[cpp] Removed VertexEffect, see #2076

This commit is contained in:
Mario Zechner 2022-05-30 14:02:09 +02:00
parent 9762da09cd
commit 53f69d0f48
6 changed files with 9 additions and 331 deletions

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@ -1,120 +0,0 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_VertexEffect_h
#define Spine_VertexEffect_h
#include <spine/SpineObject.h>
#include <spine/MathUtil.h>
namespace spine {
class Skeleton;
class Color;
class SP_API VertexEffect : public SpineObject {
public:
virtual void begin(Skeleton &skeleton) = 0;
virtual void transform(float &x, float &y, float &u, float &v, Color &light, Color &dark) = 0;
virtual void end() = 0;
};
class SP_API JitterVertexEffect : public VertexEffect {
public:
JitterVertexEffect(float jitterX, float jitterY);
void begin(Skeleton &skeleton);
void transform(float &x, float &y, float &u, float &v, Color &light, Color &dark);
void end();
void setJitterX(float jitterX);
float getJitterX();
void setJitterY(float jitterY);
float getJitterY();
protected:
float _jitterX;
float _jitterY;
};
class SP_API SwirlVertexEffect : public VertexEffect {
public:
SwirlVertexEffect(float radius, Interpolation &interpolation);
void begin(Skeleton &skeleton);
void transform(float &x, float &y, float &u, float &v, Color &light, Color &dark);
void end();
void setCenterX(float centerX);
float getCenterX();
void setCenterY(float centerY);
float getCenterY();
void setRadius(float radius);
float getRadius();
void setAngle(float angle);
float getAngle();
void setWorldX(float worldX);
float getWorldX();
void setWorldY(float worldY);
float getWorldY();
protected:
float _centerX;
float _centerY;
float _radius;
float _angle;
float _worldX;
float _worldY;
Interpolation &_interpolation;
};
}
#endif /* Spine_VertexEffect_h */

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@ -105,7 +105,6 @@
#include <spine/Updatable.h>
#include <spine/Vector.h>
#include <spine/VertexAttachment.h>
#include <spine/VertexEffect.h>
#include <spine/Vertices.h>
#endif

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@ -1,153 +0,0 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <spine/VertexEffect.h>
#include <spine/MathUtil.h>
#include <spine/Skeleton.h>
using namespace spine;
JitterVertexEffect::JitterVertexEffect(float jitterX, float jitterY) : _jitterX(jitterX), _jitterY(jitterY) {
}
void JitterVertexEffect::begin(Skeleton &skeleton) {
SP_UNUSED(skeleton);
}
void JitterVertexEffect::transform(float &x, float &y, float &u, float &v, Color &light, Color &dark) {
SP_UNUSED(u);
SP_UNUSED(v);
SP_UNUSED(light);
SP_UNUSED(dark);
float jitterX = _jitterX;
float jitterY = _jitterY;
x += MathUtil::randomTriangular(-jitterX, jitterX);
y += MathUtil::randomTriangular(-jitterX, jitterY);
}
void JitterVertexEffect::end() {
}
void JitterVertexEffect::setJitterX(float jitterX) {
_jitterX = jitterX;
}
float JitterVertexEffect::getJitterX() {
return _jitterX;
}
void JitterVertexEffect::setJitterY(float jitterY) {
_jitterY = jitterY;
}
float JitterVertexEffect::getJitterY() {
return _jitterY;
}
SwirlVertexEffect::SwirlVertexEffect(float radius, Interpolation &interpolation) : _centerX(0),
_centerY(0),
_radius(radius),
_angle(0),
_worldX(0),
_worldY(0),
_interpolation(interpolation) {
}
void SwirlVertexEffect::begin(Skeleton &skeleton) {
_worldX = skeleton.getX() + _centerX;
_worldY = skeleton.getY() + _centerY;
}
void SwirlVertexEffect::transform(float &positionX, float &positionY, float &u, float &v, Color &light, Color &dark) {
SP_UNUSED(u);
SP_UNUSED(v);
SP_UNUSED(light);
SP_UNUSED(dark);
float x = positionX - _worldX;
float y = positionY - _worldY;
float dist = (float) MathUtil::sqrt(x * x + y * y);
if (dist < _radius) {
float theta = _interpolation.interpolate(0, _angle, (_radius - dist) / _radius);
float cos = MathUtil::cos(theta), sin = MathUtil::sin(theta);
positionX = cos * x - sin * y + _worldX;
positionY = sin * x + cos * y + _worldY;
}
}
void SwirlVertexEffect::end() {
}
void SwirlVertexEffect::setCenterX(float centerX) {
_centerX = centerX;
}
float SwirlVertexEffect::getCenterX() {
return _centerX;
}
void SwirlVertexEffect::setCenterY(float centerY) {
_centerY = centerY;
}
float SwirlVertexEffect::getCenterY() {
return _centerY;
}
void SwirlVertexEffect::setRadius(float radius) {
_radius = radius;
}
float SwirlVertexEffect::getRadius() {
return _radius;
}
void SwirlVertexEffect::setAngle(float angle) {
_angle = angle * MathUtil::Deg_Rad;
}
float SwirlVertexEffect::getAngle() {
return _angle;
}
void SwirlVertexEffect::setWorldX(float worldX) {
_worldX = worldX;
}
float SwirlVertexEffect::getWorldX() {
return _worldX;
}
void SwirlVertexEffect::setWorldY(float worldY) {
_worldY = worldY;
}
float SwirlVertexEffect::getWorldY() {
return _worldY;
}

