public void Draw(Skeleton skeleton)
        {
            float[] vertices = this.vertices;
            var     drawOrder = skeleton.DrawOrder;
            var     drawOrderItems = skeleton.DrawOrder.Items;
            float   skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A;

            for (int i = 0, n = drawOrder.Count; i < n; i++)
            {
                Slot       slot       = drawOrderItems[i];
                Attachment attachment = slot.Attachment;
                if (attachment is RegionAttachment)
                {
                    RegionAttachment regionAttachment = (RegionAttachment)attachment;
                    BlendState       blend            = slot.Data.BlendMode == BlendMode.additive ? BlendState.Additive : defaultBlendState;
                    if (device.BlendState != blend)
                    {
                        End();
                        device.BlendState = blend;
                    }

                    MeshItem item = batcher.NextItem(4, 6);
                    item.triangles = quadTriangles;
                    VertexPositionColorTexture[] itemVertices = item.vertices;

                    AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject;
                    item.texture = (Texture2D)region.page.rendererObject;

                    Color color;
                    float a = skeletonA * slot.A * regionAttachment.A;
                    if (premultipliedAlpha)
                    {
                        color = new Color(
                            skeletonR * slot.R * regionAttachment.R * a,
                            skeletonG * slot.G * regionAttachment.G * a,
                            skeletonB * slot.B * regionAttachment.B * a, a);
                    }
                    else
                    {
                        color = new Color(
                            skeletonR * slot.R * regionAttachment.R,
                            skeletonG * slot.G * regionAttachment.G,
                            skeletonB * slot.B * regionAttachment.B, a);
                    }
                    itemVertices[TL].Color = color;
                    itemVertices[BL].Color = color;
                    itemVertices[BR].Color = color;
                    itemVertices[TR].Color = color;

                    regionAttachment.ComputeWorldVertices(slot.Bone, vertices);
                    itemVertices[TL].Position.X = vertices[RegionAttachment.X1];
                    itemVertices[TL].Position.Y = vertices[RegionAttachment.Y1];
                    itemVertices[TL].Position.Z = 0;
                    itemVertices[BL].Position.X = vertices[RegionAttachment.X2];
                    itemVertices[BL].Position.Y = vertices[RegionAttachment.Y2];
                    itemVertices[BL].Position.Z = 0;
                    itemVertices[BR].Position.X = vertices[RegionAttachment.X3];
                    itemVertices[BR].Position.Y = vertices[RegionAttachment.Y3];
                    itemVertices[BR].Position.Z = 0;
                    itemVertices[TR].Position.X = vertices[RegionAttachment.X4];
                    itemVertices[TR].Position.Y = vertices[RegionAttachment.Y4];
                    itemVertices[TR].Position.Z = 0;

                    float[] uvs = regionAttachment.UVs;
                    itemVertices[TL].TextureCoordinate.X = uvs[RegionAttachment.X1];
                    itemVertices[TL].TextureCoordinate.Y = uvs[RegionAttachment.Y1];
                    itemVertices[BL].TextureCoordinate.X = uvs[RegionAttachment.X2];
                    itemVertices[BL].TextureCoordinate.Y = uvs[RegionAttachment.Y2];
                    itemVertices[BR].TextureCoordinate.X = uvs[RegionAttachment.X3];
                    itemVertices[BR].TextureCoordinate.Y = uvs[RegionAttachment.Y3];
                    itemVertices[TR].TextureCoordinate.X = uvs[RegionAttachment.X4];
                    itemVertices[TR].TextureCoordinate.Y = uvs[RegionAttachment.Y4];
                }
                else if (attachment is MeshAttachment)
                {
                    MeshAttachment mesh        = (MeshAttachment)attachment;
                    int            vertexCount = mesh.Vertices.Length;
                    if (vertices.Length < vertexCount)
                    {
                        vertices = new float[vertexCount];
                    }
                    mesh.ComputeWorldVertices(slot, vertices);

                    int[]    triangles = mesh.Triangles;
                    MeshItem item      = batcher.NextItem(vertexCount, triangles.Length);
                    item.triangles = triangles;

                    AtlasRegion region = (AtlasRegion)mesh.RendererObject;
                    item.texture = (Texture2D)region.page.rendererObject;

