Formatting.

This commit is contained in:
NathanSweet 2014-10-01 17:03:26 +02:00
parent 6f0343d183
commit 5874b5d276

View File

@ -66,14 +66,14 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
_skeleton = spSkeleton_create(skeletonData);
_rootBone = _skeleton->bones[0];
_blendFunc.src = GL_ONE;
_blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
_drawNode = [[CCDrawNode alloc] init];
[_drawNode setBlendMode: [CCBlendMode premultipliedAlphaMode]];
[self addChild:_drawNode];
[self setShader:[CCShader positionTextureColorShader]];
_blendFunc.src = GL_ONE;
_blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
_drawNode = [[CCDrawNode alloc] init];
[_drawNode setBlendMode: [CCBlendMode premultipliedAlphaMode]];
[self addChild:_drawNode];
[self setShader:[CCShader positionTextureColorShader]];
}
- (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
@ -124,7 +124,6 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
}
- (void) dealloc {
if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
if (_atlas) spAtlas_dispose(_atlas);
spSkeleton_dispose(_skeleton);
@ -133,7 +132,6 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
}
-(void)draw:(CCRenderer *)renderer transform:(const GLKMatrix4 *)transform {
CCColor* nodeColor = self.color;
_skeleton->r = nodeColor.red;
_skeleton->g = nodeColor.green;
@ -148,7 +146,6 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
int trianglesCount = 0;
float r = 0, g = 0, b = 0, a = 0;
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
spSlot* slot = _skeleton->drawOrder[i];
if (!slot->attachment) continue;
CCTexture *texture = 0;
@ -168,7 +165,6 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
break;
}
case SP_ATTACHMENT_MESH: {
spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
spMeshAttachment_computeWorldVertices(attachment, slot, worldVertices);
texture = [self getTextureForMesh:attachment];
@ -183,7 +179,6 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
break;
}
case SP_ATTACHMENT_SKINNED_MESH: {
spSkinnedMeshAttachment* attachment = (spSkinnedMeshAttachment*)slot->attachment;
spSkinnedMeshAttachment_computeWorldVertices(attachment, slot, worldVertices);
texture = [self getTextureForSkinnedMesh:attachment];
@ -201,7 +196,7 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
}
if (texture) {
if (slot->data->additiveBlending != additive) {
[self setBlendMode:[CCBlendMode blendModeWithOptions:@{CCBlendFuncSrcColor: @(_blendFunc.src),CCBlendFuncDstColor: @(slot->data->additiveBlending ? GL_ONE : _blendFunc.dst)}]];
[self setBlendMode:[CCBlendMode blendModeWithOptions:@{CCBlendFuncSrcColor: @(_blendFunc.src),CCBlendFuncDstColor: @(slot->data->additiveBlending ? GL_ONE : _blendFunc.dst)}]];
additive = slot->data->additiveBlending;
}
color.a = _skeleton->a * slot->a * a * 255;
@ -209,27 +204,26 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
color.r = _skeleton->r * slot->r * r * multiplier;
color.g = _skeleton->g * slot->g * g * multiplier;
color.b = _skeleton->b * slot->b * b * multiplier;
self.texture = texture;
CGSize size = texture.contentSize;
GLKVector2 center = GLKVector2Make(size.width/2.0, size.height/2.0);
GLKVector2 extents = GLKVector2Make(size.width/2.0, size.height/2.0);
if(CCRenderCheckVisbility(transform, center, extents)){
CCRenderBuffer buffer = [renderer enqueueTriangles:trianglesCount/3 andVertexes:verticesCount withState:self.renderState globalSortOrder:0];
for(int i = 0; (i*2) < verticesCount; ++i) {
CCVertex vertex;
vertex.position = GLKVector4Make(worldVertices[i*2], worldVertices[i*2 + 1], 0.0, 1.0);
vertex.color = GLKVector4Make(color.r, color.g, color.b, color.a);
vertex.texCoord1 = GLKVector2Make(uvs[i*2], 1 - uvs[(i*2) +1]);
CCRenderBufferSetVertex(buffer, i, CCVertexApplyTransform(vertex, transform));
}
for(int j = 0; j*3 < trianglesCount; ++j) {
CCRenderBufferSetTriangle(buffer, j, triangles[j*3], triangles[(j*3) + 1], triangles[(j*3) + 2]);
}
}
self.texture = texture;
CGSize size = texture.contentSize;
GLKVector2 center = GLKVector2Make(size.width / 2.0, size.height / 2.0);
GLKVector2 extents = GLKVector2Make(size.width / 2.0, size.height / 2.0);
if (CCRenderCheckVisbility(transform, center, extents)) {
CCRenderBuffer buffer = [renderer enqueueTriangles:(trianglesCount / 3) andVertexes:verticesCount withState:self.renderState globalSortOrder:0];
for (int i = 0; i * 2 < verticesCount; ++i) {
CCVertex vertex;
vertex.position = GLKVector4Make(worldVertices[i * 2], worldVertices[i * 2 + 1], 0.0, 1.0);
vertex.color = GLKVector4Make(color.r, color.g, color.b, color.a);
vertex.texCoord1 = GLKVector2Make(uvs[i * 2], 1 - uvs[i * 2 + 1]);
CCRenderBufferSetVertex(buffer, i, CCVertexApplyTransform(vertex, transform));
}
for (int j = 0; j * 3 < trianglesCount; ++j) {
CCRenderBufferSetTriangle(buffer, j, triangles[j * 3], triangles[j * 3 + 1], triangles[j * 3 + 2]);
}
}
}
}
[_drawNode clear];
[_drawNode clear];
if (_debugSlots) {
// Slots.
CGPoint points[4];
@ -242,8 +236,7 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
points[1] = ccp(worldVertices[2], worldVertices[3]);
points[2] = ccp(worldVertices[4], worldVertices[5]);
points[3] = ccp(worldVertices[6], worldVertices[7]);
[_drawNode drawPolyWithVerts:points count:4 fillColor:[CCColor clearColor] borderWidth:1 borderColor:[CCColor blueColor]];
[_drawNode drawPolyWithVerts:points count:4 fillColor:[CCColor clearColor] borderWidth:1 borderColor:[CCColor blueColor]];
}
}
if (_debugBones) {
@ -252,14 +245,14 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
spBone *bone = _skeleton->bones[i];
float x = bone->data->length * bone->m00 + bone->worldX;
float y = bone->data->length * bone->m10 + bone->worldY;
[_drawNode drawSegmentFrom:ccp(bone->worldX, bone->worldY) to: ccp(x, y)radius:2 color:[CCColor redColor]];
[_drawNode drawSegmentFrom:ccp(bone->worldX, bone->worldY) to: ccp(x, y)radius:2 color:[CCColor redColor]];
}
// Bone origins.
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
spBone *bone = _skeleton->bones[i];
[_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor greenColor]];
if (i == 0) [_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor blueColor]];
[_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor greenColor]];
if (i == 0) [_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor blueColor]];
}
}
}