mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-09 16:48:43 +08:00
Meshes, FFD and skinning for cocos2d-x.
This commit is contained in:
parent
72a4ad4cc1
commit
df959cb646
@ -3,7 +3,7 @@
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#include <vector>
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#include <string>
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#include "ExampleLayer.h"
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#include "SpineboyExample.h"
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#include "AppMacros.h"
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USING_NS_CC;
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@ -62,7 +62,7 @@ bool AppDelegate::applicationDidFinishLaunching () {
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director->setAnimationInterval(1.0 / 60);
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// create a scene. it's an autorelease object
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auto scene = ExampleLayer::scene();
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auto scene = SpineboyExample::scene();
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// run
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director->runWithScene(scene);
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73
spine-cocos2dx/example/Classes/GoblinsExample.cpp
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73
spine-cocos2dx/example/Classes/GoblinsExample.cpp
Normal file
@ -0,0 +1,73 @@
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "GoblinsExample.h"
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#include "SpineboyExample.h"
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#include <iostream>
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#include <fstream>
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#include <string.h>
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USING_NS_CC;
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using namespace spine;
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using namespace std;
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Scene* GoblinsExample::scene () {
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Scene *scene = Scene::create();
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scene->addChild(GoblinsExample::create());
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return scene;
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}
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bool GoblinsExample::init () {
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if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
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skeletonNode = SkeletonAnimation::createWithFile("goblins-ffd.json", "goblins-ffd.atlas", 1.5f);
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skeletonNode->setAnimation(0, "walk", true);
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skeletonNode->setSkin("goblin");
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Size windowSize = Director::getInstance()->getWinSize();
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skeletonNode->setPosition(Vector2(windowSize.width / 2, 20));
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addChild(skeletonNode);
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scheduleUpdate();
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EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
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listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool {
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if (!skeletonNode->debugBones)
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skeletonNode->debugBones = true;
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else if (skeletonNode->timeScale == 1)
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skeletonNode->timeScale = 0.3f;
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else
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Director::getInstance()->replaceScene(SpineboyExample::scene());
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return true;
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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return true;
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}
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48
spine-cocos2dx/example/Classes/GoblinsExample.h
Normal file
48
spine-cocos2dx/example/Classes/GoblinsExample.h
Normal file
@ -0,0 +1,48 @@
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef _GOBLINSEXAMPLE_H_
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#define _GOBLINSEXAMPLE_H_
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#include "cocos2d.h"
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#include <spine/spine-cocos2dx.h>
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class GoblinsExample : public cocos2d::LayerColor {
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public:
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static cocos2d::Scene* scene ();
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virtual bool init ();
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CREATE_FUNC (GoblinsExample);
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private:
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spine::SkeletonAnimation* skeletonNode;
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};
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#endif // _GOBLINSEXAMPLE_H_
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@ -28,7 +28,8 @@
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "ExampleLayer.h"
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#include "SpineboyExample.h"
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#include "GoblinsExample.h"
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#include <iostream>
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#include <fstream>
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#include <string.h>
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@ -37,31 +38,29 @@ USING_NS_CC;
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using namespace spine;
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using namespace std;
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Scene* ExampleLayer::scene () {
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Scene* SpineboyExample::scene () {
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Scene *scene = Scene::create();
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scene->addChild(ExampleLayer::create());
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scene->addChild(SpineboyExample::create());
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return scene;
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}
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bool ExampleLayer::init () {
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bool SpineboyExample::init () {
