diff --git a/spine-cpp/spine-cpp/include/spine/SkeletonRenderer.h b/spine-cpp/spine-cpp/include/spine/SkeletonRenderer.h index f4403d863..8b2992efc 100644 --- a/spine-cpp/spine-cpp/include/spine/SkeletonRenderer.h +++ b/spine-cpp/spine-cpp/include/spine/SkeletonRenderer.h @@ -39,8 +39,8 @@ namespace spine { struct SP_API RenderCommand { float *positions; float *uvs; - int32_t *colors; - int32_t *darkColors; + uint32_t *colors; + uint32_t *darkColors; int32_t numVertices; uint16_t *indices; int32_t numIndices; diff --git a/spine-cpp/spine-cpp/src/spine/SkeletonRenderer.cpp b/spine-cpp/spine-cpp/src/spine/SkeletonRenderer.cpp index ca7849ed4..560ab788a 100644 --- a/spine-cpp/spine-cpp/src/spine/SkeletonRenderer.cpp +++ b/spine-cpp/spine-cpp/src/spine/SkeletonRenderer.cpp @@ -55,8 +55,8 @@ static RenderCommand *createRenderCommand(BlockAllocator &allocator, int numVert RenderCommand *cmd = allocator.allocate(1); cmd->positions = allocator.allocate(numVertices << 1); cmd->uvs = allocator.allocate(numVertices << 1); - cmd->colors = allocator.allocate(numVertices); - cmd->darkColors = allocator.allocate(numVertices); + cmd->colors = allocator.allocate(numVertices); + cmd->darkColors = allocator.allocate(numVertices); cmd->numVertices = numVertices; cmd->indices = allocator.allocate(numIndices); cmd->numIndices = numIndices; @@ -70,8 +70,8 @@ static RenderCommand *batchSubCommands(BlockAllocator &allocator, VectorblendMode, commands[first]->texture); float *positions = batched->positions; float *uvs = batched->uvs; - int32_t *colors = batched->colors; - int32_t *darkColors = batched->darkColors; + uint32_t *colors = batched->colors; + uint32_t *darkColors = batched->darkColors; uint16_t *indices = batched->indices; int indicesOffset = 0; for (int i = first; i <= last; i++) { diff --git a/spine-sdl/src/spine-sdl-cpp.cpp b/spine-sdl/src/spine-sdl-cpp.cpp index 945c86f0c..62924568a 100644 --- a/spine-sdl/src/spine-sdl-cpp.cpp +++ b/spine-sdl/src/spine-sdl-cpp.cpp @@ -36,6 +36,8 @@ using namespace spine; +SkeletonRenderer skeletonRenderer; + SkeletonDrawable::SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *animationStateData) { Bone::setYDown(true); skeleton = new (__FILE__, __LINE__) Skeleton(skeletonData); @@ -58,151 +60,76 @@ void SkeletonDrawable::update(float delta, Physics physics) { skeleton->updateWorldTransform(physics); } +inline void toSDLColor(uint32_t color, SDL_Color *sdlColor) { + sdlColor->r = (color >> 24) & 0xFF; + sdlColor->g = (color >> 16) & 0xFF; + sdlColor->b = (color >> 8) & 0xFF; + sdlColor->a = color & 0xFF; +} + void SkeletonDrawable::draw(SDL_Renderer *renderer) { - Vector quadIndices; - quadIndices.add(0); - quadIndices.add(1); - quadIndices.add(2); - quadIndices.add(2); - quadIndices.add(3); - quadIndices.add(0); - SDL_Texture *texture; - SDL_Vertex sdlVertex; - for (unsigned i = 0; i < skeleton->getSlots().size(); ++i) { - Slot &slot = *skeleton->getDrawOrder()[i]; - Attachment *attachment = slot.getAttachment(); - if (!attachment) { - clipper.clipEnd(slot); - continue; - } + RenderCommand *command = skeletonRenderer.render(*skeleton); + while(command) { + float *positions = command->positions; + float *uvs = command->uvs; + uint32_t *colors = command->colors; + sdlVertices.clear(); + for (int ii = 0; ii < command->numVertices << 1; ii += 2) { + SDL_Vertex sdlVertex; + sdlVertex.position.x = positions[ii]; + sdlVertex.position.y = positions[ii + 1]; + sdlVertex.tex_coord.x = uvs[ii]; + sdlVertex.tex_coord.y = uvs[ii + 1]; + toSDLColor(colors[ii >> 1], &sdlVertex.color); + sdlVertices.add(sdlVertex); + } + sdlIndices.clear(); + uint16_t *indices = command->indices; + for (int ii = 0; ii < command->numIndices; ii++) + sdlIndices.add(indices[ii]); - // Early out if the slot color is 0 or the bone is not active - if (slot.getColor().a == 0 || !slot.getBone().isActive()) { - clipper.clipEnd(slot); - continue; - } + BlendMode blendMode = command->blendMode; + SDL_Texture *texture = (SDL_Texture *)command->texture; + if (!usePremultipliedAlpha) { + switch (blendMode) { + case BlendMode_Normal: + SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); + break; + case BlendMode_Multiply: + SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD); + break; + case BlendMode_Additive: + SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD); + break; + case BlendMode_Screen: + SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); + break; + } + } else { + SDL_BlendMode target; + switch (blendMode) { + case BlendMode_Normal: + target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD); + SDL_SetTextureBlendMode(texture, target); + break; + case BlendMode_Multiply: + SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD); + break; + case BlendMode_Additive: + target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD); + SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD); + break; + case