Example #1
0
            public BitmapContext(Factory f,
                                 Data d, Format.BitmapEx bitmapEx, int bId)
            {
                m_factory    = f;
                m_data       = d;
                m_bitmapExId = bId;

                Format.TextureFragment fragment =
                    data.textureFragments[bitmapEx.textureFragmentId];
                Format.Texture texture = data.textures[fragment.textureId];

                m_textureName = factory.texturePrefix + texture.filename;
                if (LWF.GetTextureLoadHandler() != null)
                {
                    m_textureName = LWF.GetTextureLoadHandler()(
                        m_textureName, factory.texturePrefix, texture.filename);
                }

                m_premultipliedAlpha = (texture.format ==
                                        (int)Format.Constant.TEXTUREFORMAT_PREMULTIPLIEDALPHA);

                m_material = ResourceCache.SharedInstance().LoadTexture(
                    data.name, m_textureName, texture.format,
                    factory.useAdditionalColor, factory.textureLoader,
                    factory.textureUnloader, factory.shaderName);
                if (factory.renderQueueOffset != 0)
                {
                    m_material.renderQueue += factory.renderQueueOffset;
                }

                MeshContext c = ResourceCache.SharedInstance().LoadMesh(
                    data.name, data, bitmapEx, bitmapExId);

                m_mesh   = c.mesh;
                m_height = c.height;
            }
            public BitmapContext(Factory f,
                                 Data d, Format.BitmapEx bitmapEx, int objId, int bId)
            {
                m_factory    = f;
                m_data       = d;
                m_objectId   = objId;
                m_bitmapExId = bId;

                Format.TextureFragment fragment =
                    data.textureFragments[bitmapEx.textureFragmentId];
                Format.Texture texture = data.textures[fragment.textureId];

                m_textureName = factory.texturePrefix + texture.filename;
                if (LWF.GetTextureLoadHandler() != null)
                {
                    m_textureName = LWF.GetTextureLoadHandler()(
                        m_textureName, factory.texturePrefix, texture.filename);
                }

                m_premultipliedAlpha = (texture.format ==
                                        (int)Format.Constant.TEXTUREFORMAT_PREMULTIPLIEDALPHA);

                m_material = ResourceCache.SharedInstance().LoadTexture(
                    data.name, m_textureName, texture.format,
                    factory.useAdditionalColor, factory.textureLoader,
                    factory.textureUnloader);
                if (factory.renderQueueOffset != 0)
                {
                    m_material.renderQueue += factory.renderQueueOffset;
                }

                m_format = (Format.Constant)texture.format;

                float tw = (float)texture.width;
                float th = (float)texture.height;

                float x = (float)fragment.x;
                float y = -(float)fragment.y;
                float u = (float)fragment.u;
                float v = th - (float)fragment.v;
                float w = (float)fragment.w;
                float h = (float)fragment.h;

                float bu = bitmapEx.u * w;
                float bv = bitmapEx.v * h;
                float bw = bitmapEx.w;
                float bh = bitmapEx.h;

                x += bu;
                y += bv;
                u += bu;
                v += bv;
                w *= bw;
                h *= bh;

                m_height = h / texture.scale;

                float x0 = x / texture.scale;
                float y0 = y / texture.scale;
                float x1 = (x + w) / texture.scale;
                float y1 = (y + h) / texture.scale;

                m_vertices = new Vector3[] {
                    new Vector3(x1, y1, 0),
                    new Vector3(x1, y0, 0),
                    new Vector3(x0, y1, 0),
                    new Vector3(x0, y0, 0),
                };

                if (fragment.rotated == 0)
                {
                    float u0 = u / tw;
                    float v0 = (v - h) / th;
                    float u1 = (u + w) / tw;
                    float v1 = v / th;
                    m_uv = new Vector2[] {
                        new Vector2(u1, v1),
                        new Vector2(u1, v0),
                        new Vector2(u0, v1),
                        new Vector2(u0, v0),
                    };
                }
                else
                {
                    float u0 = u / tw;
                    float v0 = (v - w) / th;
                    float u1 = (u + h) / tw;
                    float v1 = v / th;
                    m_uv = new Vector2[] {
                        new Vector2(u1, v0),
                        new Vector2(u0, v0),
                        new Vector2(u1, v1),
                        new Vector2(u0, v1),
                    };
                }
            }