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@@ -1,199 +1,206 @@
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-/******************************************************************************
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- * Spine Runtimes Software License
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- * Version 2.3
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- *
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- * Copyright (c) 2013-2015, Esoteric Software
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- * All rights reserved.
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- *
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- * You are granted a perpetual, non-exclusive, non-sublicensable and
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- * non-transferable license to use, install, execute and perform the Spine
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- * Runtimes Software (the "Software") and derivative works solely for personal
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- * or internal use. Without the written permission of Esoteric Software (see
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- * Section 2 of the Spine Software License Agreement), you may not (a) modify,
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- * translate, adapt or otherwise create derivative works, improvements of the
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- * Software or develop new applications using the Software or (b) remove,
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- * delete, alter or obscure any trademarks or any copyright, trademark, patent
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- * or other intellectual property or proprietary rights notices on or in the
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- * Software, including any copy thereof. Redistributions in binary or source
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- * form must include this license and terms.
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- *
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- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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- * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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- * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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- * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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- * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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- *****************************************************************************/
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-
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-using System;
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-using System.Collections.Generic;
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-using Microsoft.Xna.Framework.Graphics;
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-using Microsoft.Xna.Framework;
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-
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-namespace Spine {
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- /// <summary>Draws region and mesh attachments.</summary>
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- public class SkeletonMeshRenderer {
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- private const int TL = 0;
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- private const int TR = 1;
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- private const int BL = 2;
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- private const int BR = 3;
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-
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- SkeletonClipping clipper = new SkeletonClipping();
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- GraphicsDevice device;
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- MeshBatcher batcher;
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- RasterizerState rasterizerState;
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- float[] vertices = new float[8];
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- int[] quadTriangles = { 0, 1, 2, 2, 3, 0 };
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- BlendState defaultBlendState;
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-
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- BasicEffect effect;
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- public BasicEffect Effect { get { return effect; } set { effect = value; } }
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-
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- private bool premultipliedAlpha;
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- public bool PremultipliedAlpha { get { return premultipliedAlpha; } set { premultipliedAlpha = value; } }
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-
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- public SkeletonMeshRenderer (GraphicsDevice device) {
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- this.device = device;
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-
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- batcher = new MeshBatcher();
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-
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- effect = new BasicEffect(device);
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- effect.World = Matrix.Identity;
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- effect.View = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up);
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- effect.TextureEnabled = true;
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- effect.VertexColorEnabled = true;
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-
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- rasterizerState = new RasterizerState();
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- rasterizerState.CullMode = CullMode.None;
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-
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- Bone.yDown = true;
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- }
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-
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- public void Begin () {
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- defaultBlendState = premultipliedAlpha ? BlendState.AlphaBlend : BlendState.NonPremultiplied;
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-
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- device.RasterizerState = rasterizerState;
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- device.BlendState = defaultBlendState;
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-
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- effect.Projection = Matrix.CreateOrthographicOffCenter(0, device.Viewport.Width, device.Viewport.Height, 0, 1, 0);
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- }
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-
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- public void End () {
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- foreach (EffectPass pass in effect.CurrentTechnique.Passes) {
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- pass.Apply();
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- batcher.Draw(device);
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- }
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- }
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-
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- public void Draw(Skeleton skeleton) {
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- var drawOrder = skeleton.DrawOrder;
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- var drawOrderItems = skeleton.DrawOrder.Items;
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- float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A;
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- Color color = new Color();
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-
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- for (int i = 0, n = drawOrder.Count; i < n; i++) {
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- Slot slot = drawOrderItems[i];
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- Attachment attachment = slot.Attachment;
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-
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- float attachmentColorR, attachmentColorG, attachmentColorB, attachmentColorA;
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- Texture2D texture = null;
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- int verticesCount = 0;
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- float[] vertices = this.vertices;
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- int indicesCount = 0;
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- int[] indices = null;
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- float[] uvs = null;
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-
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- if (attachment is RegionAttachment) {
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- RegionAttachment regionAttachment = (RegionAttachment)attachment;
