[libgdx] Remove VertexEffect, see #2076

This commit is contained in:
Mario Zechner 2022-05-30 15:02:22 +02:00
parent 041888f6fa
commit c056db02ee
5 changed files with 9 additions and 390 deletions

View File

@ -37,11 +37,8 @@ import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.Interpolation;
import com.badlogic.gdx.utils.ScreenUtils;
import com.esotericsoftware.spine.vertexeffects.SwirlEffect;
/** Boilerplate for basic skeleton rendering, used for various testing. */
public class TestHarness extends ApplicationAdapter {
// static String JSON = "coin/coin-pro.json";
@ -60,9 +57,6 @@ public class TestHarness extends ApplicationAdapter {
Skeleton skeleton;
AnimationState state;
SwirlEffect swirl;
float swirlTime;
public void create () {
camera = new OrthographicCamera();
camera.setToOrtho(true);
@ -71,10 +65,6 @@ public class TestHarness extends ApplicationAdapter {
renderer.setPremultipliedAlpha(true);
shapes = new ShapeRenderer();
swirl = new SwirlEffect(400);
swirl.setCenterY(-200);
renderer.setVertexEffect(swirl);
atlas = new TextureAtlas(Gdx.files.internal(ATLAS));
SkeletonJson json = new SkeletonJson(atlas);
json.setScale(0.5f);
@ -101,11 +91,6 @@ public class TestHarness extends ApplicationAdapter {
ScreenUtils.clear(0, 0, 0, 0);
swirlTime += Gdx.graphics.getDeltaTime();
float percent = swirlTime % 2;
if (percent > 1) percent = 1 - (percent - 1);
swirl.setAngle(Interpolation.pow2.apply(-60, 60, percent));
// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
camera.update();
batch.getProjectionMatrix().set(camera.combined);

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@ -1,124 +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.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Interpolation;
import com.badlogic.gdx.utils.ScreenUtils;
import com.esotericsoftware.spine.SkeletonRenderer.VertexEffect;
import com.esotericsoftware.spine.vertexeffects.SwirlEffect;
/** Demonstrates applying a {@link VertexEffect}. */
public class VertexEffectTest extends ApplicationAdapter {
OrthographicCamera camera;
PolygonSpriteBatch batch;
SkeletonRenderer renderer;
SwirlEffect swirl;
float swirlTime;
TextureAtlas atlas;
Skeleton skeleton;
AnimationState state;
public void create () {
camera = new OrthographicCamera();
batch = new PolygonSpriteBatch(); // Required to render meshes. SpriteBatch can't render meshes.
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
atlas = new TextureAtlas(Gdx.files.internal("raptor/raptor-pma.atlas"));
SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
json.setScale(0.5f); // Load the skeleton at 50% the size it was in Spine.
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("raptor/raptor-pro.json"));
skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
skeleton.setPosition(350, 45);
AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
state.setTimeScale(0.6f); // Slow all animations down to 60% speed.
// Queue animations on tracks 0 and 1.
state.setAnimation(0, "walk", true);
state.addAnimation(1, "gun-grab", false, 2); // Keys in higher tracks override the pose from lower tracks.
swirl = new SwirlEffect(400);
swirl.setCenter(0, 200);
renderer.setVertexEffect(swirl);
// renderer.setVertexEffect(new JitterEffect(10, 10));
}
public void render () {
// Update the skeleton and animation time.
float delta = Gdx.graphics.getDeltaTime();
state.update(delta);
swirlTime += delta;
float percent = swirlTime % 2;
if (percent > 1) percent = 1 - (percent - 1);
swirl.setAngle(Interpolation.pow2.apply(-60, 60, percent));
ScreenUtils.clear(0, 0, 0, 0);
state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.
// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
camera.update();
batch.getProjectionMatrix().set(camera.combined);
batch.begin();
renderer.draw(batch, skeleton); // Draw the skeleton images.
batch.end();
}
public void resize (int width, int height) {
camera.setToOrtho(false); // Update camera with new size.
}
public void dispose () {
atlas.dispose();
}
public static void main (String[] args) throws Exception {
Lwjgl3ApplicationConfiguration config = new Lwjgl3ApplicationConfiguration();
config.setWindowedMode(800, 600);
new Lwjgl3Application(new VertexEffectTest(), config);
}
}