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if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
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skeletonNode = SkeletonAnimation::createWithFile("spineboy.json", "spineboy.atlas", 0.6f);
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// skeletonNode->timeScale = 0.3f;
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skeletonNode->debugBones = true;
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skeletonNode->startListener = [this](int trackIndex) {
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skeletonNode->startListener = [this] (int trackIndex) {
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spTrackEntry* entry = spAnimationState_getCurrent(skeletonNode->state, trackIndex);
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const char* animationName = (entry && entry->animation) ? entry->animation->name : 0;
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log("%d start: %s", trackIndex, animationName);
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};
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skeletonNode->endListener = [](int trackIndex) {
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skeletonNode->endListener = [] (int trackIndex) {
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log("%d end", trackIndex);
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};
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skeletonNode->completeListener = [](int trackIndex, int loopCount) {
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skeletonNode->completeListener = [] (int trackIndex, int loopCount) {
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log("%d complete: %d", trackIndex, loopCount);
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};
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skeletonNode->eventListener = [](int trackIndex, spEvent* event) {
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skeletonNode->eventListener = [] (int trackIndex, spEvent* event) {
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log("%d event: %s, %d, %f, %s", trackIndex, event->data->name, event->intValue, event->floatValue, event->stringValue);
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};
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@ -71,7 +70,7 @@ bool ExampleLayer::init () {
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spTrackEntry* jumpEntry = skeletonNode->addAnimation(0, "jump", false, 3);
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skeletonNode->addAnimation(0, "run", true);
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skeletonNode->setStartListener(jumpEntry, [](int trackIndex) {
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skeletonNode->setStartListener(jumpEntry, [] (int trackIndex) {
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log("jumped!", trackIndex);
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});
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@ -83,11 +82,24 @@ bool ExampleLayer::init () {
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addChild(skeletonNode);
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scheduleUpdate();
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EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
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listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool {
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if (!skeletonNode->debugBones)
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skeletonNode->debugBones = true;
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else if (skeletonNode->timeScale == 1)
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skeletonNode->timeScale = 0.3f;
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else
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Director::getInstance()->replaceScene(GoblinsExample::scene());
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return true;
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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return true;
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}
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void ExampleLayer::update (float deltaTime) {
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void SpineboyExample::update (float deltaTime) {
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// Test releasing memory.
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// Director::getInstance()->replaceScene(ExampleLayer::scene());
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// Director::getInstance()->replaceScene(SpineboyExample::scene());
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}
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@ -28,22 +28,22 @@
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef _EXAMPLELAYER_H_
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#define _EXAMPLELAYER_H_
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#ifndef _SPINEBOYEXAMPLE_H_
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#define _SPINEBOYEXAMPLE_H_
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#include "cocos2d.h"
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#include <spine/spine-cocos2dx.h>
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class ExampleLayer: public cocos2d::LayerColor {
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class SpineboyExample : public cocos2d::LayerColor {
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public:
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static cocos2d::Scene* scene ();
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virtual bool init ();
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virtual void update (float deltaTime);
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CREATE_FUNC (ExampleLayer);
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CREATE_FUNC (SpineboyExample);
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private:
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spine::SkeletonAnimation* skeletonNode;
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};
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#endif // _EXAMPLELAYER_H_
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#endif // _SPINEBOYEXAMPLE_H_
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@ -129,20 +129,24 @@
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</PostBuildEvent>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="..\..\src\spine\PolygonBatch.h" />
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<ClInclude Include="..\..\src\spine\SkeletonAnimation.h" />
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<ClInclude Include="..\..\src\spine\SkeletonRenderer.h" />
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<ClInclude Include="..\..\src\spine\spine-cocos2dx.h" />
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<ClInclude Include="..\Classes\AppDelegate.h" />
