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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
[libgdx] Added vertex effects.
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@ -0,0 +1,126 @@
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, 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 and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package com.esotericsoftware.spine;
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import com.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.math.Interpolation;
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import com.esotericsoftware.spine.vertexeffects.JitterEffect;
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import com.esotericsoftware.spine.vertexeffects.SwirlEffect;
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public class VertexEffectTest extends ApplicationAdapter {
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OrthographicCamera camera;
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PolygonSpriteBatch batch;
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SkeletonRenderer renderer;
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SwirlEffect swirl;
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float swirlTime;
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TextureAtlas atlas;
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Skeleton skeleton;
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AnimationState state;
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public void create () {
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camera = new OrthographicCamera();
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batch = new PolygonSpriteBatch(); // Required to render meshes. SpriteBatch can't render meshes.
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true);
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atlas = new TextureAtlas(Gdx.files.internal("raptor/raptor-pma.atlas"));
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SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
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json.setScale(0.5f); // Load the skeleton at 50% the size it was in Spine.
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("raptor/raptor.json"));
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skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
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skeleton.setPosition(350, 45);
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AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
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state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
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state.setTimeScale(0.6f); // Slow all animations down to 60% speed.
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// Queue animations on tracks 0 and 1.
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state.setAnimation(0, "walk", true);
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state.setAnimation(1, "empty", false);
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state.addAnimation(1, "gungrab", false, 2); // Keys in higher tracks override the pose from lower tracks.
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swirl = new SwirlEffect(400);
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swirl.setCenter(0, 200);
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renderer.setVertexEffect(swirl);
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renderer.setVertexEffect(new JitterEffect(10, 10));
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}
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public void render () {
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// Update the skeleton and animation time.
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float delta = Gdx.graphics.getDeltaTime();
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skeleton.update(delta);
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state.update(delta);
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swirlTime += delta;
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float percent = swirlTime % 2;
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if (percent > 1) percent = 1 - (percent - 1);
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swirl.setAngle(Interpolation.pow2.apply(-60, 60, percent));
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
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skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.
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// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
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camera.update();
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batch.getProjectionMatrix().set(camera.combined);
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batch.begin();
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renderer.draw(batch, skeleton); // Draw the skeleton images.
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batch.end();
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}
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public void resize (int width, int height) {
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camera.setToOrtho(false); // Update camera with new size.
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}
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public void dispose () {
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atlas.dispose();
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}
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public static void main (String[] args) throws Exception {
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LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
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config.width = 800;
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config.height = 600;
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new LwjglApplication(new VertexEffectTest(), config);
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}
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}
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@ -35,6 +35,7 @@ import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.Batch;
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import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
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import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Disposable;
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import com.badlogic.gdx.utils.FloatArray;
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@ -55,8 +56,13 @@ public class SkeletonRenderer implements Disposable {
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private final FloatArray vertices = new FloatArray(32);
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private final SkeletonClipping clipper = new SkeletonClipping();
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private ImmediateModeRenderer renderer;
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private VertexEffect vertexEffect;
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private final Vector2 temp = new Vector2();
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public void draw (Batch batch, Skeleton skeleton) {
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VertexEffect vertexEffect = this.vertexEffect;
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if (vertexEffect != null) vertexEffect.begin(skeleton);
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boolean premultipliedAlpha = this.premultipliedAlpha;
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float[] vertices = this.vertices.items;
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Color skeletonColor = skeleton.color;
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@ -81,6 +87,8 @@ public class SkeletonRenderer implements Disposable {
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vertices[v + 2] = uvs[u + 1];
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}
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if (vertexEffect != null) applyVertexEffect(vertices, 20, 5);
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BlendMode blendMode = slot.data.getBlendMode();
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batch.setBlendFunction(blendMode.getSource(premultipliedAlpha), blendMode.getDest());
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batch.draw(region.getRegion().getTexture(), vertices, 0, 20);
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@ -122,10 +130,15 @@ public class SkeletonRenderer implements Disposable {
