Refactored skeleton renderer, added two color tint polygon renderer.

This commit is contained in:
NathanSweet 2016-11-28 00:41:41 +01:00
parent e595bc6e4b
commit 77099330ad
6 changed files with 419 additions and 148 deletions

View File

@ -41,7 +41,7 @@ import com.badlogic.gdx.graphics.g2d.TextureAtlas;
public class SimpleTest3 extends ApplicationAdapter {
OrthographicCamera camera;
PolygonSpriteBatch batch;
SkeletonMeshRenderer renderer;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
TextureAtlas atlas;
@ -51,7 +51,7 @@ public class SimpleTest3 extends ApplicationAdapter {
public void create () {
camera = new OrthographicCamera();
batch = new PolygonSpriteBatch(); // Required to render meshes. SpriteBatch can't render meshes.
renderer = new SkeletonMeshRenderer();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
debugRenderer = new SkeletonRendererDebug();
debugRenderer.setMeshTriangles(false);

View File

@ -42,7 +42,7 @@ import com.esotericsoftware.spine.attachments.SkeletonAttachment;
public class SkeletonAttachmentTest extends ApplicationAdapter {
OrthographicCamera camera;
PolygonSpriteBatch batch;
SkeletonMeshRenderer renderer;
SkeletonRenderer renderer;
Skeleton spineboy, goblin;
AnimationState spineboyState, goblinState;
@ -50,7 +50,7 @@ public class SkeletonAttachmentTest extends ApplicationAdapter {
public void create () {
camera = new OrthographicCamera();
batch = new PolygonSpriteBatch();
renderer = new SkeletonMeshRenderer();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
{

View File

@ -1,128 +0,0 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.NumberUtils;
import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.RegionAttachment;
import com.esotericsoftware.spine.attachments.SkeletonAttachment;
import com.esotericsoftware.spine.attachments.MeshAttachment;
public class SkeletonMeshRenderer extends SkeletonRenderer<PolygonSpriteBatch> {
static private final short[] quadTriangles = {0, 1, 2, 2, 3, 0};
private final FloatArray vertices = new FloatArray(32);
@SuppressWarnings("null")
public void draw (PolygonSpriteBatch batch, Skeleton skeleton) {
boolean premultipliedAlpha = this.premultipliedAlpha;
BlendMode blendMode = null;
int verticesLength = 0;
float[] vertices = null, uvs = null;
short[] triangles = null;
Texture texture = null;
Color color = null, skeletonColor = skeleton.color;
Array<Slot> drawOrder = skeleton.drawOrder;
for (int i = 0, n = drawOrder.size; i < n; i++) {
Slot slot = drawOrder.get(i);
Attachment attachment = slot.attachment;
if (attachment instanceof RegionAttachment) {
RegionAttachment region = (RegionAttachment)attachment;
verticesLength = 20;
vertices = this.vertices.items;
region.computeWorldVertices(slot, vertices, 0, 5);
triangles = quadTriangles;
texture = region.getRegion().getTexture();
uvs = region.getUVs();
color = region.getColor();
} else if (attachment instanceof MeshAttachment) {
MeshAttachment mesh = (MeshAttachment)attachment;
verticesLength = (mesh.getWorldVerticesLength() >> 1) * 5;
vertices = this.vertices.setSize(verticesLength);
mesh.computeWorldVertices(slot, 0, mesh.getWorldVerticesLength(), vertices, 0, 5);
triangles = mesh.getTriangles();
texture = mesh.getRegion().getTexture();
uvs = mesh.getUVs();
color = mesh.getColor();
} else if (attachment instanceof SkeletonAttachment) {
Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton();
if (attachmentSkeleton == null) continue;
Bone bone = slot.getBone();
Bone rootBone = attachmentSkeleton.getRootBone();
float oldScaleX = rootBone.getScaleX();
float oldScaleY = rootBone.getScaleY();
float oldRotation = rootBone.getRotation();
attachmentSkeleton.setPosition(bone.getWorldX(), bone.getWorldY());
// rootBone.setScaleX(1 + bone.getWorldScaleX() - oldScaleX);
// rootBone.setScaleY(1 + bone.getWorldScaleY() - oldScaleY);
// Also set shear.
rootBone.setRotation(oldRotation + bone.getWorldRotationX());
attachmentSkeleton.updateWorldTransform();
draw(batch, attachmentSkeleton);
attachmentSkeleton.setPosition(0, 0);
rootBone.setScaleX(oldScaleX);
rootBone.setScaleY(oldScaleY);
rootBone.setRotation(oldRotation);
}
if (texture != null) {
Color slotColor = slot.getColor();
float alpha = skeletonColor.a * slotColor.a * color.a * 255;
float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
| ((int)(skeletonColor.b * slotColor.b * color.b * alpha) << 16) //
| ((int)(skeletonColor.g * slotColor.g * color.g * alpha) << 8) //
| (int)(skeletonColor.r * slotColor.r * color.r * alpha));
for (int v = 2, u = 0; v < verticesLength; v += 5, u += 2) {
vertices[v] = c;
vertices[v + 1] = uvs[u];
vertices[v + 2] = uvs[u + 1];
}
BlendMode slotBlendMode = slot.data.getBlendMode();
if (slotBlendMode != blendMode) {
blendMode = slotBlendMode;
batch.setBlendFunction(blendMode.getSource(premultipliedAlpha), blendMode.getDest());
}
batch.draw(texture, vertices, 0, vertices.length, triangles, 0, triangles.length);
}
}
}
}