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<ClInclude Include="..\Classes\AppMacros.h" />
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<ClInclude Include="..\Classes\ExampleLayer.h" />
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<ClInclude Include="..\Classes\GoblinsExample.h" />
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<ClInclude Include="..\Classes\SpineboyExample.h" />
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<ClInclude Include="main.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\spine\PolygonBatch.cpp" />
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<ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp" />
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<ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp" />
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<ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp" />
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<ClCompile Include="..\Classes\AppDelegate.cpp" />
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<ClCompile Include="..\Classes\ExampleLayer.cpp" />
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<ClCompile Include="..\Classes\GoblinsExample.cpp" />
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<ClCompile Include="..\Classes\SpineboyExample.cpp" />
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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<ItemGroup>
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@ -21,9 +21,6 @@
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<ClInclude Include="..\Classes\AppMacros.h">
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<Filter>Classes</Filter>
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</ClInclude>
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<ClInclude Include="..\Classes\ExampleLayer.h">
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<Filter>Classes</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\spine\SkeletonRenderer.h">
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<Filter>src</Filter>
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</ClInclude>
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@ -33,6 +30,15 @@
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<ClInclude Include="..\..\src\spine\SkeletonAnimation.h">
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<Filter>src</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\spine\PolygonBatch.h">
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<Filter>src</Filter>
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</ClInclude>
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<ClInclude Include="..\Classes\SpineboyExample.h">
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<Filter>Classes</Filter>
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</ClInclude>
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<ClInclude Include="..\Classes\GoblinsExample.h">
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<Filter>Classes</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp">
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@ -41,9 +47,6 @@
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<ClCompile Include="..\Classes\AppDelegate.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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<ClCompile Include="..\Classes\ExampleLayer.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp">
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<Filter>src</Filter>
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</ClCompile>
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@ -53,5 +56,14 @@
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<ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp">
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<Filter>src</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\spine\PolygonBatch.cpp">
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<Filter>src</Filter>
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</ClCompile>
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<ClCompile Include="..\Classes\SpineboyExample.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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<ClCompile Include="..\Classes\GoblinsExample.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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112
spine-cocos2dx/src/spine/PolygonBatch.cpp
Normal file
112
spine-cocos2dx/src/spine/PolygonBatch.cpp
Normal file
@ -0,0 +1,112 @@
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
|
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*
|
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* You are granted a perpetual, non-exclusive, non-sublicensable and
|
||||
* non-transferable license to install, execute and perform the Spine Runtimes
|
||||
* Software (the "Software") solely for internal use. Without the written
|
||||
* permission of Esoteric Software (typically granted by licensing Spine), you
|
||||
* may not (a) modify, translate, adapt or otherwise create derivative works,
|
||||
* improvements of the Software or develop new applications using the Software
|
||||
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
|
||||
* trademark, patent or other intellectual property or proprietary rights
|
||||
* notices on or in the Software, including any copy thereof. Redistributions
|
||||
* in binary or source form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
|
||||
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
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#include <spine/PolygonBatch.h>
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#include <spine/extension.h>
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USING_NS_CC;
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namespace spine {
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PolygonBatch* PolygonBatch::createWithCapacity (int capacity) {
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PolygonBatch* batch = new PolygonBatch();
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batch->initWithCapacity(capacity);
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batch->autorelease();
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return batch;
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}
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PolygonBatch::PolygonBatch () :
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capacity(0),
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vertices(nullptr), verticesCount(0),
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triangles(nullptr), trianglesCount(0),
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texture(nullptr)
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{}
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bool PolygonBatch::initWithCapacity (int capacity) {
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// 32767 is max index, so 32767 / 3 - (32767 / 3 % 3) = 10920.