BlendMode_Screen: + target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD); + SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); + break; + } + } - Vector *vertices = &worldVertices; - int verticesCount = 0; - Vector *uvs = NULL; - Vector *indices; - int indicesCount = 0; - Color *attachmentColor; - - if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) { - RegionAttachment *regionAttachment = (RegionAttachment *) attachment; - attachmentColor = ®ionAttachment->getColor(); - - // Early out if the slot color is 0 - if (attachmentColor->a == 0) { - clipper.clipEnd(slot); - continue; - } - - worldVertices.setSize(8, 0); - regionAttachment->computeWorldVertices(slot, worldVertices, 0, 2); - verticesCount = 4; - uvs = ®ionAttachment->getUVs(); - indices = &quadIndices; - indicesCount = 6; - texture = (SDL_Texture *) regionAttachment->getRegion()->rendererObject; - - } else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) { - MeshAttachment *mesh = (MeshAttachment *) attachment; - attachmentColor = &mesh->getColor(); - - // Early out if the slot color is 0 - if (attachmentColor->a == 0) { - clipper.clipEnd(slot); - continue; - } - - worldVertices.setSize(mesh->getWorldVerticesLength(), 0); - mesh->computeWorldVertices(slot, 0, mesh->getWorldVerticesLength(), worldVertices.buffer(), 0, 2); - texture = (SDL_Texture *) mesh->getRegion()->rendererObject; - verticesCount = mesh->getWorldVerticesLength() >> 1; - uvs = &mesh->getUVs(); - indices = &mesh->getTriangles(); - indicesCount = indices->size(); - - } else if (attachment->getRTTI().isExactly(ClippingAttachment::rtti)) { - ClippingAttachment *clip = (ClippingAttachment *) slot.getAttachment(); - clipper.clipStart(slot, clip); - continue; - } else - continue; - - Uint8 r = static_cast(skeleton->getColor().r * slot.getColor().r * attachmentColor->r * 255); - Uint8 g = static_cast(skeleton->getColor().g * slot.getColor().g * attachmentColor->g * 255); - Uint8 b = static_cast(skeleton->getColor().b * slot.getColor().b * attachmentColor->b * 255); - Uint8 a = static_cast(skeleton->getColor().a * slot.getColor().a * attachmentColor->a * 255); - sdlVertex.color.r = r; - sdlVertex.color.g = g; - sdlVertex.color.b = b; - sdlVertex.color.a = a; - - if (clipper.isClipping()) { - clipper.clipTriangles(worldVertices, *indices, *uvs, 2); - vertices = &clipper.getClippedVertices(); - verticesCount = clipper.getClippedVertices().size() >> 1; - uvs = &clipper.getClippedUVs(); - indices = &clipper.getClippedTriangles(); - indicesCount = clipper.getClippedTriangles().size(); - } - - sdlVertices.clear(); - for (int ii = 0; ii < verticesCount << 1; ii += 2) { - sdlVertex.position.x = (*vertices)[ii]; - sdlVertex.position.y = (*vertices)[ii + 1]; - sdlVertex.tex_coord.x = (*uvs)[ii]; - sdlVertex.tex_coord.y = (*uvs)[ii + 1]; - sdlVertices.add(sdlVertex); - } - sdlIndices.clear(); - for (int ii = 0; ii < (int) indices->size(); ii++) - sdlIndices.add((*indices)[ii]); - - if (!usePremultipliedAlpha) { - switch (slot.getData().getBlendMode()) { - case BlendMode_Normal: - SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); - break; - case BlendMode_Multiply: - SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD); - break; - case BlendMode_Additive: - SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD); - break; - case BlendMode_Screen: - SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); - break; - } - } else { - SDL_BlendMode target; - switch (slot.getData().getBlendMode()) { - case BlendMode_Normal: - target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD); - SDL_SetTextureBlendMode(texture, target); - break; - case BlendMode_Multiply: - SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD); - break; - case BlendMode_Additive: - target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD); - SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD); - break; - case BlendMode_Screen: - target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD); - SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); - break; - } - } - - SDL_RenderGeometry(renderer, texture, sdlVertices.buffer(), sdlVertices.size(), sdlIndices.buffer(), - indicesCount); - clipper.clipEnd(slot); - } - clipper.clipEnd(); + SDL_RenderGeometry(renderer, texture, sdlVertices.buffer(), sdlVertices.size(), sdlIndices.buffer(), + command->numIndices); + command = command->next; + } } SDL_Texture *loadTexture(SDL_Renderer *renderer, const String &path) { diff --git a/spine-sdl/src/spine-sdl-cpp.h b/spine-sdl/src/spine-sdl-cpp.h index 16f9fc9bb..0f9e96679 100644 --- a/spine-sdl/src/spine-sdl-cpp.h +++ b/spine-sdl/src/spine-sdl-cpp.h @@ -50,8 +50,6 @@ namespace spine { private: bool ownsAnimationStateData; - SkeletonClipping clipper; - Vector worldVertices; Vector sdlVertices; Vector sdlIndices; };