View File

@ -30,24 +30,32 @@
package com.esotericsoftware.spine;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.NumberUtils;
import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.MeshAttachment;
import com.esotericsoftware.spine.attachments.RegionAttachment;
import com.esotericsoftware.spine.attachments.SkeletonAttachment;
import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
public class SkeletonRenderer<T extends Batch> {
boolean premultipliedAlpha;
private final float[] vertices = new float[20];
public class SkeletonRenderer {
static private final short[] quadTriangles = {0, 1, 2, 2, 3, 0};
public void draw (T batch, Skeleton skeleton) {
private boolean premultipliedAlpha;
private final FloatArray vertices = new FloatArray(32);
public void draw (Batch batch, Skeleton skeleton) {
boolean premultipliedAlpha = this.premultipliedAlpha;
float[] vertices = this.vertices;
float[] vertices = this.vertices.items;
Color skeletonColor = skeleton.color;
float r = skeletonColor.r, g = skeletonColor.g, b = skeletonColor.b, a = skeletonColor.a;
Array<Slot> drawOrder = skeleton.drawOrder;
for (int i = 0, n = drawOrder.size; i < n; i++) {
Slot slot = drawOrder.get(i);
@ -56,11 +64,11 @@ public class SkeletonRenderer<T extends Batch> {
RegionAttachment region = (RegionAttachment)attachment;
region.computeWorldVertices(slot, vertices, 0, 5);
Color color = region.getColor(), slotColor = slot.getColor();
float alpha = skeletonColor.a * slotColor.a * color.a * 255;
float alpha = a * slotColor.a * color.a * 255;
float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
| ((int)(skeletonColor.b * slotColor.b * color.b * alpha) << 16) //
| ((int)(skeletonColor.g * slotColor.g * color.g * alpha) << 8) //
| (int)(skeletonColor.r * slotColor.r * color.r * alpha));
| ((int)(b * slotColor.b * color.b * alpha) << 16) //
| ((int)(g * slotColor.g * color.g * alpha) << 8) //
| (int)(r * slotColor.r * color.r * alpha));
float[] uvs = region.getUVs();
for (int u = 0, v = 2; u < 8; u += 2, v += 5) {
vertices[v] = c;
@ -101,6 +109,178 @@ public class SkeletonRenderer<T extends Batch> {
}
}
@SuppressWarnings("null")
public void draw (PolygonSpriteBatch batch, Skeleton skeleton) {
boolean premultipliedAlpha = this.premultipliedAlpha;
BlendMode blendMode = null;
int verticesLength = 0;
float[] vertices = null, uvs = null;
short[] triangles = null;
Texture texture = null;
Color color = null, skeletonColor = skeleton.color;
float r = skeletonColor.r, g = skeletonColor.g, b = skeletonColor.b, a = skeletonColor.a;
Array<Slot> drawOrder = skeleton.drawOrder;
for (int i = 0, n = drawOrder.size; i < n; i++) {
Slot slot = drawOrder.get(i);
Attachment attachment = slot.attachment;
if (attachment instanceof RegionAttachment) {
RegionAttachment region = (RegionAttachment)attachment;
verticesLength = 20;
vertices = this.vertices.items;
region.computeWorldVertices(slot, vertices, 0, 5);
triangles = quadTriangles;
texture = region.getRegion().getTexture();
uvs = region.getUVs();
color = region.getColor();
} else if (attachment instanceof MeshAttachment) {
MeshAttachment mesh = (MeshAttachment)attachment;
int count = mesh.getWorldVerticesLength();
verticesLength = (count >> 1) * 5;
vertices = this.vertices.setSize(verticesLength);
mesh.computeWorldVertices(slot, 0, count, vertices, 0, 5);
triangles = mesh.getTriangles();
texture = mesh.getRegion().getTexture();
uvs = mesh.getUVs();
color = mesh.getColor();
} else if (attachment instanceof SkeletonAttachment) {
Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton();
if (attachmentSkeleton == null) continue;
Bone bone = slot.getBone();
Bone rootBone = attachmentSkeleton.getRootBone();
float oldScaleX = rootBone.getScaleX();
float oldScaleY = rootBone.getScaleY();
float oldRotation = rootBone.getRotation();
attachmentSkeleton.setPosition(bone.getWorldX(), bone.getWorldY());
// rootBone.setScaleX(1 + bone.getWorldScaleX() - oldScaleX);
// rootBone.setScaleY(1 + bone.getWorldScaleY() - oldScaleY);
// Also set shear.
rootBone.setRotation(oldRotation + bone.getWorldRotationX());
attachmentSkeleton.updateWorldTransform();
draw(batch, attachmentSkeleton);
attachmentSkeleton.setPosition(0, 0);
rootBone.setScaleX(oldScaleX);