                    Color color;
                    float a = skeletonA * slot.A * mesh.A;
                    if (premultipliedAlpha)
                    {
                        color = new Color(
                            skeletonR * slot.R * mesh.R * a,
                            skeletonG * slot.G * mesh.G * a,
                            skeletonB * slot.B * mesh.B * a, a);
                    }
                    else
                    {
                        color = new Color(
                            skeletonR * slot.R * mesh.R,
                            skeletonG * slot.G * mesh.G,
                            skeletonB * slot.B * mesh.B, a);
                    }

                    float[] uvs = mesh.UVs;
                    VertexPositionColorTexture[] itemVertices = item.vertices;
                    for (int ii = 0, v = 0; v < vertexCount; ii++, v += 2)
                    {
                        itemVertices[ii].Color               = color;
                        itemVertices[ii].Position.X          = vertices[v];
                        itemVertices[ii].Position.Y          = vertices[v + 1];
                        itemVertices[ii].Position.Z          = 0;
                        itemVertices[ii].TextureCoordinate.X = uvs[v];
                        itemVertices[ii].TextureCoordinate.Y = uvs[v + 1];
                    }
                }
                else if (attachment is WeightedMeshAttachment)
                {
                    WeightedMeshAttachment mesh = (WeightedMeshAttachment)attachment;
                    int vertexCount             = mesh.UVs.Length;
                    if (vertices.Length < vertexCount)
                    {
                        vertices = new float[vertexCount];
                    }
                    mesh.ComputeWorldVertices(slot, vertices);

                    int[]    triangles = mesh.Triangles;
                    MeshItem item      = batcher.NextItem(vertexCount, triangles.Length);
                    item.triangles = triangles;

                    AtlasRegion region = (AtlasRegion)mesh.RendererObject;
                    item.texture = (Texture2D)region.page.rendererObject;

                    Color color;
                    float a = skeletonA * slot.A * mesh.A;
                    if (premultipliedAlpha)
                    {
                        color = new Color(
                            skeletonR * slot.R * mesh.R * a,
                            skeletonG * slot.G * mesh.G * a,
                            skeletonB * slot.B * mesh.B * a, a);
                    }
                    else
                    {
                        color = new Color(
                            skeletonR * slot.R * mesh.R,
                            skeletonG * slot.G * mesh.G,
                            skeletonB * slot.B * mesh.B, a);
                    }

                    float[] uvs = mesh.UVs;
                    VertexPositionColorTexture[] itemVertices = item.vertices;
                    for (int ii = 0, v = 0; v < vertexCount; ii++, v += 2)
                    {
                        itemVertices[ii].Color               = color;
                        itemVertices[ii].Position.X          = vertices[v];
                        itemVertices[ii].Position.Y          = vertices[v + 1];
                        itemVertices[ii].Position.Z          = 0;
                        itemVertices[ii].TextureCoordinate.X = uvs[v];
                        itemVertices[ii].TextureCoordinate.Y = uvs[v + 1];
                    }
                }
            }
        }
예제 #2
0
		private void Load (TextReader reader, String imagesDir, TextureLoader textureLoader) {
			if (textureLoader == null) throw new ArgumentNullException("textureLoader cannot be null.");
			this.textureLoader = textureLoader;

			String[] tuple = new String[4];
			AtlasPage page = null;
			while (true) {
				String line = reader.ReadLine();
				if (line == null) break;
				if (line.Trim().Length == 0)
					page = null;
				else if (page == null) {
					page = new AtlasPage();
					page.name = line;

					if (ReadTuple(reader, tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker.
						page.width = int.Parse(tuple[0]);
						page.height = int.Parse(tuple[1]);
						ReadTuple(reader, tuple);
					}
					page.format = (Format)Enum.Parse(typeof(Format), tuple[0], false);

					ReadTuple(reader, tuple);
					page.minFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[0], false);
					page.magFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[1], false);

					String direction = ReadValue(reader);
					page.uWrap = TextureWrap.ClampToEdge;
					page.vWrap = TextureWrap.ClampToEdge;
					if (direction == "x")
						page.uWrap = TextureWrap.Repeat;
					else if (direction == "y")
						page.vWrap = TextureWrap.Repeat;
					else if (direction == "xy")
						page.uWrap = page.vWrap = TextureWrap.Repeat;

					textureLoader.Load(page, Path.Combine(imagesDir, line));

					pages.Add(page);

				} else {
					AtlasRegion region = new AtlasRegion();
					region.name = line;
					region.page = page;

					region.rotate = Boolean.Parse(ReadValue(reader));

					ReadTuple(reader, tuple);
					int x = int.Parse(tuple[0]);
					int y = int.Parse(tuple[1]);

					ReadTuple(reader, tuple);
					int width = int.Parse(tuple[0]);
					int height = int.Parse(tuple[1]);

					region.u = x / (float)page.width;
					region.v = y / (float)page.height;
					if (region.rotate) {
						region.u2 = (x + height) / (float)page.width;
						region.v2 = (y + width) / (float)page.height;
					} else {
						region.u2 = (x + width) / (float)page.width;
						region.v2 = (y + height) / (float)page.height;
					}
					region.x = x;
					region.y = y;
					region.width = Math.Abs(width);
					region.height = Math.Abs(height);

					if (ReadTuple(reader, tuple) == 4) { // split is optional
						region.splits = new int[] {int.Parse(tuple[0]), int.Parse(tuple[1]),
								int.Parse(tuple[2]), int.Parse(tuple[3])};

						if (ReadTuple(reader, tuple) == 4) { // pad is optional, but only present with splits
							region.pads = new int[] {int.Parse(tuple[0]), int.Parse(tuple[1]),
									int.Parse(tuple[2]), int.Parse(tuple[3])};