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clipper.clipEnd(slot);
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}
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clipper.clipEnd();
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if (vertexEffect != null) vertexEffect.end();
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}
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@SuppressWarnings("null")
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public void draw (PolygonSpriteBatch batch, Skeleton skeleton) {
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Vector2 temp = this.temp;
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VertexEffect vertexEffect = this.vertexEffect;
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if (vertexEffect != null) vertexEffect.begin(skeleton);
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boolean premultipliedAlpha = this.premultipliedAlpha;
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BlendMode blendMode = null;
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int verticesLength = 0;
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@ -209,13 +222,27 @@ public class SkeletonRenderer implements Disposable {
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clipper.clipTriangles(vertices, verticesLength, triangles, triangles.length, uvs, c, 0, false);
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FloatArray clippedVertices = clipper.getClippedVertices();
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ShortArray clippedTriangles = clipper.getClippedTriangles();
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if (vertexEffect != null) applyVertexEffect(clippedVertices.items, clippedVertices.size, 5);
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batch.draw(texture, clippedVertices.items, 0, clippedVertices.size, clippedTriangles.items, 0,
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clippedTriangles.size);
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} else {
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for (int v = 2, u = 0; v < verticesLength; v += 5, u += 2) {
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vertices[v] = c;
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vertices[v + 1] = uvs[u];
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vertices[v + 2] = uvs[u + 1];
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if (vertexEffect != null) {
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for (int v = 0, u = 0; v < verticesLength; v += 5, u += 2) {
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temp.x = vertices[v];
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temp.y = vertices[v + 1];
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vertexEffect.transform(temp);
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vertices[v] = temp.x;
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vertices[v + 1] = temp.y;
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vertices[v + 2] = c;
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vertices[v + 3] = uvs[u];
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vertices[v + 4] = uvs[u + 1];
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}
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} else {
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for (int v = 2, u = 0; v < verticesLength; v += 5, u += 2) {
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vertices[v] = c;
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vertices[v + 1] = uvs[u];
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vertices[v + 2] = uvs[u + 1];
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}
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}
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batch.draw(texture, vertices, 0, verticesLength, triangles, 0, triangles.length);
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}
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@ -224,10 +251,15 @@ public class SkeletonRenderer implements Disposable {
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clipper.clipEnd(slot);
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}
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clipper.clipEnd();
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if (vertexEffect != null) vertexEffect.end();
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}
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@SuppressWarnings("null")
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public void draw (TwoColorPolygonBatch batch, Skeleton skeleton) {
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Vector2 temp = this.temp;
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VertexEffect vertexEffect = this.vertexEffect;
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if (vertexEffect != null) vertexEffect.begin(skeleton);
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boolean premultipliedAlpha = this.premultipliedAlpha;
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BlendMode blendMode = null;
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int verticesLength = 0;
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@ -317,14 +349,29 @@ public class SkeletonRenderer implements Disposable {
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clipper.clipTriangles(vertices, verticesLength, triangles, triangles.length, uvs, light, dark, true);
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FloatArray clippedVertices = clipper.getClippedVertices();
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ShortArray clippedTriangles = clipper.getClippedTriangles();
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if (vertexEffect != null) applyVertexEffect(clippedVertices.items, clippedVertices.size, 6);
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batch.draw(texture, clippedVertices.items, 0, clippedVertices.size, clippedTriangles.items, 0,
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clippedTriangles.size);
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} else {
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for (int v = 2, u = 0; v < verticesLength; v += 6, u += 2) {
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vertices[v] = light;
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vertices[v + 1] = dark;
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vertices[v + 2] = uvs[u];
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vertices[v + 3] = uvs[u + 1];
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if (vertexEffect != null) {
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for (int v = 0, u = 0; v < verticesLength; v += 6, u += 2) {
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temp.x = vertices[v];
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temp.y = vertices[v + 1];
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vertexEffect.transform(temp);
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vertices[v] = temp.x;
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vertices[v + 1] = temp.y;
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vertices[v + 2] = light;
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vertices[v + 3] = dark;
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vertices[v + 4] = uvs[u];
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vertices[v + 5] = uvs[u + 1];
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}
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} else {
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for (int v = 2, u = 0; v < verticesLength; v += 6, u += 2) {
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vertices[v] = light;
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vertices[v + 1] = dark;
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vertices[v + 2] = uvs[u];
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vertices[v + 3] = uvs[u + 1];
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}
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}
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batch.draw(texture, vertices, 0, verticesLength, triangles, 0, triangles.length);
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}
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@ -333,13 +380,46 @@ public class SkeletonRenderer implements Disposable {
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clipper.clipEnd(slot);
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}
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clipper.clipEnd();
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if (vertexEffect != null) vertexEffect.end();
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}
