增加纹理调试

This commit is contained in:
ww-rm
2025-03-26 19:55:43 +08:00
parent 693ce0e2e8
commit 16f344ff1b
7 changed files with 70 additions and 21 deletions

View File

@@ -337,7 +337,11 @@ namespace SpineViewer.Spine.Implementations.Spine
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
vertexArray.Clear();
}
states.BlendMode = blendMode;
@@ -382,9 +386,12 @@ namespace SpineViewer.Spine.Implementations.Spine
states.Shader = FragmentShader;
else
states.Shader = null;
target.Draw(vertexArray, states);
//clipping.ClipEnd();
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
// 包围盒
if (IsDebug && IsSelected && DebugBounds)
{

View File

@@ -294,7 +294,11 @@ namespace SpineViewer.Spine.Implementations.Spine
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
vertexArray.Clear();
}
states.BlendMode = blendMode;
@@ -334,13 +338,16 @@ namespace SpineViewer.Spine.Implementations.Spine
clipping.ClipEnd(slot);
}
clipping.ClipEnd();
if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
clipping.ClipEnd();
// 包围盒
if (IsDebug && IsSelected && DebugBounds)

View File

@@ -312,7 +312,11 @@ namespace SpineViewer.Spine.Implementations.Spine
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
vertexArray.Clear();
}
states.BlendMode = blendMode;
@@ -352,13 +356,16 @@ namespace SpineViewer.Spine.Implementations.Spine
clipping.ClipEnd(slot);
}
clipping.ClipEnd();
if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
clipping.ClipEnd();
// 包围盒
if (IsDebug && IsSelected && DebugBounds)

View File

@@ -271,7 +271,11 @@ namespace SpineViewer.Spine.Implementations.Spine
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
vertexArray.Clear();
}
states.BlendMode = blendMode;
@@ -311,15 +315,18 @@ namespace SpineViewer.Spine.Implementations.Spine
clipping.ClipEnd(slot);
}
clipping.ClipEnd();
if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
states.Shader = FragmentShader;
else
states.Shader = null;
target.Draw(vertexArray, states);
clipping.ClipEnd();
// 包围盒
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
// 调试包围盒
if (IsDebug && IsSelected && DebugBounds)
{
var bounds = Bounds;

View File

@@ -267,7 +267,11 @@ namespace SpineViewer.Spine.Implementations.Spine
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
vertexArray.Clear();
}
states.BlendMode = blendMode;
@@ -307,13 +311,16 @@ namespace SpineViewer.Spine.Implementations.Spine
clipping.ClipEnd(slot);
}
clipping.ClipEnd();
if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
clipping.ClipEnd();
// 包围盒
if (IsDebug && IsSelected && DebugBounds)

View File

@@ -267,7 +267,11 @@ namespace SpineViewer.Spine.Implementations.Spine
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
vertexArray.Clear();
}
states.BlendMode = blendMode;
@@ -307,13 +311,16 @@ namespace SpineViewer.Spine.Implementations.Spine
clipping.ClipEnd(slot);
}
clipping.ClipEnd();
if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
clipping.ClipEnd();
// 包围盒
if (IsDebug && IsSelected && DebugBounds)

View File

@@ -267,7 +267,11 @@ namespace SpineViewer.Spine.Implementations.Spine
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
vertexArray.Clear();
}
states.BlendMode = blendMode;
@@ -307,13 +311,16 @@ namespace SpineViewer.Spine.Implementations.Spine
clipping.ClipEnd(slot);
}
clipping.ClipEnd();
if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
states.Shader = FragmentShader;
else
states.Shader = null;
// 调试纹理
if (!IsDebug || DebugTexture)
target.Draw(vertexArray, states);
clipping.ClipEnd();
// 包围盒
if (IsDebug && IsSelected && DebugBounds)