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- attachmentColorR = regionAttachment.R; attachmentColorG = regionAttachment.G; attachmentColorB = regionAttachment.B; attachmentColorA = regionAttachment.A;
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- AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject;
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- texture = (Texture2D)region.page.rendererObject;
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- verticesCount = 4;
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- regionAttachment.ComputeWorldVertices(slot.Bone, vertices, 0, 2);
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- indicesCount = 6;
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- indices = quadTriangles;
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- uvs = regionAttachment.UVs;
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- }
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- else if (attachment is MeshAttachment) {
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- MeshAttachment mesh = (MeshAttachment)attachment;
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- attachmentColorR = mesh.R; attachmentColorG = mesh.G; attachmentColorB = mesh.B; attachmentColorA = mesh.A;
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- AtlasRegion region = (AtlasRegion)mesh.RendererObject;
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- texture = (Texture2D)region.page.rendererObject;
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- int vertexCount = mesh.WorldVerticesLength;
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- if (vertices.Length < vertexCount) vertices = new float[vertexCount];
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- verticesCount = vertexCount >> 1;
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- mesh.ComputeWorldVertices(slot, vertices);
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- indicesCount = mesh.Triangles.Length;
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- indices = mesh.Triangles;
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- uvs = mesh.UVs;
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- }
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- else if (attachment is ClippingAttachment) {
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- ClippingAttachment clip = (ClippingAttachment)attachment;
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- clipper.ClipStart(slot, clip);
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- continue;
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- }
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- else {
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- continue;
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- }
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-
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- // set blend state
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- BlendState blend = slot.Data.BlendMode == BlendMode.Additive ? BlendState.Additive : defaultBlendState;
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- if (device.BlendState != blend) {
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- //End();
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- //device.BlendState = blend;
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- }
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-
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- // calculate color
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- float a = skeletonA * slot.A * attachmentColorA;
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- if (premultipliedAlpha) {
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- color = new Color(
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- skeletonR * slot.R * attachmentColorR * a,
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- skeletonG * slot.G * attachmentColorG * a,
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- skeletonB * slot.B * attachmentColorB * a, a);
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- }
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- else {
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- color = new Color(
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- skeletonR * slot.R * attachmentColorR,
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- skeletonG * slot.G * attachmentColorG,
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- skeletonB * slot.B * attachmentColorB, a);
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- }
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-
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- // clip
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- if (clipper.IsClipping()) {
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- clipper.ClipTriangles(vertices, verticesCount << 1, indices, indicesCount, uvs);
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- vertices = clipper.ClippedVertices.Items;
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- verticesCount = clipper.ClippedVertices.Count >> 1;
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- indices = clipper.ClippedTriangles.Items;
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- indicesCount = clipper.ClippedTriangles.Count;
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- uvs = clipper.ClippedUVs.Items;
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- }
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-
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- if (verticesCount == 0 || indicesCount == 0)
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- continue;
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-
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- // submit to batch
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- MeshItem item = batcher.NextItem(verticesCount, indicesCount);
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- item.texture = texture;
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- for (int ii = 0, nn = indicesCount; ii < nn; ii++) {
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- item.triangles[ii] = indices[ii];
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- }
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- VertexPositionColorTexture[] itemVertices = item.vertices;
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- for (int ii = 0, v = 0, nn = verticesCount << 1; v < nn; ii++, v += 2) {
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- itemVertices[ii].Color = color;
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- itemVertices[ii].Position.X = vertices[v];
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- itemVertices[ii].Position.Y = vertices[v + 1];
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- itemVertices[ii].Position.Z = 0;
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- itemVertices[ii].TextureCoordinate.X = uvs[v];
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- itemVertices[ii].TextureCoordinate.Y = uvs[v + 1];
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- }
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-
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- clipper.ClipEnd(slot);
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- }
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- clipper.ClipEnd();
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- }
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- }
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-}
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+/******************************************************************************
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+ * Spine Runtimes Software License
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+ * Version 2.3
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+ *
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+ * Copyright (c) 2013-2015, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable and
|
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|
|
+ * non-transferable license to use, install, execute and perform the Spine
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|
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+ * Runtimes Software (the "Software") and derivative works solely for personal
|
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|
|
+ * or internal use. Without the written permission of Esoteric Software (see
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|
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+ * Section 2 of the Spine Software License Agreement), you may not (a) modify,
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|
|
+ * translate, adapt or otherwise create derivative works, improvements of the
|
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|
|
+ * Software or develop new applications using the Software or (b) remove,
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|
|
+ * delete, alter or obscure any trademarks or any copyright, trademark, patent
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|
|
|
+ * or other intellectual property or proprietary rights notices on or in the
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+ * Software, including any copy thereof. Redistributions in binary or source
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+ * form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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|