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CCASSERT(capacity <= 10920, "capacity cannot be > 10920");
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CCASSERT(capacity >= 0, "capacity cannot be < 0");
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this->capacity = capacity;
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vertices = MALLOC(V2F_C4B_T2F, capacity);
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triangles = MALLOC(GLushort, capacity * 3);
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return true;
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}
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PolygonBatch::~PolygonBatch () {
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FREE(vertices);
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FREE(triangles);
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}
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void PolygonBatch::add (const Texture2D* addTexture,
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const float* addVertices, const float* uvs, int addVerticesCount,
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const int* addTriangles, int addTrianglesCount,
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cocos2d::Color4B* color) {
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if (
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addTexture != texture
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|| verticesCount + (addVerticesCount >> 1) > capacity
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|| trianglesCount + addTrianglesCount > capacity * 3) {
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this->flush();
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texture = addTexture;
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}
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for (int i = 0; i < addTrianglesCount; ++i, ++trianglesCount)
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triangles[trianglesCount] = addTriangles[i] + verticesCount;
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for (int i = 0; i < addVerticesCount; i += 2, ++verticesCount) {
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V2F_C4B_T2F* vertex = vertices + verticesCount;
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vertex->vertices.x = addVertices[i];
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vertex->vertices.y = addVertices[i + 1];
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vertex->colors = *color;
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vertex->texCoords.u = uvs[i];
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vertex->texCoords.v = uvs[i + 1];
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||||
}
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}
|
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|
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void PolygonBatch::flush () {
|
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if (!verticesCount) return;
|
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GL::bindTexture2D(texture->getName());
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
|
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
|
||||
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORDS);
|
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), &vertices[0].vertices);
|
||||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), &vertices[0].colors);
|
||||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), &vertices[0].texCoords);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, trianglesCount, GL_UNSIGNED_SHORT, triangles);
|
||||
|
||||
verticesCount = 0;
|
||||
trianglesCount = 0;
|
||||
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
}
|
||||
|
||||
}
|
||||
69
spine-cocos2dx/src/spine/PolygonBatch.h
Normal file
69
spine-cocos2dx/src/spine/PolygonBatch.h
Normal file
@ -0,0 +1,69 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes Software License
|
||||
* Version 2.1
|
||||
*
|
||||
* Copyright (c) 2013, Esoteric Software
|
||||
* All rights reserved.
|
||||
*
|
||||
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
||||
* non-transferable license to install, execute and perform the Spine Runtimes
|
||||
* Software (the "Software") solely for internal use. Without the written
|
||||
* permission of Esoteric Software (typically granted by licensing Spine), you
|
||||
* may not (a) modify, translate, adapt or otherwise create derivative works,
|
||||
* improvements of the Software or develop new applications using the Software
|
||||
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
|
||||
* trademark, patent or other intellectual property or proprietary rights
|
||||
* notices on or in the Software, including any copy thereof. Redistributions
|
||||
* in binary or source form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
|
||||
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#ifndef SPINE_POLYGONBATCH_H_
|
||||
#define SPINE_POLYGONBATCH_H_
|
||||
|
||||
#include "cocos2d.h"
|
||||
|
||||
namespace spine {
|
||||
|
||||
class cocos2d::Texture2D;
|
||||
|
||||
class PolygonBatch : public cocos2d::Ref {
|
||||
public:
|
||||
static PolygonBatch* createWithCapacity (int capacity);
|
||||
|
||||
/** @js ctor */
|
||||
PolygonBatch();
|
||||
|
||||
/** @js NA
|
||||
* @lua NA */
|
||||
virtual ~PolygonBatch();
|
||||
|
||||
bool initWithCapacity (int capacity);
|
||||
void add (const cocos2d::Texture2D* texture,
|
||||
const float* vertices, const float* uvs, int verticesCount,
|
||||
const int* triangles, int trianglesCount,
|
||||
cocos2d::Color4B* color);
|
||||
void flush ();
|
||||
|
||||
private:
|
||||
int capacity;
|
||||
cocos2d::V2F_C4B_T2F* vertices;
|
||||
int verticesCount;
|
||||
GLushort* triangles;
|
||||
int trianglesCount;
|
||||
const cocos2d::Texture2D* texture;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // SPINE_POLYGONBATCH_H_
|
||||
@ -29,8 +29,8 @@
|
||||
*****************************************************************************/
|
||||
|
||||
#include <spine/SkeletonAnimation.h>
|
||||
#include <spine/extension.h>
|
||||
#include <spine/spine-cocos2dx.h>
|
||||
#include <spine/extension.h>
|
||||
#include <algorithm>
|
||||
|
||||
USING_NS_CC;
|
||||
|
||||
@ -30,6 +30,8 @@
|
||||
|
||||
#include <spine/SkeletonRenderer.h>
|
||||
#include <spine/spine-cocos2dx.h>
|
||||
#include <spine/extension.h>
|
||||
#include <spine/PolygonBatch.h>
|
||||
#include <algorithm>
|
||||
|
||||
USING_NS_CC;
|
||||
@ -38,6 +40,8 @@ using std::max;
|
||||
|
||||
namespace spine {
|
||||
|
||||
static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
|
||||
|
||||
SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
|
||||
SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
|
||||
node->autorelease();
|
||||
@ -62,6 +66,11 @@ void SkeletonRenderer::initialize () {
|
||||
debugBones = false;
|
||||
timeScale = 1;
|
||||
|
||||
worldVertices = MALLOC(float, 1000); // Max number of vertices per mesh.