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@ -278,9 +278,6 @@ void raptor(SkeletonData *skeletonData, Atlas *atlas) {
PowInterpolation pow2(2);
PowOutInterpolation powOut2(2);
SwirlVertexEffect effect(400, powOut2);
effect.setCenterY(-200);
drawable.vertexEffect = &effect;
Skeleton *skeleton = drawable.skeleton;
skeleton->setPosition(320, 590);
@ -293,7 +290,6 @@ void raptor(SkeletonData *skeletonData, Atlas *atlas) {
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
float swirlTime = 0;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
@ -301,11 +297,6 @@ void raptor(SkeletonData *skeletonData, Atlas *atlas) {
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
swirlTime += delta;
float percent = MathUtil::fmod(swirlTime, 2);
if (percent > 1) percent = 1 - (percent - 1);
effect.setAngle(pow2.interpolate(-60.0f, 60.0f, percent));
drawable.update(delta);
window.clear();

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@ -49,7 +49,7 @@ namespace spine {
SkeletonDrawable::SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *stateData) : timeScale(1),
vertexArray(new VertexArray(Triangles, skeletonData->getBones().size() * 4)),
vertexEffect(NULL), worldVertices(), clipper() {
worldVertices(), clipper() {
Bone::setYDown(true);
worldVertices.ensureCapacity(SPINE_MESH_VERTEX_COUNT_MAX);
skeleton = new (__FILE__, __LINE__) Skeleton(skeletonData);
@ -89,8 +89,6 @@ namespace spine {
// Early out if skeleton is invisible
if (skeleton->getColor().a == 0) return;
if (vertexEffect != NULL) vertexEffect->begin(*skeleton);
sf::Vertex vertex;
Texture *texture = NULL;
for (unsigned i = 0; i < skeleton->getSlots().size(); ++i) {
@ -226,40 +224,6 @@ namespace spine {
Vector2u size = texture->getSize();
if (vertexEffect != 0) {
tempUvs.clear();
tempColors.clear();
for (int ii = 0; ii < verticesCount; ii++) {
Color vertexColor = light;
Color dark;
dark.r = dark.g = dark.b = dark.a = 0;
int index = ii << 1;
float x = (*vertices)[index];
float y = (*vertices)[index + 1];
float u = (*uvs)[index];
float v = (*uvs)[index + 1];
vertexEffect->transform(x, y, u, v, vertexColor, dark);
(*vertices)[index] = x;
(*vertices)[index + 1] = y;
tempUvs.add(u);
tempUvs.add(v);
tempColors.add(vertexColor);
}
for (int ii = 0; ii < indicesCount; ++ii) {
int index = (*indices)[ii] << 1;
vertex.position.x = (*vertices)[index];
vertex.position.y = (*vertices)[index + 1];
vertex.texCoords.x = (*uvs)[index] * size.x;
vertex.texCoords.y = (*uvs)[index + 1] * size.y;
Color vertexColor = tempColors[index >> 1];
vertex.color.r = static_cast<Uint8>(vertexColor.r * 255);
vertex.color.g = static_cast<Uint8>(vertexColor.g * 255);
vertex.color.b = static_cast<Uint8>(vertexColor.b * 255);
vertex.color.a = static_cast<Uint8>(vertexColor.a * 255);
vertexArray->append(vertex);
}
} else {
for (int ii = 0; ii < indicesCount; ++ii) {
int index = (*indices)[ii] << 1;
vertex.position.x = (*vertices)[index];
@ -268,13 +232,10 @@ namespace spine {
vertex.texCoords.y = (*uvs)[index + 1] * size.y;
vertexArray->append(vertex);
}
}
clipper.clipEnd(slot);
}
target.draw(*vertexArray, states);
clipper.clipEnd();
if (vertexEffect != 0) vertexEffect->end();
}
void SFMLTextureLoader::load(AtlasPage &page, const String &path) {

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@ -46,10 +46,10 @@ namespace spine {
AnimationState *state;
float timeScale;
sf::VertexArray *vertexArray;
VertexEffect *vertexEffect;
SkeletonDrawable(SkeletonData *skeleton, AnimationStateData *stateData = 0);
~SkeletonDrawable();
void update(float deltaTime);