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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+ * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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+ * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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+ * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+using System;
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+using System.Collections.Generic;
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+using Microsoft.Xna.Framework.Graphics;
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+using Microsoft.Xna.Framework;
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+
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+namespace Spine {
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+ /// <summary>Draws region and mesh attachments.</summary>
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+ public class SkeletonRenderer {
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+ private const int TL = 0;
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+ private const int TR = 1;
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+ private const int BL = 2;
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+ private const int BR = 3;
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+
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+ SkeletonClipping clipper = new SkeletonClipping();
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+ GraphicsDevice device;
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+ MeshBatcher batcher;
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+ RasterizerState rasterizerState;
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+ float[] vertices = new float[8];
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+ int[] quadTriangles = { 0, 1, 2, 2, 3, 0 };
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+ BlendState defaultBlendState;
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+
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+ Effect effect;
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+ public Effect Effect { get { return effect; } set { effect = value; } }
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+
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+ private bool premultipliedAlpha;
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+ public bool PremultipliedAlpha { get { return premultipliedAlpha; } set { premultipliedAlpha = value; } }
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+
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+ public SkeletonRenderer (GraphicsDevice device) {
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+ this.device = device;
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+
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+ batcher = new MeshBatcher();
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+
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+ var basicEffect = new BasicEffect(device);
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+ basicEffect.World = Matrix.Identity;
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+ basicEffect.View = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up);
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+ basicEffect.TextureEnabled = true;
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+ basicEffect.VertexColorEnabled = true;
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+ effect = basicEffect;
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+
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+ rasterizerState = new RasterizerState();
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+ rasterizerState.CullMode = CullMode.None;
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+
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+ Bone.yDown = true;
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+ }
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+
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+ public void Begin () {
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+ defaultBlendState = premultipliedAlpha ? BlendState.AlphaBlend : BlendState.NonPremultiplied;
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+
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+ device.RasterizerState = rasterizerState;
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+ device.BlendState = defaultBlendState;
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+
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+ if (effect is BasicEffect) ((BasicEffect)effect).Projection = Matrix.CreateOrthographicOffCenter(0, device.Viewport.Width, device.Viewport.Height, 0, 1, 0);
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+ }
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+
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+ public void End () {
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+ foreach (EffectPass pass in effect.CurrentTechnique.Passes) {
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+ pass.Apply();
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+ batcher.Draw(device);
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+ }
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+ }
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+
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+ public void Draw(Skeleton skeleton) {
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+ var drawOrder = skeleton.DrawOrder;
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+ var drawOrderItems = skeleton.DrawOrder.Items;
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+ float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A;
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+ Color color = new Color();
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+
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+ for (int i = 0, n = drawOrder.Count; i < n; i++) {
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+ Slot slot = drawOrderItems[i];
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+ Attachment attachment = slot.Attachment;
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+
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+ float attachmentColorR, attachmentColorG, attachmentColorB, attachmentColorA;
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+ Texture2D texture = null;
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+ int verticesCount = 0;
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+ float[] vertices = this.vertices;
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+ int indicesCount = 0;
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+ int[] indices = null;
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+ float[] uvs = null;
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+
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+ if (attachment is RegionAttachment) {
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+ RegionAttachment regionAttachment = (RegionAttachment)attachment;
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+ attachmentColorR = regionAttachment.R; attachmentColorG = regionAttachment.G; attachmentColorB = regionAttachment.B; attachmentColorA = regionAttachment.A;
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+ AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject;
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+ texture = (Texture2D)region.page.rendererObject;
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+ verticesCount = 4;
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+ regionAttachment.ComputeWorldVertices(slot.Bone, vertices, 0, 2);
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+ indicesCount = 6;
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+ indices = quadTriangles;
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+ uvs = regionAttachment.UVs;
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+ }
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+ else if (attachment is MeshAttachment) {
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+ MeshAttachment mesh = (MeshAttachment)attachment;
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+ attachmentColorR = mesh.R; attachmentColorG = mesh.G; attachmentColorB = mesh.B; attachmentColorA = mesh.A;
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+ AtlasRegion region = (AtlasRegion)mesh.RendererObject;
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+ texture = (Texture2D)region.page.rendererObject;
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+ int vertexCount = mesh.WorldVerticesLength;
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+ if (vertices.Length < vertexCount) vertices = new float[vertexCount];
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+ verticesCount = vertexCount >> 1;
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+ mesh.ComputeWorldVertices(slot, vertices);
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+ indicesCount = mesh.Triangles.Length;
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+ indices = mesh.Triangles;
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+ uvs = mesh.UVs;
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+ }
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+ 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();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|