rootBone.setScaleY(oldScaleY);
rootBone.setRotation(oldRotation);
continue;
}
if (texture != null) {
Color slotColor = slot.getColor();
float alpha = a * slotColor.a * color.a * 255;
float c = NumberUtils.intToFloatColor(((int)alpha << 24) //
| ((int)(b * slotColor.b * color.b * alpha) << 16) //
| ((int)(g * slotColor.g * color.g * alpha) << 8) //
| (int)(r * slotColor.r * color.r * alpha));
for (int v = 2, u = 0; v < verticesLength; v += 5, u += 2) {
vertices[v] = c;
vertices[v + 1] = uvs[u];
vertices[v + 2] = uvs[u + 1];
}
BlendMode slotBlendMode = slot.data.getBlendMode();
if (slotBlendMode != blendMode) {
blendMode = slotBlendMode;
batch.setBlendFunction(blendMode.getSource(premultipliedAlpha), blendMode.getDest());
}
batch.draw(texture, vertices, 0, verticesLength, triangles, 0, triangles.length);
}
}
}
@SuppressWarnings("null")
public void draw (TwoColorPolygonBatch batch, Skeleton skeleton) {
boolean premultipliedAlpha = this.premultipliedAlpha;
BlendMode blendMode = null;
int verticesLength = 0;
float[] vertices = null, uvs = null;
short[] triangles = null;
Texture texture = null;
Color color = null, skeletonColor = skeleton.color;
float r = skeletonColor.r, g = skeletonColor.g, b = skeletonColor.b, a = skeletonColor.a;
Array<Slot> drawOrder = skeleton.drawOrder;
for (int i = 0, n = drawOrder.size; i < n; i++) {
Slot slot = drawOrder.get(i);
Attachment attachment = slot.attachment;
if (attachment instanceof RegionAttachment) {
RegionAttachment region = (RegionAttachment)attachment;
verticesLength = 24;
vertices = this.vertices.items;
region.computeWorldVertices(slot, vertices, 0, 6);
triangles = quadTriangles;
texture = region.getRegion().getTexture();
uvs = region.getUVs();
color = region.getColor();
} else if (attachment instanceof MeshAttachment) {
MeshAttachment mesh = (MeshAttachment)attachment;
int count = mesh.getWorldVerticesLength();
verticesLength = count * 3;
vertices = this.vertices.setSize(verticesLength);
mesh.computeWorldVertices(slot, 0, count, vertices, 0, 6);
triangles = mesh.getTriangles();
texture = mesh.getRegion().getTexture();
uvs = mesh.getUVs();
color = mesh.getColor();
} else if (attachment instanceof SkeletonAttachment) {
Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton();
if (attachmentSkeleton == null) continue;
Bone bone = slot.getBone();
Bone rootBone = attachmentSkeleton.getRootBone();
float oldScaleX = rootBone.getScaleX();
float oldScaleY = rootBone.getScaleY();
float oldRotation = rootBone.getRotation();
attachmentSkeleton.setPosition(bone.getWorldX(), bone.getWorldY());
// rootBone.setScaleX(1 + bone.getWorldScaleX() - oldScaleX);
// rootBone.setScaleY(1 + bone.getWorldScaleY() - oldScaleY);
// Also set shear.
rootBone.setRotation(oldRotation + bone.getWorldRotationX());
attachmentSkeleton.updateWorldTransform();
draw(batch, attachmentSkeleton);
attachmentSkeleton.setPosition(0, 0);
rootBone.setScaleX(oldScaleX);
rootBone.setScaleY(oldScaleY);
rootBone.setRotation(oldRotation);
continue;
}
if (texture != null) {
Color lightColor = slot.getColor();
float alpha = a * lightColor.a * color.a * 255;
float light = NumberUtils.intToFloatColor(((int)alpha << 24) //
| ((int)(b * lightColor.b * color.b * alpha) << 16) //
| ((int)(g * lightColor.g * color.g * alpha) << 8) //
| (int)(r * lightColor.r * color.r * alpha));
Color darkColor = slot.getDarkColor();
if (darkColor == null) darkColor = Color.BLACK;
float dark = NumberUtils.intToFloatColor( //
((int)(b * darkColor.b * color.b * 255) << 16) //
| ((int)(g * darkColor.g * color.g * 255) << 8) //
| (int)(r * darkColor.r * color.r * 255));
for (int v = 2, u = 0; v < verticesLength; v += 6, u += 2) {
vertices[v] = light;
vertices[v + 1] = dark;
vertices[v + 2] = uvs[u];
vertices[v + 3] = uvs[u + 1];
}
BlendMode slotBlendMode = slot.data.getBlendMode();
if (slotBlendMode != blendMode) {
blendMode = slotBlendMode;
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(blendMode.getSource(premultipliedAlpha), blendMode.getDest());
}
batch.draw(texture, vertices, 0, verticesLength, triangles, 0, triangles.length);
}
}
}
public void setPremultipliedAlpha (boolean premultipliedAlpha) {
this.premultipliedAlpha = premultipliedAlpha;
}