|
||||
|
||||
batch = PolygonBatch::createWithCapacity(2000); // Max number of vertices and triangles per batch.
|
||||
batch->retain();
|
||||
|
||||
blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
|
||||
setOpacityModifyRGB(true);
|
||||
|
||||
@ -116,6 +125,7 @@ SkeletonRenderer::~SkeletonRenderer () {
|
||||
if (ownsSkeletonData) spSkeletonData_dispose(skeleton->data);
|
||||
if (atlas) spAtlas_dispose(atlas);
|
||||
spSkeleton_dispose(skeleton);
|
||||
batch->release();
|
||||
}
|
||||
|
||||
void SkeletonRenderer::update (float deltaTime) {
|
||||
@ -132,54 +142,82 @@ void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpda
|
||||
getShaderProgram()->use();
|
||||
getShaderProgram()->setUniformsForBuiltins(transform);
|
||||
|
||||
GL::blendFunc(blendFunc.src, blendFunc.dst);
|
||||
Color3B color = getColor();
|
||||
skeleton->r = color.r / (float)255;
|
||||
skeleton->g = color.g / (float)255;
|
||||
skeleton->b = color.b / (float)255;
|
||||
Color3B nodeColor = getColor();
|
||||
skeleton->r = nodeColor.r / (float)255;
|
||||
skeleton->g = nodeColor.g / (float)255;
|
||||
skeleton->b = nodeColor.b / (float)255;
|
||||
skeleton->a = getOpacity() / (float)255;
|
||||
|
||||
int additive = 0;
|
||||
TextureAtlas* textureAtlas = 0;
|
||||
V3F_C4B_T2F_Quad quad;
|
||||
quad.tl.vertices.z = 0;
|
||||
quad.tr.vertices.z = 0;
|
||||
quad.bl.vertices.z = 0;
|
||||
quad.br.vertices.z = 0;
|
||||
|
||||
int additive = -1;
|
||||
Color4B color;
|
||||
const float* uvs = nullptr;
|
||||
int verticesCount = 0;
|
||||
const int* triangles = nullptr;
|
||||
int trianglesCount = 0;
|
||||
float r = 0, g = 0, b = 0, a = 0;
|
||||
for (int i = 0, n = skeleton->slotCount; i < n; i++) {
|
||||
spSlot* slot = skeleton->drawOrder[i];
|
||||
if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
|
||||
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
|
||||
TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment);
|
||||
|
||||
if (slot->data->additiveBlending != additive) {
|
||||
if (textureAtlas) {
|
||||
textureAtlas->drawQuads();
|
||||
textureAtlas->removeAllQuads();
|
||||
if (!slot->attachment) continue;
|
||||
Texture2D *texture = nullptr;
|
||||
switch (slot->attachment->type) {
|
||||
case SP_ATTACHMENT_REGION: {
|
||||
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
|
||||
spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices);
|
||||
texture = getTexture(attachment);
|
||||
uvs = attachment->uvs;
|
||||
verticesCount = 8;
|
||||
triangles = quadTriangles;
|
||||
trianglesCount = 6;
|
||||
r = attachment->r;
|
||||
g = attachment->g;
|
||||
b = attachment->b;
|
||||
a = attachment->a;
|
||||
break;
|
||||
}
|
||||
case SP_ATTACHMENT_MESH: {
|
||||
spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
|
||||
spMeshAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot, worldVertices);
|
||||
texture = getTexture(attachment);
|
||||
uvs = attachment->uvs;
|
||||
verticesCount = attachment->verticesCount;
|
||||
triangles = attachment->triangles;
|
||||
trianglesCount = attachment->trianglesCount;
|
||||
r = attachment->r;
|
||||
g = attachment->g;
|
||||