View File

@ -53,7 +53,6 @@ public class SkeletonRenderer {
private boolean pmaColors, pmaBlendModes;
private final FloatArray vertices = new FloatArray(32);
private final SkeletonClipping clipper = new SkeletonClipping();
private @Null VertexEffect vertexEffect;
private final Vector2 temp = new Vector2();
private final Vector2 temp2 = new Vector2();
private final Color temp3 = new Color();
@ -80,9 +79,6 @@ public class SkeletonRenderer {
if (batch == null) throw new IllegalArgumentException("batch cannot be null.");
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
VertexEffect vertexEffect = this.vertexEffect;
if (vertexEffect != null) vertexEffect.begin(skeleton);
boolean pmaColors = this.pmaColors, pmaBlendModes = this.pmaBlendModes;
BlendMode blendMode = null;
float[] vertices = this.vertices.items;
@ -121,8 +117,6 @@ public class SkeletonRenderer {
vertices[v + 2] = uvs[u + 1];
}
if (vertexEffect != null) applyVertexEffect(vertices, 20, 5, c, 0);
batch.draw(region.getRegion().getTexture(), vertices, 0, 20);
} else if (attachment instanceof ClippingAttachment) {
@ -138,7 +132,6 @@ public class SkeletonRenderer {
if (attachmentSkeleton != null) draw(batch, attachmentSkeleton);
}
}
if (vertexEffect != null) vertexEffect.end();
}
/** Renders the specified skeleton, including meshes, but without two color tinting.
@ -153,8 +146,6 @@ public class SkeletonRenderer {
Vector2 tempPosition = this.temp, tempUV = this.temp2;
Color tempLight1 = this.temp3, tempDark1 = this.temp4;
Color tempLight2 = this.temp5, tempDark2 = this.temp6;
VertexEffect vertexEffect = this.vertexEffect;
if (vertexEffect != null) vertexEffect.begin(skeleton);
boolean pmaColors = this.pmaColors, pmaBlendModes = this.pmaBlendModes;
BlendMode blendMode = null;
@ -228,33 +219,13 @@ public class SkeletonRenderer {
clipper.clipTriangles(vertices, verticesLength, triangles, triangles.length, uvs, c, 0, false);
FloatArray clippedVertices = clipper.getClippedVertices();
ShortArray clippedTriangles = clipper.getClippedTriangles();
if (vertexEffect != null) applyVertexEffect(clippedVertices.items, clippedVertices.size, 5, c, 0);
batch.draw(texture, clippedVertices.items, 0, clippedVertices.size, clippedTriangles.items, 0,
clippedTriangles.size);
} else {
if (vertexEffect != null) {
tempLight1.set(NumberUtils.floatToIntColor(c));
tempDark1.set(0);
for (int v = 0, u = 0; v < verticesLength; v += 5, u += 2) {
tempPosition.x = vertices[v];
tempPosition.y = vertices[v + 1];
tempLight2.set(tempLight1);
tempDark2.set(tempDark1);
tempUV.x = uvs[u];
tempUV.y = uvs[u + 1];
vertexEffect.transform(tempPosition, tempUV, tempLight2, tempDark2);
vertices[v] = tempPosition.x;
vertices[v + 1] = tempPosition.y;
vertices[v + 2] = tempLight2.toFloatBits();
vertices[v + 3] = tempUV.x;
vertices[v + 4] = tempUV.y;
}
} else {
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];
}
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];
}
batch.draw(texture, vertices, 0, verticesLength, triangles, 0, triangles.length);
}
@ -263,7 +234,6 @@ public class SkeletonRenderer {
clipper.clipEnd(slot);
}
clipper.clipEnd();
if (vertexEffect != null) vertexEffect.end();
}
/** Renders the specified skeleton, including meshes and two color tinting.
@ -278,8 +248,6 @@ public class SkeletonRenderer {
Vector2 tempPosition = this.temp, tempUV = this.temp2;
Color tempLight1 = this.temp3, tempDark1 = this.temp4;
Color tempLight2 = this.temp5, tempDark2 = this.temp6;
VertexEffect vertexEffect = this.vertexEffect;
if (vertexEffect != null) vertexEffect.begin(skeleton);
boolean pmaColors = this.pmaColors, pmaBlendModes = this.pmaBlendModes;
batch.setPremultipliedAlpha(pmaColors);
@ -362,35 +330,14 @@ public class SkeletonRenderer {
clipper.clipTriangles(vertices, verticesLength, triangles, triangles.length, uvs, light, dark, true);
FloatArray clippedVertices = clipper.getClippedVertices();
ShortArray clippedTriangles = clipper.getClippedTriangles();
if (vertexEffect != null) applyVertexEffect(clippedVertices.items, clippedVertices.size, 6, light, dark);
batch.drawTwoColor(texture, clippedVertices.items, 0, clippedVertices.size, clippedTriangles.items, 0,
clippedTriangles.size);
} else {
if (vertexEffect != null) {
tempLight1.set(NumberUtils.floatToIntColor(light));
tempDark1.set(NumberUtils.floatToIntColor(dark));
for (int v = 0, u = 0; v < verticesLength; v += 6, u += 2) {
tempPosition.x = vertices[v];
tempPosition.y = vertices[v + 1];
tempLight2.set(tempLight1);
tempDark2.set(tempDark1);
tempUV.x = uvs[u];
tempUV.y = uvs[u + 1];
vertexEffect.transform(tempPosition, tempUV, tempLight2, tempDark2);
vertices[v] = tempPosition.x;
vertices[v + 1] = tempPosition.y;
vertices[v + 2] = tempLight2.toFloatBits();
vertices[v + 3] = tempDark2.toFloatBits();
vertices[v + 4] = tempUV.x;
vertices[v + 5] = tempUV.y;
}
} else {
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];
}
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];
}
batch.drawTwoColor(texture, vertices, 0, verticesLength, triangles, 0, triangles.length);
}
@ -399,14 +346,12 @@ public class SkeletonRenderer {
clipper.clipEnd(slot);
}
clipper.clipEnd();
if (vertexEffect != null) vertexEffect.end();
}
private void applyVertexEffect (float[] vertices, int verticesLength, int stride, float light, float dark) {
Vector2 tempPosition = this.temp, tempUV = this.temp2;
Color tempLight1 = this.temp3, tempDark1 = this.temp4;
Color tempLight2 = this.temp5, tempDark2 = this.temp6;
VertexEffect vertexEffect = this.vertexEffect;
tempLight1.set(NumberUtils.floatToIntColor(light));
tempDark1.set(NumberUtils.floatToIntColor(dark));
if (stride == 5) {
@ -417,7 +362,6 @@ public class SkeletonRenderer {
tempUV.y = vertices[v + 4];
tempLight2.set(tempLight1);
tempDark2.set(tempDark1);
vertexEffect.transform(tempPosition, tempUV, tempLight2, tempDark2);
vertices[v] = tempPosition.x;
vertices[v + 1] = tempPosition.y;
vertices[v + 2] = tempLight2.toFloatBits();
@ -432,7 +376,6 @@ public class SkeletonRenderer {
tempUV.y = vertices[v + 5];
tempLight2.set(tempLight1);
tempDark2.set(tempDark1);
vertexEffect.transform(tempPosition, tempUV, tempLight2, tempDark2);
vertices[v] = tempPosition.x;
vertices[v + 1] = tempPosition.y;
vertices[v + 2] = tempLight2.toFloatBits();
@ -468,21 +411,4 @@ public class SkeletonRenderer {
pmaColors = pmaColorsAndBlendModes;
pmaBlendModes = pmaColorsAndBlendModes;
}
public @Null VertexEffect getVertexEffect () {
return vertexEffect;
}
public void setVertexEffect (@Null VertexEffect vertexEffect) {
this.vertexEffect = vertexEffect;
}
/** Modifies the skeleton or vertex positions, UVs, or colors during rendering. */
static public interface VertexEffect {
public void begin (Skeleton skeleton);
public void transform (Vector2 position, Vector2 uv, Color color, Color darkColor);
public void end ();
}
}

