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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Formatting
This commit is contained in:
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e9aab1c94e
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@ -21,12 +21,20 @@ spotless {
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'spine-cocos2dx/src/**/*.h',
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'spine-cocos2dx/example/Classes/**/*.cpp',
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'spine-cocos2dx/example/Classes/**/*.h',
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'spine-sdl/**/*.c',
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'spine-sdl/**/*.cpp',
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'spine-sdl/**/*.h',
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'spine-sfml/**/*.c',
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'spine-sfml/**/*.cpp',
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'spine-sfml/**/*.h',
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'spine-glfw/src/**/*.cpp',
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'spine-glfw/src/**/*.h',
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'spine-glfw/example/**/*.cpp',
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'spine-glfw/example/**/*.h',
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'spine-sdl/src/**/*.c',
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'spine-sdl/src/**/*.cpp',
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'spine-sdl/src/**/*.h',
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'spine-sdl/example/**/*.c',
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'spine-sdl/example/**/*.cpp',
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'spine-sdl/example/**/*.h',
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'spine-sfml/c/src/**/*.c',
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'spine-sfml/c/src/**/*.h',
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'spine-sfml/cpp/src/**/*.cpp',
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'spine-sfml/cpp/src/**/*.h',
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'spine-ue/**/*.cpp',
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'spine-ue/**/*.h',
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'spine-godot/spine_godot/*.cpp',
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@ -39,7 +39,7 @@
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using namespace spine;
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SkeletonRenderer::SkeletonRenderer(): _allocator(4096), _worldVertices(), _quadIndices(), _clipping(), _renderCommands() {
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SkeletonRenderer::SkeletonRenderer() : _allocator(4096), _worldVertices(), _quadIndices(), _clipping(), _renderCommands() {
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_quadIndices.add(0);
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_quadIndices.add(1);
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_quadIndices.add(2);
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@ -9,7 +9,7 @@ using namespace spine;
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int width = 800, height = 600;
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GLFWwindow* init_glfw() {
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GLFWwindow *init_glfw() {
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return nullptr;
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@ -17,7 +17,7 @@ GLFWwindow* init_glfw() {
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(width, height, "spine-glfw", NULL, NULL);
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GLFWwindow *window = glfwCreateWindow(width, height, "spine-glfw", NULL, NULL);
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if (!window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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@ -25,11 +25,10 @@ typedef struct {
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/// The 4 supported blend modes SPINE_BLEND_MODE_NORMAL, SPINE_BLEND_MODE_ADDITIVE, SPINE_BLEND_MODE_MULTIPLY,
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/// and SPINE_BLEND_MODE_SCREEN, expressed as OpenGL blend functions.
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blend_mode_t blend_modes[] = {
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{(unsigned int)GL_SRC_ALPHA, (unsigned int)GL_ONE, (unsigned int)GL_ONE_MINUS_SRC_ALPHA, (unsigned int)GL_ONE},
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{(unsigned int)GL_SRC_ALPHA, (unsigned int)GL_ONE, (unsigned int)GL_ONE, (unsigned int)GL_ONE},
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{(unsigned int)GL_DST_COLOR, (unsigned int)GL_DST_COLOR, (unsigned int)GL_ONE_MINUS_SRC_ALPHA, (unsigned int)GL_ONE_MINUS_SRC_ALPHA},
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{(unsigned int)GL_ONE, (unsigned int)GL_ONE, (unsigned int)GL_ONE_MINUS_SRC_COLOR, (unsigned int)GL_ONE_MINUS_SRC_COLOR}
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};
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{(unsigned int) GL_SRC_ALPHA, (unsigned int) GL_ONE, (unsigned int) GL_ONE_MINUS_SRC_ALPHA, (unsigned int) GL_ONE},
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{(unsigned int) GL_SRC_ALPHA, (unsigned int) GL_ONE, (unsigned int) GL_ONE, (unsigned int) GL_ONE},
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{(unsigned int) GL_DST_COLOR, (unsigned int) GL_DST_COLOR, (unsigned int) GL_ONE_MINUS_SRC_ALPHA, (unsigned int) GL_ONE_MINUS_SRC_ALPHA},
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{(unsigned int) GL_ONE, (unsigned int) GL_ONE, (unsigned int) GL_ONE_MINUS_SRC_COLOR, (unsigned int) GL_ONE_MINUS_SRC_COLOR}};
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mesh_t *mesh_create() {
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GLuint vao, vbo, ibo;
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@ -42,21 +41,21 @@ mesh_t *mesh_create() {
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void*)offsetof(vertex_t, x));
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void *) offsetof(vertex_t, x));
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(vertex_t), (void*)offsetof(vertex_t, color));
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(vertex_t), (void *) offsetof(vertex_t, color));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void*)offsetof(vertex_t, u));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void *) offsetof(vertex_t, u));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(vertex_t), (void*)offsetof(vertex_t, darkColor));
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(vertex_t), (void *) offsetof(vertex_t, darkColor));
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glEnableVertexAttribArray(3);
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glBindVertexArray(0);
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auto *mesh = (mesh_t*)malloc(sizeof(mesh_t));
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auto *mesh = (mesh_t *) malloc(sizeof(mesh_t));
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mesh->vao = vao;
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mesh->vbo = vbo;
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mesh->num_vertices = 0;
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@ -69,10 +68,10 @@ void mesh_update(mesh_t *mesh, vertex_t *vertices, int num_vertices, uint16_t *i
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glBindVertexArray(mesh->vao);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->vbo);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(num_vertices * sizeof(vertex_t)), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr) (num_vertices * sizeof(vertex_t)), vertices, GL_STATIC_DRAW);
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mesh->num_vertices = num_vertices;
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->ibo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)(num_indices * sizeof(uint16_t)), indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr) (num_indices * sizeof(uint16_t)), indices, GL_STATIC_DRAW);