b = attachment->b;
|
||||
a = attachment->a;
|
||||
break;
|
||||
}
|
||||
case SP_ATTACHMENT_SKINNED_MESH: {
|
||||
spSkinnedMeshAttachment* attachment = (spSkinnedMeshAttachment*)slot->attachment;
|
||||
spSkinnedMeshAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot, worldVertices);
|
||||
texture = getTexture(attachment);
|
||||
uvs = attachment->uvs;
|
||||
verticesCount = attachment->uvsCount;
|
||||
triangles = attachment->triangles;
|
||||
trianglesCount = attachment->trianglesCount;
|
||||
r = attachment->r;
|
||||
g = attachment->g;
|
||||
b = attachment->b;
|
||||
a = attachment->a;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (texture) {
|
||||
if (slot->data->additiveBlending != additive) {
|
||||
batch->flush();
|
||||
GL::blendFunc(blendFunc.src, slot->data->additiveBlending ? GL_ONE : blendFunc.dst);
|
||||
additive = slot->data->additiveBlending;
|
||||
}
|
||||
additive = !additive;
|
||||
GL::blendFunc(blendFunc.src, additive ? GL_ONE : blendFunc.dst);
|
||||
} else if (regionTextureAtlas != textureAtlas && textureAtlas) {
|
||||
textureAtlas->drawQuads();
|
||||
textureAtlas->removeAllQuads();
|
||||
color.a = skeleton->a * slot->a * a * 255;
|
||||
float multiplier = premultipliedAlpha ? color.a : 255;
|
||||
color.r = skeleton->r * slot->r * r * multiplier;
|
||||
color.g = skeleton->g * slot->g * g * multiplier;
|
||||
color.b = skeleton->b * slot->b * b * multiplier;
|
||||
batch->add(texture, worldVertices, uvs, verticesCount, triangles, trianglesCount, &color);
|
||||
}
|
||||
textureAtlas = regionTextureAtlas;
|
||||
|
||||
int quadCount = textureAtlas->getTotalQuads();
|
||||
if (textureAtlas->getCapacity() == quadCount) {
|
||||
textureAtlas->drawQuads();
|
||||
textureAtlas->removeAllQuads();
|
||||
if (!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return;
|
||||
}
|
||||
|
||||
spRegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha);
|
||||
textureAtlas->updateQuad(&quad, quadCount);
|
||||
}
|
||||
if (textureAtlas) {
|
||||
textureAtlas->drawQuads();
|
||||
textureAtlas->removeAllQuads();
|
||||
}
|
||||
batch->flush();
|
||||
|
||||
if (debugSlots || debugBones) {
|
||||
Director* director = Director::getInstance();
|
||||
@ -196,11 +234,11 @@ void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpda
|
||||
spSlot* slot = skeleton->drawOrder[i];
|
||||
if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
|
||||
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
|
||||
spRegionAttachment_updateQuad(attachment, slot, &quad);
|
||||
points[0] = Vector2(quad.bl.vertices.x, quad.bl.vertices.y);
|
||||
points[1] = Vector2(quad.br.vertices.x, quad.br.vertices.y);
|
||||
points[2] = Vector2(quad.tr.vertices.x, quad.tr.vertices.y);
|
||||
points[3] = Vector2(quad.tl.vertices.x, quad.tl.vertices.y);
|
||||
spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices);
|
||||
points[0] = Vector2(worldVertices[0], worldVertices[1]);
|
||||
points[1] = Vector2(worldVertices[2], worldVertices[3]);
|
||||
points[2] = Vector2(worldVertices[4], worldVertices[5]);
|
||||
points[3] = Vector2(worldVertices[6], worldVertices[7]);
|
