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

166 lines
5.9 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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 Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Spine {
/// <summary>
/// Batch drawing of lines and shapes that can be derived from lines.
///
/// Call drawing methods in between Begin()/End()
/// </summary>
public class ShapeRenderer {
GraphicsDevice device;
List<VertexPositionColor> vertices = new List<VertexPositionColor>();
Color color = Color.White;
BasicEffect effect;
public BasicEffect Effect { get { return effect; } set { effect = value; } }
public ShapeRenderer (GraphicsDevice device) {
this.device = device;
this.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 = false;
effect.VertexColorEnabled = true;
}
public void SetColor (Color color) {
this.color = color;
}
public void Begin () {
device.RasterizerState = new RasterizerState();
device.BlendState = BlendState.AlphaBlend;
}
public void Line (float x1, float y1, float x2, float y2) {
vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color));
vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color));
}
/** Calls {@link #circle(float, float, float, int)} by estimating the number of segments needed for a smooth circle. */
public void Circle (float x, float y, float radius) {
Circle(x, y, radius, Math.Max(1, (int)(6 * (float)Math.Pow(radius, 1.0f / 3.0f))));
}
/** Draws a circle using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public void Circle (float x, float y, float radius, int segments) {
if (segments <= 0) throw new ArgumentException("segments must be > 0.");
float angle = 2 * MathUtils.PI / segments;
float cos = MathUtils.Cos(angle);
float sin = MathUtils.Sin(angle);
float cx = radius, cy = 0;
float temp = 0;
for (int i = 0; i < segments; i++) {
vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color));
temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color));
}
vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color));
temp = cx;
cx = radius;
cy = 0;
vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color));
}
public void Triangle (float x1, float y1, float x2, float y2, float x3, float y3) {
vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color));
vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color));
vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color));
vertices.Add(new VertexPositionColor(new Vector3(x3, y3, 0), color));
vertices.Add(new VertexPositionColor(new Vector3(x3, y3, 0), color));
vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color));
}
public void X (float x, float y, float len) {
Line(x + len, y + len, x - len, y - len);
Line(x - len, y + len, x + len, y - len);
}
public void Polygon (float[] polygonVertices, int offset, int count) {
if (count < 3) throw new ArgumentException("Polygon must contain at least 3 vertices");
offset <<= 1;
var firstX = polygonVertices[offset];
var firstY = polygonVertices[offset + 1];
var last = offset + count;
for (int i = offset, n = offset + count; i < n; i += 2) {
var x1 = polygonVertices[i];
var y1 = polygonVertices[i + 1];
var x2 = 0f;
var y2 = 0f;
if (i + 2 >= last) {
x2 = firstX;
y2 = firstY;
} else {
x2 = polygonVertices[i + 2];
y2 = polygonVertices[i + 3];
}
Line(x1, y1, x2, y2);
}
}
public void Rect (float x, float y, float width, float height) {
Line(x, y, x + width, y);
Line(x + width, y, x + width, y + height);
Line(x + width, y + height, x, y + height);
Line(x, y + height, x, y);
}
public void End () {
if (vertices.Count == 0) return;
var verticesArray = vertices.ToArray();
foreach (EffectPass pass in effect.CurrentTechnique.Passes) {
pass.Apply();
device.DrawUserPrimitives(PrimitiveType.LineList, verticesArray, 0, verticesArray.Length / 2);
}
vertices.Clear();
}
}
}