View File

@ -0,0 +1,220 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine.utils;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.Mesh.VertexDataType;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.Matrix4;
public class TwoColorPolygonBatch {
private final Mesh mesh;
private final float[] vertices;
private final short[] triangles;
private final Matrix4 transformMatrix = new Matrix4();
private final Matrix4 projectionMatrix = new Matrix4();
private final Matrix4 combinedMatrix = new Matrix4();
private final ShaderProgram defaultShader;
private ShaderProgram shader;
private int vertexIndex, triangleIndex;
private Texture lastTexture;
private boolean drawing;
public TwoColorPolygonBatch (int size) {
this(size, size * 2);
}
public TwoColorPolygonBatch (int maxVertices, int maxTriangles) {
// 32767 is max vertex index.
if (maxVertices > 32767)
throw new IllegalArgumentException("Can't have more than 32767 vertices per batch: " + maxTriangles);
Mesh.VertexDataType vertexDataType = Mesh.VertexDataType.VertexArray;
if (Gdx.gl30 != null) vertexDataType = VertexDataType.VertexBufferObjectWithVAO;
mesh = new Mesh(vertexDataType, false, maxVertices, maxTriangles * 3, //
new VertexAttribute(Usage.Position, 2, "a_position"), //
new VertexAttribute(Usage.ColorPacked, 4, "a_light"), //
new VertexAttribute(Usage.ColorPacked, 3, "a_dark"), //
new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"));
vertices = new float[maxVertices * 6];
triangles = new short[maxTriangles * 3];
defaultShader = createDefaultShader();
shader = defaultShader;
projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}
public void begin () {
if (drawing) throw new IllegalStateException("end must be called before begin.");
Gdx.gl.glDepthMask(false);
shader.begin();
setupMatrices();
drawing = true;
}
public void end () {
if (!drawing) throw new IllegalStateException("begin must be called before end.");
if (vertexIndex > 0) flush();
shader.end();
Gdx.gl.glDepthMask(true);
Gdx.gl.glDisable(GL20.GL_BLEND);
lastTexture = null;
drawing = false;
}
public void draw (Texture texture, float[] polygonVertices, int verticesOffset, int verticesCount, short[] polygonTriangles,
int trianglesOffset, int trianglesCount) {
if (!drawing) throw new IllegalStateException("begin must be called before draw.");
final short[] triangles = this.triangles;
final float[] vertices = this.vertices;
if (texture != lastTexture) {
flush();
lastTexture = texture;
} else if (triangleIndex + trianglesCount > triangles.length || vertexIndex + verticesCount > vertices.length) //
flush();
int triangleIndex = this.triangleIndex;
final int vertexIndex = this.vertexIndex;
final int startVertex = vertexIndex / 6;
for (int i = trianglesOffset, n = i + trianglesCount; i < n; i++)