							ReadTuple(reader, tuple);
						}
					}

					region.originalWidth = int.Parse(tuple[0]);
					region.originalHeight = int.Parse(tuple[1]);

					ReadTuple(reader, tuple);
					region.offsetX = int.Parse(tuple[0]);
					region.offsetY = int.Parse(tuple[1]);

					region.index = int.Parse(ReadValue(reader));

					regions.Add(region);
				}
			}
		}
예제 #3
0
        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;

            for (int i = 0, n = drawOrder.Count; i < n; i++)
            {
                Slot             slot             = drawOrderItems[i];
                RegionAttachment regionAttachment = slot.Attachment as RegionAttachment;
                if (regionAttachment != null)
                {
                    BlendState blendState = new BlendState();
                    Blend      blendSrc;
                    Blend      blendDst;
                    if (premultipliedAlpha)
                    {
                        blendState.AlphaBlendFunction  = BlendState.AlphaBlend.AlphaBlendFunction;
                        blendState.BlendFactor         = BlendState.AlphaBlend.BlendFactor;
                        blendState.ColorBlendFunction  = BlendState.AlphaBlend.ColorBlendFunction;
                        blendState.ColorWriteChannels  = BlendState.AlphaBlend.ColorWriteChannels;
                        blendState.ColorWriteChannels1 = BlendState.AlphaBlend.ColorWriteChannels1;
                        blendState.ColorWriteChannels2 = BlendState.AlphaBlend.ColorWriteChannels2;
                        blendState.ColorWriteChannels3 = BlendState.AlphaBlend.ColorWriteChannels3;
                        blendState.MultiSampleMask     = BlendState.AlphaBlend.MultiSampleMask;
                    }
                    else
                    {
                        blendState.AlphaBlendFunction  = BlendState.NonPremultiplied.AlphaBlendFunction;
                        blendState.BlendFactor         = BlendState.NonPremultiplied.BlendFactor;
                        blendState.ColorBlendFunction  = BlendState.NonPremultiplied.ColorBlendFunction;
                        blendState.ColorWriteChannels  = BlendState.NonPremultiplied.ColorWriteChannels;
                        blendState.ColorWriteChannels1 = BlendState.NonPremultiplied.ColorWriteChannels1;
                        blendState.ColorWriteChannels2 = BlendState.NonPremultiplied.ColorWriteChannels2;
                        blendState.ColorWriteChannels3 = BlendState.NonPremultiplied.ColorWriteChannels3;
                        blendState.MultiSampleMask     = BlendState.NonPremultiplied.MultiSampleMask;
                    }
                    switch (slot.Data.BlendMode)
                    {
                    case BlendMode.additive:
                        blendState = BlendState.Additive;
                        break;

                    case BlendMode.multiply:
                        blendSrc = BlendXna.GetXNABlend(BlendXna.GL_DST_COLOR);
                        blendDst = BlendXna.GetXNABlend(BlendXna.GL_ONE_MINUS_SRC_ALPHA);
                        blendState.ColorSourceBlend      = blendSrc;
                        blendState.AlphaSourceBlend      = blendSrc;
                        blendState.ColorDestinationBlend = blendDst;
                        blendState.AlphaDestinationBlend = blendDst;
                        break;

                    case BlendMode.screen:
                        blendSrc = BlendXna.GetXNABlend(premultipliedAlpha ? BlendXna.GL_ONE : BlendXna.GL_SRC_ALPHA);
                        blendDst = BlendXna.GetXNABlend(BlendXna.GL_ONE_MINUS_SRC_COLOR);
                        blendState.ColorSourceBlend      = blendSrc;
                        blendState.AlphaSourceBlend      = blendSrc;
                        blendState.ColorDestinationBlend = blendDst;
                        blendState.AlphaDestinationBlend = blendDst;
                        break;

                    default:
                        blendState = defaultBlendState;
                        break;
                    }
                    if (device.BlendState != blendState)
                    {
                        End();
                        device.BlendState = blendState;
                    }

                    RegionItem item = batcher.NextItem();

                    AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject;
                    item.texture = (Texture2D)region.page.rendererObject;

                    Color color;
                    float a = skeletonA * slot.A;
                    if (premultipliedAlpha)
                    {
                        color = new Color(skeletonR * slot.R * a, skeletonG * slot.G * a, skeletonB * slot.B * a, a);
                    }
                    else
                    {
                        color = new Color(skeletonR * slot.R, skeletonG * slot.G, skeletonB * slot.B, a);
                    }
                    item.vertexTL.Color = color;
                    item.vertexBL.Color = color;
                    item.vertexBR.Color = color;
                    item.vertexTR.Color = color;

                    float[] vertices = this.vertices;
                    regionAttachment.ComputeWorldVertices(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];
                }
            }
        }