mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 01:06:00 +08:00
Changed from New BSD to a custom license. The new license requires a Spine license to use the code. If you have a valid Spine license, you can do whatever you like with the code. This should not be a problem for anyone using the runtimes with Spine, nothing changes. If using the runtimes without a Spine license, you now need a Spine license. This is because the runtimes were created explicitly to be used with Spine.
127 lines
5.4 KiB
C#
127 lines
5.4 KiB
C#
/******************************************************************************
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* Spine Runtime Software License - Version 1.0
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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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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Single User License or Spine Professional License must be
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* purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.IO;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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#if WINDOWS_STOREAPP
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using System.Threading.Tasks;
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using Windows.Storage;
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#endif
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namespace Spine {
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static public class Util {
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#if WINDOWS_STOREAPP
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private static async Task<Texture2D> LoadFile(GraphicsDevice device, String path) {
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var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
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var file = await folder.GetFileAsync(path).AsTask().ConfigureAwait(false);
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try {
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return Util.LoadTexture(device, await file.OpenStreamForReadAsync().ConfigureAwait(false));
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} catch (Exception ex) {
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throw new Exception("Error reading texture file: " + path, ex);
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}
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}
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static public Texture2D LoadTexture (GraphicsDevice device, String path) {
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return LoadFile(device, path).Result;
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}
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#else
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static public Texture2D LoadTexture (GraphicsDevice device, String path) {
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using (Stream input = new FileStream(path, FileMode.Open, FileAccess.Read)) {
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try {
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return Util.LoadTexture(device, input);
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} catch (Exception ex) {
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throw new Exception("Error reading texture file: " + path, ex);
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}
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}
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}
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#endif
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static public Texture2D LoadTexture (GraphicsDevice device, Stream input) {
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Texture2D file = Texture2D.FromStream(device, input);
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// Setup a render target to hold our final texture which will have premulitplied alpha values
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RenderTarget2D result = new RenderTarget2D(device, file.Width, file.Height);
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device.SetRenderTarget(result);
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device.Clear(Color.Black);
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// Multiply each color by the source alpha, and write in just the color values into the final texture
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BlendState blendColor = new BlendState();
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blendColor.ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue;
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blendColor.AlphaDestinationBlend = Blend.Zero;
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blendColor.ColorDestinationBlend = Blend.Zero;
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blendColor.AlphaSourceBlend = Blend.SourceAlpha;
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blendColor.ColorSourceBlend = Blend.SourceAlpha;
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SpriteBatch spriteBatch = new SpriteBatch(device);
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spriteBatch.Begin(SpriteSortMode.Immediate, blendColor);
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spriteBatch.Draw(file, file.Bounds, Color.White);
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spriteBatch.End();
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// Now copy over the alpha values from the PNG source texture to the final one, without multiplying them
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BlendState blendAlpha = new BlendState();
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blendAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;
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blendAlpha.AlphaDestinationBlend = Blend.Zero;
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blendAlpha.ColorDestinationBlend = Blend.Zero;
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blendAlpha.AlphaSourceBlend = Blend.One;
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blendAlpha.ColorSourceBlend = Blend.One;
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spriteBatch.Begin(SpriteSortMode.Immediate, blendAlpha);
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spriteBatch.Draw(file, file.Bounds, Color.White);
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spriteBatch.End();
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// Release the GPU back to drawing to the screen.
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device.SetRenderTarget(null);
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spriteBatch.Dispose();
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file.Dispose();
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#if IOS
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return result as Texture2D;
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#else
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// RenderTarget2D are volatile and will be lost on screen resolution changes.
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// So instead of using this directly, we create a non-voliate Texture2D.
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// This is computationally slower, but should be safe as long as it is done on load.
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Texture2D resultTexture = new Texture2D(device, file.Width, file.Height);
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Color[] resultContent = new Color[Convert.ToInt32(file.Width * file.Height)];
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result.GetData(resultContent);
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resultTexture.SetData(resultContent);
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result.Dispose(); // Dispose of the RenderTarget2D immediately.
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return resultTexture;
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#endif
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}
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}
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}
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