triangles[triangleIndex++] = (short)(polygonTriangles[i] + startVertex);
this.triangleIndex = triangleIndex;
System.arraycopy(polygonVertices, verticesOffset, vertices, vertexIndex, verticesCount);
this.vertexIndex += verticesCount;
}
public void flush () {
if (vertexIndex == 0) return;
lastTexture.bind();
Mesh mesh = this.mesh;
mesh.setVertices(vertices, 0, vertexIndex);
mesh.setIndices(triangles, 0, triangleIndex);
Gdx.gl.glEnable(GL20.GL_BLEND);
mesh.render(shader, GL20.GL_TRIANGLES, 0, triangleIndex);
vertexIndex = 0;
triangleIndex = 0;
}
public void dispose () {
mesh.dispose();
shader.dispose();
}
public Matrix4 getProjectionMatrix () {
return projectionMatrix;
}
public Matrix4 getTransformMatrix () {
return transformMatrix;
}
public void setProjectionMatrix (Matrix4 projection) {
if (drawing) flush();
projectionMatrix.set(projection);
if (drawing) setupMatrices();
}
public void setTransformMatrix (Matrix4 transform) {
if (drawing) flush();
transformMatrix.set(transform);
if (drawing) setupMatrices();
}
private void setupMatrices () {
combinedMatrix.set(projectionMatrix).mul(transformMatrix);
shader.setUniformMatrix("u_projTrans", combinedMatrix);
shader.setUniformi("u_texture", 0);
}
public void setShader (ShaderProgram newShader) {
if (drawing) {
flush();
shader.end();
}
shader = newShader == null ? defaultShader : newShader;
if (drawing) {
shader.begin();
setupMatrices();
}
}
private ShaderProgram createDefaultShader () {
String vertexShader = "attribute vec4 a_position;\n" //
+ "attribute vec4 a_light;\n" //
+ "attribute vec4 a_dark;\n" //
+ "attribute vec2 a_texCoord0;\n" //
+ "uniform mat4 u_projTrans;\n" //
+ "varying vec4 v_light;\n" //
+ "varying vec4 v_dark;\n" //
+ "varying vec2 v_texCoords;\n" //
+ "\n" //
+ "void main()\n" //
+ "{\n" //
+ " v_light = a_light;\n" //
+ " v_light.a = v_light.a * (255.0/254.0);\n" //
+ " v_dark = a_dark;\n" //
+ " v_texCoords = a_texCoord0;\n" //
+ " gl_Position = u_projTrans * a_position;\n" //
+ "}\n";
String fragmentShader = "#ifdef GL_ES\n" //
+ "#define LOWP lowp\n" //
+ "precision mediump float;\n" //
+ "#else\n" //
+ "#define LOWP \n" //
+ "#endif\n" //
+ "varying LOWP vec4 v_light;\n" //
+ "varying LOWP vec4 v_dark;\n" //
+ "varying vec2 v_texCoords;\n" //
+ "uniform sampler2D u_texture;\n" //
+ "void main()\n"//
+ "{\n" //
+ " vec4 texColor = texture2D(u_texture, v_texCoords);\n" //
+ " gl_FragColor.a = texColor.a * v_light.a;\n" //
+ " gl_FragColor.rgb = (1 - texColor.rgb) * v_dark * gl_FragColor.a + texColor.rgb * v_light.rgb;\n" //
+ "}";
ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
if (shader.isCompiled() == false) throw new IllegalArgumentException("Error compiling shader: " + shader.getLog());
return shader;
}
}

