public void Draw(Skeleton skeleton)
{
float[] vertices = this.vertices;
List <Slot> drawOrder = skeleton.DrawOrder;
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 = drawOrder[i];
Attachment attachment = slot.Attachment;
if (attachment is RegionAttachment)
{
RegionAttachment regionAttachment = (RegionAttachment)attachment;
BlendState blend = slot.Data.AdditiveBlending ? 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 SkinnedMeshAttachment)
{
SkinnedMeshAttachment mesh = (SkinnedMeshAttachment)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];
}
}
}
}