Merge branch '4.0' into 4.1

This commit is contained in:
Mario Zechner 2022-07-18 14:10:10 +02:00
commit 4bba3f1822
3 changed files with 51 additions and 48 deletions

View File

@ -1258,6 +1258,8 @@ spSkeletonData *spSkeletonJson_readSkeletonData(spSkeletonJson *self, const char
data->spacingMode = SP_SPACING_MODE_FIXED; data->spacingMode = SP_SPACING_MODE_FIXED;
else if (strcmp(item, "percent") == 0) else if (strcmp(item, "percent") == 0)
data->spacingMode = SP_SPACING_MODE_PERCENT; data->spacingMode = SP_SPACING_MODE_PERCENT;
else
data->spacingMode = SP_SPACING_MODE_PROPORTIONAL;
item = Json_getString(constraintMap, "rotateMode", "tangent"); item = Json_getString(constraintMap, "rotateMode", "tangent");
if (strcmp(item, "tangent") == 0) data->rotateMode = SP_ROTATE_MODE_TANGENT; if (strcmp(item, "tangent") == 0) data->rotateMode = SP_ROTATE_MODE_TANGENT;

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@ -40,6 +40,7 @@ using std::max;
#include "renderer/backend/Device.h" #include "renderer/backend/Device.h"
#include "renderer/ccShaders.h" #include "renderer/ccShaders.h"
#include "renderer/backend/Types.h"
namespace spine { namespace spine {
@ -89,17 +90,17 @@ namespace spine {
void SkeletonBatch::updateProgramStateLayout(cocos2d::backend::ProgramState *programState) { void SkeletonBatch::updateProgramStateLayout(cocos2d::backend::ProgramState *programState) {
auto vertexLayout = programState->getVertexLayout(); auto vertexLayout = programState->getVertexLayout();
auto locPosition = programState->getAttributeLocation("a_position"); auto locPosition = programState->getAttributeLocation(backend::ATTRIBUTE_NAME_POSITION);
auto locTexcoord = programState->getAttributeLocation("a_texCoord"); auto locTexcoord = programState->getAttributeLocation(backend::ATTRIBUTE_NAME_TEXCOORD);
auto locColor = programState->getAttributeLocation("a_color"); auto locColor = programState->getAttributeLocation(backend::ATTRIBUTE_NAME_COLOR);
vertexLayout->setAttribute("a_position", locPosition, backend::VertexFormat::FLOAT3, offsetof(V3F_C4B_T2F, vertices), false); vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_POSITION, locPosition, backend::VertexFormat::FLOAT3, offsetof(V3F_C4B_T2F, vertices), false);
vertexLayout->setAttribute("a_color", locColor, backend::VertexFormat::UBYTE4, offsetof(V3F_C4B_T2F, colors), true); vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_COLOR, locColor, backend::VertexFormat::UBYTE4, offsetof(V3F_C4B_T2F, colors), true);
vertexLayout->setAttribute("a_texCoord", locTexcoord, backend::VertexFormat::FLOAT2, offsetof(V3F_C4B_T2F, texCoords), false); vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_TEXCOORD, locTexcoord, backend::VertexFormat::FLOAT2, offsetof(V3F_C4B_T2F, texCoords), false);
vertexLayout->setLayout(sizeof(_vertices[0])); vertexLayout->setLayout(sizeof(_vertices[0]));
_locMVP = programState->getUniformLocation("u_MVPMatrix"); _locMVP = programState->getUniformLocation(backend::UNIFORM_NAME_MVP_MATRIX);
_locTexture = programState->getUniformLocation("u_texture"); _locTexture = programState->getUniformLocation(backend::UNIFORM_NAME_TEXTURE);
} }
void SkeletonBatch::update(float delta) { void SkeletonBatch::update(float delta) {

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@ -512,9 +512,9 @@ SkeletonData *SkeletonJson::readSkeletonData(const char *json) {
skeletonData->_defaultSkin = skin; skeletonData->_defaultSkin = skin;
} }
for (attachmentsMap = Json::getItem(skinMap, Json *attachments = Json::getItem(skinMap, "attachments");
"attachments") if (attachments)
->_child; for (attachmentsMap = attachments->_child;
attachmentsMap; attachmentsMap = attachmentsMap->_next) { attachmentsMap; attachmentsMap = attachmentsMap->_next) {
SlotData *slot = skeletonData->findSlot(attachmentsMap->_name); SlotData *slot = skeletonData->findSlot(attachmentsMap->_name);
Json *attachmentMap; Json *attachmentMap;