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mesh->num_indices = num_indices;
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glBindVertexArray(0);
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@ -91,7 +90,7 @@ void mesh_dispose(mesh_t *mesh) {
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free(mesh);
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}
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GLuint compile_shader(const char* source, GLenum type) {
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GLuint compile_shader(const char *source, GLenum type) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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@ -109,7 +108,7 @@ GLuint compile_shader(const char* source, GLenum type) {
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return shader;
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}
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shader_t shader_create(const char* vertex_shader, const char* fragment_shader) {
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shader_t shader_create(const char *vertex_shader, const char *fragment_shader) {
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shader_t program;
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GLuint vertex_shader_id = compile_shader(vertex_shader, GL_VERTEX_SHADER);
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@ -139,19 +138,19 @@ shader_t shader_create(const char* vertex_shader, const char* fragment_shader) {
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return program;
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}
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void shader_set_matrix4(shader_t shader, const char* name, const float *matrix) {
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void shader_set_matrix4(shader_t shader, const char *name, const float *matrix) {
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shader_use(shader);
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GLint location = glGetUniformLocation(shader, name);
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glUniformMatrix4fv(location, 1, GL_FALSE, matrix);
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}
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void shader_set_float(shader_t shader, const char* name, float value) {
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void shader_set_float(shader_t shader, const char *name, float value) {
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shader_use(shader);
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GLint location = glGetUniformLocation(shader, name);
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glUniform1f(location, value);
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}
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void shader_set_int(shader_t shader, const char* name, int value) {
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void shader_set_int(shader_t shader, const char *name, int value) {
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shader_use(shader);
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GLint location = glGetUniformLocation(shader, name);
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glUniform1i(location, value);
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@ -197,7 +196,7 @@ texture_t texture_load(const char *file_path) {
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}
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void texture_use(texture_t texture) {
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glActiveTexture(GL_TEXTURE0); // Set active texture unit to 0
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glActiveTexture(GL_TEXTURE0);// Set active texture unit to 0
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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@ -225,11 +224,11 @@ void matrix_ortho_projection(float *matrix, float width, float height) {
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}
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void GlTextureLoader::load(spine::AtlasPage &page, const spine::String &path) {
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page.texture = (void *)(uintptr_t)texture_load(path.buffer());
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page.texture = (void *) (uintptr_t) texture_load(path.buffer());
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}
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void GlTextureLoader::unload(void *texture) {
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texture_dispose((texture_t)(uintptr_t)texture);
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texture_dispose((texture_t) (uintptr_t) texture);
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}
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renderer_t *renderer_create() {
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@ -252,7 +251,8 @@ renderer_t *renderer_create() {
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texCoord = aTexCoord;
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gl_Position = uMatrix * vec4(aPos, 0.0, 1.0);
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}
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)", R"(
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)",
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R"(
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#version 330 core
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in vec4 lightColor;
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in vec4 darkColor;
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@ -269,7 +269,7 @@ renderer_t *renderer_create() {
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)");
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if (!shader) return nullptr;
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mesh_t *mesh = mesh_create();
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auto *renderer = (renderer_t*)malloc(sizeof(renderer_t));
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auto *renderer = (renderer_t *) malloc(sizeof(renderer_t));
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renderer->shader = shader;
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renderer->mesh = mesh;
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renderer->vertex_buffer_size = 0;
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@ -280,7 +280,7 @@ renderer_t *renderer_create() {
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void renderer_set_viewport_size(renderer_t *renderer, int width, int height) {
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float matrix[16];
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matrix_ortho_projection(matrix, (float)width, (float)height);
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matrix_ortho_projection(matrix, (float) width, (float) height);
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shader_use(renderer->shader);
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shader_set_matrix4(renderer->shader, "uMatrix", matrix);
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}
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@ -296,7 +296,7 @@ void renderer_draw(renderer_t *renderer, Skeleton *skeleton, bool premultipliedA
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if (renderer->vertex_buffer_size < num_command_vertices) {
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renderer->vertex_buffer_size = num_command_vertices;
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free(renderer->vertex_buffer);
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renderer->vertex_buffer = (vertex_t *)malloc(sizeof(vertex_t) * renderer->vertex_buffer_size);
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renderer->vertex_buffer = (vertex_t *) malloc(sizeof(vertex_t) * renderer->vertex_buffer_size);
