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(); for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrderItems[i]; Attachment attachment = slot.Attachment; 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) { darkColor = new Color(slot.R2, slot.G2, slot.B2); } // 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 = 0; itemVertices[ii].TextureCoordinate.X = uvs[v]; itemVertices[ii].TextureCoordinate.Y = uvs[v + 1]; } clipper.ClipEnd(slot); } clipper.ClipEnd(); }