[c] Removed VertexEffect, see #2076

This commit is contained in:
Mario Zechner 2022-05-30 13:57:10 +02:00
parent 4795f1a133
commit 9762da09cd
6 changed files with 7 additions and 256 deletions

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@ -1,84 +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/dll.h>
#include <spine/Skeleton.h>
#include <spine/Color.h>
#ifdef __cplusplus
extern "C" {
#endif
struct spVertexEffect;
typedef void (*spVertexEffectBegin)(struct spVertexEffect *self, spSkeleton *skeleton);
typedef void (*spVertexEffectTransform)(struct spVertexEffect *self, float *x, float *y, float *u, float *v,
spColor *light, spColor *dark);
typedef void (*spVertexEffectEnd)(struct spVertexEffect *self);
typedef struct spVertexEffect {
spVertexEffectBegin begin;
spVertexEffectTransform transform;
spVertexEffectEnd end;
} spVertexEffect;
typedef struct spJitterVertexEffect {
spVertexEffect super;
float jitterX;
float jitterY;
} spJitterVertexEffect;
typedef struct spSwirlVertexEffect {
spVertexEffect super;
float centerX;
float centerY;
float radius;
float angle;
float worldX;
float worldY;
} spSwirlVertexEffect;
SP_API spJitterVertexEffect *spJitterVertexEffect_create(float jitterX, float jitterY);
SP_API void spJitterVertexEffect_dispose(spJitterVertexEffect *effect);
SP_API spSwirlVertexEffect *spSwirlVertexEffect_create(float radius);
SP_API void spSwirlVertexEffect_dispose(spSwirlVertexEffect *effect);
#ifdef __cplusplus
}
#endif
#endif /* SPINE_VERTEX_EFFECT_H_ */

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@ -58,6 +58,5 @@
#include <spine/SkeletonClipping.h>
#include <spine/Event.h>
#include <spine/EventData.h>
#include <spine/VertexEffect.h>
#endif /* SPINE_SPINE_H_ */

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@ -1,112 +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/extension.h>
void _spJitterVertexEffect_begin(spVertexEffect *self, spSkeleton *skeleton) {
UNUSED(self);
UNUSED(skeleton);
}
void _spJitterVertexEffect_transform(spVertexEffect *self, float *x, float *y, float *u, float *v, spColor *light,
spColor *dark) {
spJitterVertexEffect *internal = (spJitterVertexEffect *) self;
float jitterX = internal->jitterX;
float jitterY = internal->jitterY;
(*x) += _spMath_randomTriangular(-jitterX, jitterY);
(*y) += _spMath_randomTriangular(-jitterX, jitterY);
UNUSED(u);
UNUSED(v);
UNUSED(light);
UNUSED(dark);
}
void _spJitterVertexEffect_end(spVertexEffect *self) {
UNUSED(self);
}
spJitterVertexEffect *spJitterVertexEffect_create(float jitterX, float jitterY) {
spJitterVertexEffect *effect = CALLOC(spJitterVertexEffect, 1);
effect->super.begin = _spJitterVertexEffect_begin;
effect->super.transform = _spJitterVertexEffect_transform;
effect->super.end = _spJitterVertexEffect_end;
effect->jitterX = jitterX;
effect->jitterY = jitterY;
return effect;
}
void spJitterVertexEffect_dispose(spJitterVertexEffect *effect) {
FREE(effect);
}
void _spSwirlVertexEffect_begin(spVertexEffect *self, spSkeleton *skeleton) {
spSwirlVertexEffect *internal = (spSwirlVertexEffect *) self;
internal->worldX = skeleton->x + internal->centerX;
internal->worldY = skeleton->y + internal->centerY;
}
void _spSwirlVertexEffect_transform(spVertexEffect *self, float *positionX, float *positionY, float *u, float *v,
spColor *light, spColor *dark) {
spSwirlVertexEffect *internal = (spSwirlVertexEffect *) self;
float radAngle = internal->angle * DEG_RAD;
float x = *positionX - internal->worldX;
float y = *positionY - internal->worldY;
float dist = SQRT(x * x + y * y);
if (dist < internal->radius) {
float theta = _spMath_interpolate(_spMath_pow2_apply, 0, radAngle,
(internal->radius - dist) / internal->radius);
float cosine = COS(theta);
float sine = SIN(theta);
(*positionX) = cosine * x - sine * y + internal->worldX;
(*positionY) = sine * x + cosine * y + internal->worldY;
}
UNUSED(self);
UNUSED(u);
UNUSED(v);
UNUSED(light);
UNUSED(dark);
}
void _spSwirlVertexEffect_end(spVertexEffect *self) {
UNUSED(self);
}
spSwirlVertexEffect *spSwirlVertexEffect_create(float radius) {
spSwirlVertexEffect *effect = CALLOC(spSwirlVertexEffect, 1);
effect->super.begin = _spSwirlVertexEffect_begin;
effect->super.transform = _spSwirlVertexEffect_transform;
effect->super.end = _spSwirlVertexEffect_end;
effect->radius = radius;
return effect;
}
void spSwirlVertexEffect_dispose(spSwirlVertexEffect *effect) {
FREE(effect);
}

