mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-22 18:29:30 +00:00
4ecb74f6b6
* FNA projects * update actions fixes MSBUILD : error MSB1011: Specify which project or solution file to use because this folder contains more than one project or solution file. * build tests * remove test for issue #633 * FNA/XNA compatible * GraphicsDevice Extensions * remove MockGameWindow --------- Co-authored-by: Christopher Whitley <103014489+AristurtleDev@users.noreply.github.com>
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using MonoGame.Extended.Graphics;
|
|
|
|
namespace MonoGame.Extended.Particles
|
|
{
|
|
public static class ParticleExtensions
|
|
{
|
|
public static void Draw(this SpriteBatch spriteBatch, ParticleEffect effect)
|
|
{
|
|
if(effect.IsDisposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < effect.Emitters.Count; i++)
|
|
UnsafeDraw(spriteBatch, effect.Emitters[i]);
|
|
}
|
|
|
|
public static void Draw(this SpriteBatch spriteBatch, ParticleEmitter emitter)
|
|
{
|
|
if(emitter.IsDisposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
UnsafeDraw(spriteBatch, emitter);
|
|
}
|
|
|
|
private static unsafe void UnsafeDraw(SpriteBatch spriteBatch, ParticleEmitter emitter)
|
|
{
|
|
if(emitter.TextureRegion == null)
|
|
return;
|
|
|
|
var textureRegion = emitter.TextureRegion;
|
|
var origin = new Vector2(textureRegion.Width/2f, textureRegion.Height/2f);
|
|
var iterator = emitter.Buffer.Iterator;
|
|
|
|
while (iterator.HasNext)
|
|
{
|
|
var particle = iterator.Next();
|
|
var color = particle->Color.ToRgb();
|
|
|
|
if (spriteBatch.GraphicsDevice.BlendState == BlendState.AlphaBlend)
|
|
color *= particle->Opacity;
|
|
else
|
|
color.A = (byte) (particle->Opacity*255);
|
|
|
|
var position = new Vector2(particle->Position.X, particle->Position.Y);
|
|
var scale = particle->Scale;
|
|
color.A = (byte)MathHelper.Clamp(particle->Opacity*255, 0, 255);
|
|
var rotation = particle->Rotation;
|
|
var layerDepth = particle->LayerDepth;
|
|
|
|
spriteBatch.Draw(textureRegion, position, color, rotation, origin, scale, SpriteEffects.None, layerDepth);
|
|
}
|
|
}
|
|
}
|
|
}
|