View File

@ -51,7 +51,6 @@ import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.TextureAtlasData;
@ -81,6 +80,7 @@ import com.badlogic.gdx.utils.StringBuilder;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.esotericsoftware.spine.AnimationState.AnimationStateAdapter;
import com.esotericsoftware.spine.AnimationState.TrackEntry;
import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
public class SkeletonViewer extends ApplicationAdapter {
static final float checkModifiedInterval = 0.250f;
@ -88,8 +88,8 @@ public class SkeletonViewer extends ApplicationAdapter {
UI ui;
PolygonSpriteBatch batch;
SkeletonMeshRenderer renderer;
TwoColorPolygonBatch batch;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
SkeletonData skeletonData;
Skeleton skeleton;
@ -111,8 +111,8 @@ public class SkeletonViewer extends ApplicationAdapter {
prefs = Gdx.app.getPreferences("spine-skeletonviewer");
ui = new UI();
batch = new PolygonSpriteBatch();
renderer = new SkeletonMeshRenderer();
batch = new TwoColorPolygonBatch(3100);
renderer = new SkeletonRenderer();
debugRenderer = new SkeletonRendererDebug();
skeletonX = (int)(ui.window.getWidth() + (Gdx.graphics.getWidth() - ui.window.getWidth()) / 2);
skeletonY = Gdx.graphics.getHeight() / 4;
@ -278,7 +278,6 @@ public class SkeletonViewer extends ApplicationAdapter {
state.apply(skeleton);
skeleton.updateWorldTransform();
batch.setColor(Color.WHITE);
batch.begin();
renderer.draw(batch, skeleton);
batch.end();