttachment.Y4];
item.vertexTR.Position.Z = 0;
float[] uvs = regionAttachment.UVs;
item.vertexTL.TextureCoordinate.X = uvs[RegionAttachment.X1];
item.vertexTL.TextureCoordinate.Y = uvs[RegionAttachment.Y1];
item.vertexBL.TextureCoordinate.X = uvs[RegionAttachment.X2];
item.vertexBL.TextureCoordinate.Y = uvs[RegionAttachment.Y2];
item.vertexBR.TextureCoordinate.X = uvs[RegionAttachment.X3];
item.vertexBR.TextureCoordinate.Y = uvs[RegionAttachment.Y3];
item.vertexTR.TextureCoordinate.X = uvs[RegionAttachment.X4];
item.vertexTR.TextureCoordinate.Y = uvs[RegionAttachment.Y4];
}
}
}
}
}