示例#1
0
        internal void InternalDraw(Texture2D texture, Vector2 position,
                                   Rectangle?sourceRectangle, Color color, float rotation, Vector2 origin,
                                   Vector2 scale, SpriteEffects effects, float layerDepth)
        {
            byte r, g, b, a;

            switch (fixedBlendState)
            {
            default:
            case FixedBlendState.AlphaBlend:                     // One, 1-SrcAlpha
                r = color.cR;
                g = color.cG;
                b = color.cB;
                a = color.A;
                // TODO: Emit warning if premultiplied R,G or B is greater than A.
                //       This would normally cause additive blending. Currently not handled by ExEnSilver.
                break;

            case FixedBlendState.NonPremultiplied:                     // SrcAlpha, 1-SrcAlpha
                r = color.R;
                g = color.G;
                b = color.B;
                a = color.A;
                break;

            case FixedBlendState.Additive:                     // SrcAlpha, One
                r = color.R;
                g = color.G;
                b = color.B;
                a = color.A;
                break;

            case FixedBlendState.Opaque:                     // One, Zero
                r = color.R;
                g = color.G;
                b = color.B;
                a = 255;
                break;
            }

            if (a == 0)            // Nothing to draw
            {
                return;
            }

            // Dynamic rectangle only used if there's actually a source rectangle!
            bool dynamicRectangle = hintDynamicRectangle && sourceRectangle.HasValue;

            ImageSourceId id = new ImageSourceId(r, g, b, sourceRectangle, tintEffectMode,
                                                 hintUseCache, hintDynamicColor, dynamicRectangle);
            ImageSprite sprite = texture.GetSprite(id);

            if (hintDynamicColor)
            {
                sprite.UpdateDynamicColor(r, g, b);
            }
            if (dynamicRectangle)
            {
                sprite.UpdateDynamicRectangle(sourceRectangle.Value);
            }

            Vector2 sourceSize = sourceRectangle.HasValue ?
                                 new Vector2(sourceRectangle.Value.Width, sourceRectangle.Value.Height) :
                                 new Vector2(texture.Width, texture.Height);
            Vector2 sourceOrigin = dynamicRectangle ?
                                   new Vector2(sourceRectangle.Value.X, sourceRectangle.Value.Y) :
                                   Vector2.Zero;

            sprite.Transform(position, scale, origin, sourceOrigin, sourceSize, rotation, effects, ref currentMatrix);
            sprite.SetOpacity(a / 255f);

            GraphicsDevice.DrawSprite(sprite);
        }
示例#2
0
        internal void InternalDraw(Texture2D texture, Vector2 position,
				Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin,
				Vector2 scale, SpriteEffects effects, float layerDepth)
        {
            byte r, g, b, a;

            switch(fixedBlendState)
            {
                default:
                case FixedBlendState.AlphaBlend: // One, 1-SrcAlpha
                    r = color.cR;
                    g = color.cG;
                    b = color.cB;
                    a = color.A;
                    // TODO: Emit warning if premultiplied R,G or B is greater than A.
                    //       This would normally cause additive blending. Currently not handled by ExEnSilver.
                    break;

                case FixedBlendState.NonPremultiplied: // SrcAlpha, 1-SrcAlpha
                    r = color.R;
                    g = color.G;
                    b = color.B;
                    a = color.A;
                    break;

                case FixedBlendState.Additive: // SrcAlpha, One
                    r = color.R;
                    g = color.G;
                    b = color.B;
                    a = color.A;
                    break;

                case FixedBlendState.Opaque: // One, Zero
                    r = color.R;
                    g = color.G;
                    b = color.B;
                    a = 255;
                    break;
            }

            if(a == 0) // Nothing to draw
                return;

            // Dynamic rectangle only used if there's actually a source rectangle!
            bool dynamicRectangle = hintDynamicRectangle && sourceRectangle.HasValue;

            ImageSourceId id = new ImageSourceId(r, g, b, sourceRectangle, tintEffectMode,
                    hintUseCache, hintDynamicColor, dynamicRectangle);
            ImageSprite sprite = texture.GetSprite(id);

            if(hintDynamicColor)
                sprite.UpdateDynamicColor(r, g, b);
            if(dynamicRectangle)
                sprite.UpdateDynamicRectangle(sourceRectangle.Value);

            Vector2 sourceSize = sourceRectangle.HasValue ?
                    new Vector2(sourceRectangle.Value.Width, sourceRectangle.Value.Height) :
                    new Vector2(texture.Width, texture.Height);
            Vector2 sourceOrigin = dynamicRectangle ?
                    new Vector2(sourceRectangle.Value.X, sourceRectangle.Value.Y) :
                    Vector2.Zero;

            sprite.Transform(position, scale, origin, sourceOrigin, sourceSize, rotation, effects, ref currentMatrix);
            sprite.SetOpacity(a / 255f);

            GraphicsDevice.DrawSprite(sprite);
        }