||||
DrawPrimitives::drawPoly(points, 4, true);
|
||||
}
|
||||
}
|
||||
@ -227,8 +265,16 @@ void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpda
|
||||
}
|
||||
}
|
||||
|
||||
TextureAtlas* SkeletonRenderer::getTextureAtlas (spRegionAttachment* regionAttachment) const {
|
||||
return (TextureAtlas*)((spAtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
|
||||
Texture2D* SkeletonRenderer::getTexture (spRegionAttachment* attachment) const {
|
||||
return (Texture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
|
||||
}
|
||||
|
||||
Texture2D* SkeletonRenderer::getTexture (spMeshAttachment* attachment) const {
|
||||
return (Texture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
|
||||
}
|
||||
|
||||
Texture2D* SkeletonRenderer::getTexture (spSkinnedMeshAttachment* attachment) const {
|
||||
return (Texture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
|
||||
}
|
||||
|
||||
Rect SkeletonRenderer::boundingBox () {
|
||||
@ -303,7 +349,7 @@ const BlendFunc& SkeletonRenderer::getBlendFunc () const {
|
||||
return blendFunc;
|
||||
}
|
||||
|
||||
void SkeletonRenderer::setBlendFunc (const cocos2d::BlendFunc &) {
|
||||
void SkeletonRenderer::setBlendFunc (const cocos2d::BlendFunc &blendFunc) {
|
||||
this->blendFunc = blendFunc;
|
||||
}
|
||||
|
||||
|
||||
@ -36,6 +36,8 @@
|
||||
|
||||
namespace spine {
|
||||
|
||||
class PolygonBatch;
|
||||
|
||||
/** Draws a skeleton. */
|
||||
class SkeletonRenderer: public cocos2d::NodeRGBA, public cocos2d::BlendProtocol {
|
||||
public:
|
||||
@ -58,7 +60,7 @@ public:
|
||||
|
||||
virtual void update (float deltaTime);
|
||||
virtual void draw (cocos2d::Renderer* renderer, const cocos2d::Matrix& transform, bool transformUpdated) override;
|
||||
void drawSkeleton (const cocos2d::Matrix& transform, bool transformUpdated);
|
||||
virtual void drawSkeleton (const cocos2d::Matrix& transform, bool transformUpdated);
|
||||
virtual cocos2d::Rect boundingBox ();
|
||||
|
||||
// --- Convenience methods for common Skeleton_* functions.
|
||||
@ -92,13 +94,17 @@ public:
|
||||
protected:
|
||||
SkeletonRenderer ();
|
||||
void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);
|
||||
virtual cocos2d::TextureAtlas* getTextureAtlas (spRegionAttachment* regionAttachment) const;
|
||||
virtual cocos2d::Texture2D* getTexture (spRegionAttachment* attachment) const;
|
||||
virtual cocos2d::Texture2D* getTexture (spMeshAttachment* attachment) const;
|
||||
virtual cocos2d::Texture2D* getTexture (spSkinnedMeshAttachment* attachment) const;
|
||||
|
||||
private:
|
||||
bool ownsSkeletonData;
|
||||
spAtlas* atlas;
|
||||
cocos2d::BlendFunc blendFunc;
|
||||
cocos2d::CustomCommand drawCommand;
|
||||
cocos2d::BlendFunc blendFunc;
|
||||
PolygonBatch* batch;
|
||||
float* worldVertices;
|
||||
void initialize ();
|
||||
};
|
||||
|
||||
|
||||
@ -35,15 +35,12 @@ USING_NS_CC;
|
||||
|
||||
void _spAtlasPage_createTexture (spAtlasPage* self, const char* path) {
|
||||
Texture2D* texture = Director::getInstance()->getTextureCache()->addImage(path);
|
||||
TextureAtlas* textureAtlas = TextureAtlas::createWithTexture(texture, 128);