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private void applyVertexEffect (float[] vertices, int verticesLength, int stride) {
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VertexEffect vertexEffect = this.vertexEffect;
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Vector2 temp = this.temp;
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for (int v = 0; v < verticesLength; v += stride) {
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temp.x = vertices[v];
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temp.y = vertices[v + 1];
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vertexEffect.transform(temp);
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vertices[v] = temp.x;
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vertices[v + 1] = temp.y;
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}
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}
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public boolean getPremultipliedAlpha () {
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return premultipliedAlpha;
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}
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public void setPremultipliedAlpha (boolean premultipliedAlpha) {
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this.premultipliedAlpha = premultipliedAlpha;
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}
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public VertexEffect getVertexEffect () {
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return vertexEffect;
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}
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public void setVertexEffect (VertexEffect vertexEffect) {
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this.vertexEffect = vertexEffect;
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}
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public void dispose () {
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renderer.dispose();
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}
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static public interface VertexEffect {
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public void begin (Skeleton skeleton);
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public void transform (Vector2 vertex);
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public void end ();
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}
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}
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@ -0,0 +1,40 @@
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package com.esotericsoftware.spine.vertexeffects;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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import com.esotericsoftware.spine.Skeleton;
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import com.esotericsoftware.spine.SkeletonRenderer.VertexEffect;
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public class JitterEffect implements VertexEffect {
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private float x, y;
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public JitterEffect (float x, float y) {
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this.x = x;
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this.y = y;
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}
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public void setJitter (float x, float y) {
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this.x = x;
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this.y = y;
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}
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public void setJitterX (float x) {
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this.x = x;
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}
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public void setJitterY (float y) {
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this.y = y;
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}
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public void begin (Skeleton skeleton) {
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}
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public void transform (Vector2 vertex) {
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vertex.x += MathUtils.randomTriangular(-x, y);
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vertex.y += MathUtils.randomTriangular(-x, y);
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}
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public void end () {
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}
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}
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@ -0,0 +1,60 @@
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package com.esotericsoftware.spine.vertexeffects;
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import com.badlogic.gdx.math.Interpolation;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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import com.esotericsoftware.spine.Skeleton;
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import com.esotericsoftware.spine.SkeletonRenderer.VertexEffect;
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import com.esotericsoftware.spine.utils.SpineUtils;
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public class SwirlEffect implements VertexEffect {
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private float worldX, worldY, radius, angle;
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private Interpolation interpolation = Interpolation.pow2Out;
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private float centerX, centerY;
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public SwirlEffect (float radius) {
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this.radius = radius;
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}
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public void setRadius (float radius) {
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this.radius = radius;
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}
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public void setCenter (float centerX, float centerY) {
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this.centerX = centerX;
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this.centerY = centerY;
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}
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public void setCenterX (float centerX) {
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this.centerX = centerX;
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}
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public void setCenterY (float centerY) {
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this.centerY = centerY;
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}
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public void setAngle (float degrees) {
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this.angle = degrees * MathUtils.degRad;
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}
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public void begin (Skeleton skeleton) {
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worldX = skeleton.getX() + centerX;
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worldY = skeleton.getY() + centerY;
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}
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public void transform (Vector2 vertex) {
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float x = vertex.x - worldX;
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float y = vertex.y - worldY;
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float dist = (float)Math.sqrt(x * x + y * y);
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if (dist < radius) {
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float theta = interpolation.apply(0, angle, (radius - dist) / radius);
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float cos = SpineUtils.cos(theta), sin = SpineUtils.sin(theta);
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vertex.x = cos * x - sin * y + worldX;
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vertex.y = sin * x + cos * y + worldY;
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}
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}
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public void end () {
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}
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}
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