[cocos2dx] Removed VertexEffect, see #2076

This commit is contained in:
Mario Zechner 2022-05-30 14:30:36 +02:00
parent 53f69d0f48
commit ee1c698197
4 changed files with 33 additions and 112 deletions

View File

@ -36,7 +36,6 @@ using namespace spine;
PowInterpolation pow2(2);
PowOutInterpolation powOut2(2);
SwirlVertexEffect effect(400, powOut2);
Scene *RaptorExample::scene() {
Scene *scene = Scene::create();
@ -52,10 +51,6 @@ bool RaptorExample::init() {
skeletonNode->addAnimation(1, "gun-grab", false, 2);
skeletonNode->setTwoColorTint(true);
effect.setCenterY(200);
swirlTime = 0;
skeletonNode->setVertexEffect(&effect);
skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
addChild(skeletonNode);
@ -77,10 +72,3 @@ bool RaptorExample::init() {
return true;
}
void RaptorExample::update(float fDelta) {
swirlTime += fDelta;
float percent = spine::MathUtil::fmod(swirlTime, 2);
if (percent > 1) percent = 1 - (percent - 1);
effect.setAngle(pow2.interpolate(-60.0f, 60.0f, percent));
}

View File

@ -39,9 +39,7 @@ public:
CREATE_FUNC(RaptorExample);
virtual bool init();
virtual void update(float fDelta);
virtual bool init();
private:
spine::SkeletonAnimation *skeletonNode;

View File

@ -137,26 +137,26 @@ namespace spine {
}
SkeletonRenderer::SkeletonRenderer()
: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
}
SkeletonRenderer::SkeletonRenderer(Skeleton *skeleton, bool ownsSkeleton, bool ownsSkeletonData, bool ownsAtlas)
: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
initWithSkeleton(skeleton, ownsSkeleton, ownsSkeletonData, ownsAtlas);
}
SkeletonRenderer::SkeletonRenderer(SkeletonData *skeletonData, bool ownsSkeletonData)
: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
initWithData(skeletonData, ownsSkeletonData);
}
SkeletonRenderer::SkeletonRenderer(const std::string &skeletonDataFile, Atlas *atlas, float scale)
: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
initWithJsonFile(skeletonDataFile, atlas, scale);
}
SkeletonRenderer::SkeletonRenderer(const std::string &skeletonDataFile, const std::string &atlasFile, float scale)
: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
initWithJsonFile(skeletonDataFile, atlasFile, scale);
}
@ -280,10 +280,6 @@ namespace spine {
SkeletonTwoColorBatch *twoColorBatch = SkeletonTwoColorBatch::getInstance();
const bool hasSingleTint = (isTwoColorTint() == false);
if (_effect) {
_effect->begin(*_skeleton);
}
const Color3B displayedColor = getDisplayedColor();
Color nodeColor;
nodeColor.r = displayedColor.r / 255.f;
@ -437,28 +433,14 @@ namespace spine {
const float *verts = _clipper->getClippedVertices().buffer();
const float *uvs = _clipper->getClippedUVs().buffer();
if (_effect) {
V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
Color darkTmp;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
Color lightCopy = color;
vertex->vertices.x = verts[vv];
vertex->vertices.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
_effect->transform(vertex->vertices.x, vertex->vertices.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkTmp);
vertex->colors = ColorToColor4B(lightCopy);
}
} else {
V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
vertex->vertices.x = verts[vv];
vertex->vertices.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
vertex->colors = color4B;
}
}
V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
vertex->vertices.x = verts[vv];
vertex->vertices.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
vertex->colors = color4B;
}
} else {
// Not clipping.
#if COCOS2D_VERSION < 0x00040000
@ -466,21 +448,10 @@ namespace spine {
#else
cocos2d::TrianglesCommand *batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, triangles, transform, transformFlags);
#endif
if (_effect) {
V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
Color darkTmp;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
Color lightCopy = color;
_effect->transform(vertex->vertices.x, vertex->vertices.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkTmp);
vertex->colors = ColorToColor4B(lightCopy);
}
} else {
V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
vertex->colors = color4B;
}
}
V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
vertex->colors = color4B;
}
}
} else {
// Two color tinting.
@ -509,30 +480,15 @@ namespace spine {
const float *verts = _clipper->getClippedVertices().buffer();
const float *uvs = _clipper->getClippedUVs().buffer();
if (_effect) {
V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
Color lightCopy = color;
Color darkCopy = darkColor;
vertex->position.x = verts[vv];
vertex->position.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
_effect->transform(vertex->position.x, vertex->position.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkCopy);
vertex->color = ColorToColor4B(lightCopy);
vertex->color2 = ColorToColor4B(darkCopy);
}
} else {
V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
vertex->position.x = verts[vv];
vertex->position.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
vertex->color = color4B;
vertex->color2 = darkColor4B;
}
}
V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
vertex->position.x = verts[vv];
vertex->position.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
vertex->color = color4B;
vertex->color2 = darkColor4B;
}
} else {
#if COCOS2D_VERSION < 0x00040000
@ -541,22 +497,11 @@ namespace spine {
TwoColorTrianglesCommand *batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, trianglesTwoColor, transform, transformFlags);
#endif
if (_effect) {
V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
Color lightCopy = color;
Color darkCopy = darkColor;
_effect->transform(vertex->position.x, vertex->position.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkCopy);
vertex->color = ColorToColor4B(lightCopy);
vertex->color2 = ColorToColor4B(darkCopy);
}
} else {
V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
vertex->color = color4B;
vertex->color2 = darkColor4B;
}
}
V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
vertex->color = color4B;
vertex->color2 = darkColor4B;
}
}
}
_clipper->clipEnd(*slot);
@ -597,8 +542,6 @@ namespace spine {
}
}
if (_effect) _effect->end();
if (_debugBoundingRect || _debugSlots || _debugBones || _debugMeshes) {
drawDebug(renderer, transform, transformFlags);
}
@ -797,10 +740,6 @@ namespace spine {
#endif
}
void SkeletonRenderer::setVertexEffect(VertexEffect *effect) {
this->_effect = effect;
}
void SkeletonRenderer::setSlotsRange(int startSlotIndex, int endSlotIndex) {
_startSlotIndex = startSlotIndex == -1 ? 0 : startSlotIndex;
_endSlotIndex = endSlotIndex == -1 ? std::numeric_limits<int>::max() : endSlotIndex;

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@ -102,9 +102,6 @@ namespace spine {
/* Whether two color tinting is enabled */
bool isTwoColorTint();
/* Sets the vertex effect to be used, set to 0 to disable vertex effects */
void setVertexEffect(VertexEffect *effect);
/* Sets the range of slots that should be rendered. Use -1, -1 to clear the range */
void setSlotsRange(int startSlotIndex, int endSlotIndex);
@ -150,8 +147,7 @@ namespace spine {
bool _debugBones;
bool _debugMeshes;
bool _debugBoundingRect;
SkeletonClipping *_clipper;
VertexEffect *_effect;
SkeletonClipping *_clipper;
cocos2d::Rect _boundingRect;
int _startSlotIndex;