|
||||
textureAtlas->retain();
|
||||
self->rendererObject = textureAtlas;
|
||||
self->rendererObject = texture;
|
||||
self->width = texture->getPixelsWide();
|
||||
self->height = texture->getPixelsHigh();
|
||||
}
|
||||
|
||||
void _spAtlasPage_disposeTexture (spAtlasPage* self) {
|
||||
((TextureAtlas*)self->rendererObject)->release();
|
||||
}
|
||||
|
||||
char* _spUtil_readFile (const char* path, int* length) {
|
||||
@ -54,59 +51,3 @@ char* _spUtil_readFile (const char* path, int* length) {
|
||||
memcpy(bytes, data.getBytes(), *length);
|
||||
return bytes;
|
||||
}
|
||||
|
||||
/**/
|
||||
|
||||
namespace spine {
|
||||
|
||||
void spRegionAttachment_updateQuad (spRegionAttachment* self, spSlot* slot, V3F_C4B_T2F_Quad* quad, bool premultipliedAlpha) {
|
||||
float vertices[8];
|
||||
spRegionAttachment_computeWorldVertices(self, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices);
|
||||
|
||||
GLubyte r = slot->skeleton->r * slot->r * 255;
|
||||
GLubyte g = slot->skeleton->g * slot->g * 255;
|
||||
GLubyte b = slot->skeleton->b * slot->b * 255;
|
||||
float normalizedAlpha = slot->skeleton->a * slot->a;
|
||||
if (premultipliedAlpha) {
|
||||
r *= normalizedAlpha;
|
||||
g *= normalizedAlpha;
|
||||
b *= normalizedAlpha;
|
||||
}
|
||||
GLubyte a = normalizedAlpha * 255;
|
||||
quad->bl.colors.r = r;
|
||||
quad->bl.colors.g = g;
|
||||
quad->bl.colors.b = b;
|
||||
quad->bl.colors.a = a;
|
||||
quad->tl.colors.r = r;
|
||||
quad->tl.colors.g = g;
|
||||
quad->tl.colors.b = b;
|
||||
quad->tl.colors.a = a;
|
||||
quad->tr.colors.r = r;
|
||||
quad->tr.colors.g = g;
|
||||
quad->tr.colors.b = b;
|
||||
quad->tr.colors.a = a;
|
||||
quad->br.colors.r = r;
|
||||
quad->br.colors.g = g;
|
||||
quad->br.colors.b = b;
|
||||
quad->br.colors.a = a;
|
||||
|
||||
quad->bl.vertices.x = vertices[SP_VERTEX_X1];
|
||||
quad->bl.vertices.y = vertices[SP_VERTEX_Y1];
|
||||
quad->tl.vertices.x = vertices[SP_VERTEX_X2];
|
||||
quad->tl.vertices.y = vertices[SP_VERTEX_Y2];
|
||||
quad->tr.vertices.x = vertices[SP_VERTEX_X3];
|
||||
quad->tr.vertices.y = vertices[SP_VERTEX_Y3];
|
||||
quad->br.vertices.x = vertices[SP_VERTEX_X4];
|
||||
quad->br.vertices.y = vertices[SP_VERTEX_Y4];
|
||||
|
||||
quad->bl.texCoords.u = self->uvs[SP_VERTEX_X1];
|
||||
quad->bl.texCoords.v = self->uvs[SP_VERTEX_Y1];
|
||||
quad->tl.texCoords.u = self->uvs[SP_VERTEX_X2];
|
||||
quad->tl.texCoords.v = self->uvs[SP_VERTEX_Y2];
|
||||
quad->tr.texCoords.u = self->uvs[SP_VERTEX_X3];
|
||||
quad->tr.texCoords.v = self->uvs[SP_VERTEX_Y3];
|
||||
quad->br.texCoords.u = self->uvs[SP_VERTEX_X4];
|
||||
quad->br.texCoords.v = self->uvs[SP_VERTEX_Y4];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -36,10 +36,4 @@
|
||||
#include <spine/SkeletonRenderer.h>
|
||||
#include <spine/SkeletonAnimation.h>
|
||||
|
||||
namespace spine {
|
||||
|
||||
void spRegionAttachment_updateQuad (spRegionAttachment* self, spSlot* slot, cocos2d::V3F_C4B_T2F_Quad* quad, bool premultiplied = false);
|
||||
|
||||
}
|
||||
|
||||
#endif /* SPINE_COCOS2DX_H_ */
|
||||
|
||||
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