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@ -279,10 +279,6 @@ void raptor(spSkeletonData *skeletonData, spAtlas *atlas) {
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSwirlVertexEffect *effect = spSwirlVertexEffect_create(400);
effect->centerY = -200;
drawable->vertexEffect = &effect->super;
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 590;
@ -295,7 +291,6 @@ void raptor(spSkeletonData *skeletonData, spAtlas *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();
@ -303,18 +298,12 @@ void raptor(spSkeletonData *skeletonData, spAtlas *atlas) {
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
swirlTime += delta;
float percent = (float) fmod(swirlTime, 2);
if (percent > 1) percent = 1 - (percent - 1);
effect->angle = _spMath_interpolate(_spMath_pow2_apply, -60, 60, percent);
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
spSwirlVertexEffect_dispose(effect);
}
void tank(spSkeletonData *skeletonData, spAtlas *atlas) {

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@ -123,7 +123,6 @@ namespace spine {
SkeletonDrawable::SkeletonDrawable(spSkeletonData *skeletonData, spAnimationStateData *stateData) : timeScale(1),
vertexArray(new VertexArray(Triangles, skeletonData->bonesCount * 4)),
vertexEffect(0),
worldVertices(0), clipper(0) {
spBone_setYDown(true);
worldVertices = MALLOC(float, SPINE_MESH_VERTEX_COUNT_MAX);
@ -164,8 +163,6 @@ namespace spine {
// Early out if skeleton is invisible
if (skeleton->color.a == 0) return;
if (vertexEffect != 0) vertexEffect->begin(vertexEffect, skeleton);
sf::Vertex vertex;
Texture *texture = 0;
for (int i = 0; i < skeleton->slotsCount; ++i) {
@ -300,56 +297,19 @@ namespace spine {
Vector2u size = texture->getSize();
if (vertexEffect != 0) {
spFloatArray_clear(tempUvs);
spColorArray_clear(tempColors);
for (int j = 0; j < verticesCount; j++) {
spColor vertexColor = light;
spColor dark;
dark.r = dark.g = dark.b = dark.a = 0;
int index = j << 1;
float x = vertices[index];
float y = vertices[index + 1];
float u = uvs[index];
float v = uvs[index + 1];
vertexEffect->transform(vertexEffect, &x, &y, &u, &v, &vertexColor, &dark);
vertices[index] = x;
vertices[index + 1] = y;
spFloatArray_add(tempUvs, u);
spFloatArray_add(tempUvs, v);
spColorArray_add(tempColors, vertexColor);
}
for (int j = 0; j < indicesCount; ++j) {
int index = indices[j] << 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;
spColor vertexColor = tempColors->items[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 j = 0; j < indicesCount; ++j) {
int index = indices[j] << 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;
vertexArray->append(vertex);
}
for (int j = 0; j < indicesCount; ++j) {
int index = indices[j] << 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;
vertexArray->append(vertex);
}
spSkeletonClipping_clipEnd(clipper, slot);
}
target.draw(*vertexArray, states);
spSkeletonClipping_clipEnd2(clipper);
if (vertexEffect != 0) vertexEffect->end(vertexEffect);
}
} /* namespace spine */

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@ -48,7 +48,6 @@ namespace spine {
spAnimationState *state;
float timeScale;
sf::VertexArray *vertexArray;
spVertexEffect *vertexEffect;
SkeletonDrawable(spSkeletonData *skeleton, spAnimationStateData *stateData = 0);
~SkeletonDrawable();