spine-runtimes/spine-xna/src/SkeletonRenderer.cs
2020-02-20 19:43:20 +01:00

222 lines
8.3 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
* THE SPINE RUNTIMES, 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 {
/// <summary>Draws region and mesh attachments.</summary>
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; } }
/// <summary>Attachments are rendered back to front in the x/y plane by the SkeletonRenderer.
/// Each attachment is offset by a customizable z-spacing value on the z-axis to avoid z-fighting
/// in shaders with ZWrite enabled. Typical values lie in the range [-0.1, 0].</summary>
private float zSpacing = 0.0f;
public float ZSpacing { get { return zSpacing; } set { zSpacing = 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);
}
batcher.AfterLastDrawPass();
}
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 attachmentZOffset = zSpacing * i;
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 = attachmentZOffset;
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();
}
}
}