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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[cocos2dx] Fix for tint black in 3.7 branch.
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bd778ba417
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@ -183,29 +183,6 @@ namespace spine {
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initialize();
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}
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<<<<<<< HEAD
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// Early exit if the skeleton is invisible
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if (getDisplayedOpacity() == 0 || _skeleton->color.a == 0){
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return;
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}
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if (_effect) _effect->begin(_effect, _skeleton);
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Color4F nodeColor;
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nodeColor.r = getDisplayedColor().r / (float)255;
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nodeColor.g = getDisplayedColor().g / (float)255;
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nodeColor.b = getDisplayedColor().b / (float)255;
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nodeColor.a = getDisplayedOpacity() / (float)255;
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Color4F color;
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Color4F darkColor;
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float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
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AttachmentVertices* attachmentVertices = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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bool inRange = _startSlotIndex != -1 || _endSlotIndex != -1 ? false : true;
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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spSlot* slot = _skeleton->drawOrder[i];
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=======
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void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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_ownsSkeleton = true;
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setSkeletonData(skeletonData, ownsSkeletonData);
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@ -215,7 +192,6 @@ namespace spine {
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void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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_atlas = atlas;
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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>>>>>>> 3.6
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spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
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json->scale = scale;
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@ -295,18 +271,7 @@ namespace spine {
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return;
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}
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<<<<<<< HEAD
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// Early exit if slot is invisible
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if (slot->color.a == 0) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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cocos2d::TrianglesCommand::Triangles triangles;
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TwoColorTriangles trianglesTwoColor;
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=======
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if (_effect) _effect->begin(_effect, _skeleton);
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>>>>>>> 3.6
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Color4F nodeColor;
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nodeColor.r = getDisplayedColor().r / (float)255;
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@ -316,39 +281,15 @@ namespace spine {
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Color4F color;
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Color4F darkColor;
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float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
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AttachmentVertices* attachmentVertices = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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bool inRange = _startSlotIndex != -1 || _endSlotIndex != -1 ? false : true;
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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spSlot* slot = _skeleton->drawOrder[i];
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<<<<<<< HEAD
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// Early exit if attachment is invisible
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if (attachment->color.a == 0) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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if (!isTwoColorTint) {
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triangles.indices = attachmentVertices->_triangles->indices;
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triangles.indexCount = attachmentVertices->_triangles->indexCount;
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triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
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triangles.vertCount = attachmentVertices->_triangles->vertCount;
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memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)triangles.verts, 0, 6);
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} else {
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trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
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trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
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trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
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trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
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for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
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trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
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}
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)trianglesTwoColor.verts, 0, 7);
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=======
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if (_startSlotIndex >= 0 && _startSlotIndex == slot->data->index) {
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inRange = true;
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>>>>>>> 3.6
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}
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if (!inRange) {
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@ -360,36 +301,9 @@ namespace spine {
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inRange = false;
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}
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<<<<<<< HEAD
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// Early exit if attachment is invisible
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if (attachment->color.a == 0) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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if (!isTwoColorTint) {
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triangles.indices = attachmentVertices->_triangles->indices;
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triangles.indexCount = attachmentVertices->_triangles->indexCount;
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triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
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triangles.vertCount = attachmentVertices->_triangles->vertCount;
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memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
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int vertexSizeInFloats = sizeof(cocos2d::V3F_C4B_T2F) / sizeof(float);
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spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, (float*)triangles.verts, 0, vertexSizeInFloats);
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} else {
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trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
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trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
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trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
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trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
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for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
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trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
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}
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int vertexSizeInFloats = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
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spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, (float*)trianglesTwoColor.verts, 0, vertexSizeInFloats);
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=======
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if (!slot->attachment) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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>>>>>>> 3.6
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}
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// Early exit if slot is invisible
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@ -510,7 +424,7 @@ namespace spine {
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darkColor.g = 0;
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darkColor.b = 0;
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}
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darkColor.a = _premultipliedAlpha ? 255 : 0;
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darkColor.a = darkPremultipliedAlpha;
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BlendFunc blendFunc;
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switch (slot->data->blendMode) {
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@ -648,7 +562,7 @@ namespace spine {
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dark.r = darkColor.r / 255.0f;
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dark.g = darkColor.g / 255.0f;
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dark.b = darkColor.b / 255.0f;
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// dark.a = darkColor.a / 255.0f;
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dark.a = darkColor.a / 255.0f;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
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V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
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spColor lightCopy = light;
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@ -711,7 +625,7 @@ namespace spine {
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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// vertex->color2.a = (GLubyte)darkColor.a;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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} else {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
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@ -1009,4 +923,3 @@ namespace spine {
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}
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}
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