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}
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float *positions = command->positions;
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float *uvs = command->uvs;
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@ -307,7 +307,7 @@ void renderer_draw(renderer_t *renderer, Skeleton *skeleton, bool premultipliedA
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vertex->x = positions[j];
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vertex->y = positions[j + 1];
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vertex->u = uvs[j];
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vertex->v = uvs[j+1];
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vertex->v = uvs[j + 1];
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uint32_t color = colors[i];
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vertex->color = (color & 0xFF00FF00) | ((color & 0x00FF0000) >> 16) | ((color & 0x000000FF) << 16);
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uint32_t darkColor = darkColors[i];
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@ -318,9 +318,9 @@ void renderer_draw(renderer_t *renderer, Skeleton *skeleton, bool premultipliedA
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mesh_update(renderer->mesh, renderer->vertex_buffer, num_command_vertices, indices, num_command_indices);
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blend_mode_t blend_mode = blend_modes[command->blendMode];
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glBlendFuncSeparate(premultipliedAlpha ? (GLenum)blend_mode.source_color_pma : (GLenum)blend_mode.source_color, (GLenum)blend_mode.dest_color, (GLenum)blend_mode.source_alpha, (GLenum)blend_mode.dest_color);
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glBlendFuncSeparate(premultipliedAlpha ? (GLenum) blend_mode.source_color_pma : (GLenum) blend_mode.source_color, (GLenum) blend_mode.dest_color, (GLenum) blend_mode.source_alpha, (GLenum) blend_mode.dest_color);
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auto texture = (texture_t)(uintptr_t)command->texture;
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auto texture = (texture_t) (uintptr_t) command->texture;
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texture_use(texture);
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mesh_draw(renderer->mesh);
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@ -33,13 +33,13 @@ typedef unsigned int shader_t;
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shader_t shader_create(const char *vertex_shader, const char *fragment_shader);
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/// Sets a uniform matrix by name
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void shader_set_matrix4(shader_t program, const char* name, const float *matrix);
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void shader_set_matrix4(shader_t program, const char *name, const float *matrix);
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/// Sets a uniform float by name
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void shader_set_float(shader_t program, const char* name, float value);
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void shader_set_float(shader_t program, const char *name, float value);
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/// Sets a uniform int by name
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void shader_set_int(shader_t program, const char* name, int value);
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void shader_set_int(shader_t program, const char *name, int value);
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/// Binds the shader
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void shader_use(shader_t shader);
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@ -60,7 +60,7 @@ void texture_use(texture_t texture);
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void texture_dispose(texture_t texture);
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/// A TextureLoader implementation for OpenGL. Use this with spine::Atlas.
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class GlTextureLoader: public spine::TextureLoader {
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class GlTextureLoader : public spine::TextureLoader {
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public:
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void load(spine::AtlasPage &page, const spine::String &path);
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void unload(void *texture);
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@ -71,7 +71,7 @@ inline void toSDLColor(uint32_t color, SDL_Color *sdlColor) {
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void SkeletonDrawable::draw(SDL_Renderer *renderer) {
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if (!skeletonRenderer) skeletonRenderer = new (__FILE__, __LINE__) SkeletonRenderer();
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RenderCommand *command = skeletonRenderer->render(*skeleton);
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while(command) {
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while (command) {
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float *positions = command->positions;
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float *uvs = command->uvs;
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uint32_t *colors = command->colors;
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@ -91,7 +91,7 @@ void SkeletonDrawable::draw(SDL_Renderer *renderer) {
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sdlIndices.add(indices[ii]);
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BlendMode blendMode = command->blendMode;
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SDL_Texture *texture = (SDL_Texture *)command->texture;
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SDL_Texture *texture = (SDL_Texture *) command->texture;
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if (!usePremultipliedAlpha) {
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switch (blendMode) {
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case BlendMode_Normal:
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@ -40,8 +40,7 @@ sf::BlendMode blendModes[] = {
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sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::OneMinusSrcAlpha),
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sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::One),
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sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha),
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sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor)
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};
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sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor)};
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sf::BlendMode blendModesPma[] = {
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sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcAlpha),
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@ -95,7 +94,7 @@ void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const {
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float *uvs = command->uvs;
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uint32_t *colors = command->colors;
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uint16_t *indices = command->indices;
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Texture *texture = (Texture *)command->texture;
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Texture *texture = (Texture *) command->texture;
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Vector2u size = texture->getSize();
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for (int i = 0, n = command->numIndices; i < n; ++i) {
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int ii = indices[i];
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