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@ -1,70 +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.
*****************************************************************************/
package com.esotericsoftware.spine.vertexeffects;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.esotericsoftware.spine.Skeleton;
import com.esotericsoftware.spine.SkeletonRenderer.VertexEffect;
public class JitterEffect implements VertexEffect {
private float x, y;
public JitterEffect (float x, float y) {
this.x = x;
this.y = y;
}
public void begin (Skeleton skeleton) {
}
public void transform (Vector2 position, Vector2 uv, Color light, Color dark) {
position.x += MathUtils.randomTriangular(-x, y);
position.y += MathUtils.randomTriangular(-x, y);
}
public void end () {
}
public void setJitter (float x, float y) {
this.x = x;
this.y = y;
}
public void setJitterX (float x) {
this.x = x;
}
public void setJitterY (float y) {
this.y = y;
}
}

View File

@ -1,98 +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.
*****************************************************************************/
package com.esotericsoftware.spine.vertexeffects;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.Interpolation;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.esotericsoftware.spine.Skeleton;
import com.esotericsoftware.spine.SkeletonRenderer.VertexEffect;
import com.esotericsoftware.spine.utils.SpineUtils;
public class SwirlEffect implements VertexEffect {
private float worldX, worldY, radius, angle;
private Interpolation interpolation = Interpolation.pow2Out;
private float centerX, centerY;
public SwirlEffect (float radius) {
this.radius = radius;
}
public void begin (Skeleton skeleton) {
worldX = skeleton.getX() + centerX;
worldY = skeleton.getY() + centerY;
}
public void transform (Vector2 position, Vector2 uv, Color light, Color dark) {
float x = position.x - worldX;
float y = position.y - worldY;
float dist = (float)Math.sqrt(x * x + y * y);
if (dist < radius) {
float theta = interpolation.apply(0, angle, (radius - dist) / radius);
float cos = SpineUtils.cos(theta), sin = SpineUtils.sin(theta);
position.x = cos * x - sin * y + worldX;
position.y = sin * x + cos * y + worldY;
}
}
public void end () {
}
public void setRadius (float radius) {
this.radius = radius;
}
public void setCenter (float centerX, float centerY) {
this.centerX = centerX;
this.centerY = centerY;
}
public void setCenterX (float centerX) {
this.centerX = centerX;
}
public void setCenterY (float centerY) {
this.centerY = centerY;
}
public void setAngle (float degrees) {
this.angle = degrees * MathUtils.degRad;
}
public Interpolation getInterpolation () {
return interpolation;
}
public void setInterpolation (Interpolation interpolation) {
this.interpolation = interpolation;
}
}