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]; } } }
private Attachment ReadAttachment(Stream input, Skin skin, int slotIndex, String attachmentName, bool nonessential) { float scale = Scale; String name = ReadString(input); if (name == null) { name = attachmentName; } AttachmentType type = (AttachmentType)input.ReadByte(); switch (type) { case AttachmentType.Region: { String path = ReadString(input); float rotation = ReadFloat(input); float x = ReadFloat(input); float y = ReadFloat(input); float scaleX = ReadFloat(input); float scaleY = ReadFloat(input); float width = ReadFloat(input); float height = ReadFloat(input); int color = ReadInt(input); if (path == null) { path = name; } RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path); if (region == null) { return(null); } region.Path = path; region.x = x * scale; region.y = y * scale; region.scaleX = scaleX; region.scaleY = scaleY; region.rotation = rotation; region.width = width * scale; region.height = height * scale; region.r = ((color & 0xff000000) >> 24) / 255f; region.g = ((color & 0x00ff0000) >> 16) / 255f; region.b = ((color & 0x0000ff00) >> 8) / 255f; region.a = ((color & 0x000000ff)) / 255f; region.UpdateOffset(); return(region); } case AttachmentType.Boundingbox: { int vertexCount = ReadVarint(input, true); Vertices vertices = ReadVertices(input, vertexCount); if (nonessential) { ReadInt(input); //int color = nonessential ? ReadInt(input) : 0; // Avoid unused local warning. } BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name); if (box == null) { return(null); } box.worldVerticesLength = vertexCount << 1; box.vertices = vertices.vertices; box.bones = vertices.bones; return(box); } case AttachmentType.Mesh: { String path = ReadString(input); int color = ReadInt(input); int vertexCount = ReadVarint(input, true); float[] uvs = ReadFloatArray(input, vertexCount << 1, 1); int[] triangles = ReadShortArray(input); Vertices vertices = ReadVertices(input, vertexCount); int hullLength = ReadVarint(input, true); int[] edges = null; float width = 0, height = 0; if (nonessential) { edges = ReadShortArray(input); width = ReadFloat(input); height = ReadFloat(input); } if (path == null) { path = name; } MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path); if (mesh == null) { return(null); } mesh.Path = path; mesh.r = ((color & 0xff000000) >> 24) / 255f; mesh.g = ((color & 0x00ff0000) >> 16) / 255f; mesh.b = ((color & 0x0000ff00) >> 8) / 255f; mesh.a = ((color & 0x000000ff)) / 255f; mesh.bones = vertices.bones; mesh.vertices = vertices.vertices; mesh.WorldVerticesLength = vertexCount << 1; mesh.triangles = triangles; mesh.regionUVs = uvs; mesh.UpdateUVs(); mesh.HullLength = hullLength << 1; if (nonessential) { mesh.Edges = edges; mesh.Width = width * scale; mesh.Height = height * scale; } return(mesh); } case AttachmentType.Linkedmesh: { String path = ReadString(input); int color = ReadInt(input); String skinName = ReadString(input); String parent = ReadString(input); bool inheritDeform = ReadBoolean(input); float width = 0, height = 0; if (nonessential) { width = ReadFloat(input); height = ReadFloat(input); } if (path == null) { path = name; } MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path); if (mesh == null) { return(null); } mesh.Path = path; mesh.r = ((color & 0xff000000) >> 24) / 255f; mesh.g = ((color & 0x00ff0000) >> 16) / 255f; mesh.b = ((color & 0x0000ff00) >> 8) / 255f; mesh.a = ((color & 0x000000ff)) / 255f; mesh.inheritDeform = inheritDeform; if (nonessential) { mesh.Width = width * scale; mesh.Height = height * scale; } linkedMeshes.Add(new SkeletonJson.LinkedMesh(mesh, skinName, slotIndex, parent)); return(mesh); } case AttachmentType.Path: { bool closed = ReadBoolean(input); bool constantSpeed = ReadBoolean(input); int vertexCount = ReadVarint(input, true); Vertices vertices = ReadVertices(input, vertexCount); float[] lengths = new float[vertexCount / 3]; for (int i = 0, n = lengths.Length; i < n; i++) { lengths[i] = ReadFloat(input) * scale; } if (nonessential) { ReadInt(input); //int color = nonessential ? ReadInt(input) : 0; // Avoid unused local warning. } PathAttachment path = attachmentLoader.NewPathAttachment(skin, name); if (path == null) { return(null); } path.closed = closed; path.constantSpeed = constantSpeed; path.worldVerticesLength = vertexCount << 1; path.vertices = vertices.vertices; path.bones = vertices.bones; path.lengths = lengths; return(path); } } return(null); }
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 blend = slot.Data.BlendMode == BlendMode.additive ? BlendState.Additive : defaultBlendState; if (device.BlendState != blend) { End(); device.BlendState = blend; } 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]; } } }