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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
[cocos2dx] Removed VertexEffect, see #2076
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@ -36,7 +36,6 @@ using namespace spine;
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PowInterpolation pow2(2);
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PowOutInterpolation powOut2(2);
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SwirlVertexEffect effect(400, powOut2);
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Scene *RaptorExample::scene() {
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Scene *scene = Scene::create();
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@ -52,10 +51,6 @@ bool RaptorExample::init() {
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skeletonNode->addAnimation(1, "gun-grab", false, 2);
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skeletonNode->setTwoColorTint(true);
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effect.setCenterY(200);
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swirlTime = 0;
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skeletonNode->setVertexEffect(&effect);
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skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
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addChild(skeletonNode);
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@ -77,10 +72,3 @@ bool RaptorExample::init() {
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return true;
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}
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void RaptorExample::update(float fDelta) {
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swirlTime += fDelta;
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float percent = spine::MathUtil::fmod(swirlTime, 2);
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if (percent > 1) percent = 1 - (percent - 1);
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effect.setAngle(pow2.interpolate(-60.0f, 60.0f, percent));
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}
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@ -39,9 +39,7 @@ public:
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CREATE_FUNC(RaptorExample);
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virtual bool init();
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virtual void update(float fDelta);
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virtual bool init();
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private:
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spine::SkeletonAnimation *skeletonNode;
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@ -137,26 +137,26 @@ namespace spine {
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}
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SkeletonRenderer::SkeletonRenderer()
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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}
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SkeletonRenderer::SkeletonRenderer(Skeleton *skeleton, bool ownsSkeleton, bool ownsSkeletonData, bool ownsAtlas)
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithSkeleton(skeleton, ownsSkeleton, ownsSkeletonData, ownsAtlas);
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}
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SkeletonRenderer::SkeletonRenderer(SkeletonData *skeletonData, bool ownsSkeletonData)
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithData(skeletonData, ownsSkeletonData);
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}
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SkeletonRenderer::SkeletonRenderer(const std::string &skeletonDataFile, Atlas *atlas, float scale)
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithJsonFile(skeletonDataFile, atlas, scale);
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}
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SkeletonRenderer::SkeletonRenderer(const std::string &skeletonDataFile, const std::string &atlasFile, float scale)
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithJsonFile(skeletonDataFile, atlasFile, scale);
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}
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@ -280,10 +280,6 @@ namespace spine {
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SkeletonTwoColorBatch *twoColorBatch = SkeletonTwoColorBatch::getInstance();
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const bool hasSingleTint = (isTwoColorTint() == false);
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if (_effect) {
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_effect->begin(*_skeleton);
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}
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const Color3B displayedColor = getDisplayedColor();
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Color nodeColor;
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nodeColor.r = displayedColor.r / 255.f;
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@ -437,28 +433,14 @@ namespace spine {
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const float *verts = _clipper->getClippedVertices().buffer();
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const float *uvs = _clipper->getClippedUVs().buffer();
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if (_effect) {
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V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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Color darkTmp;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
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Color lightCopy = color;
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vertex->vertices.x = verts[vv];
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vertex->vertices.y = verts[vv + 1];
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vertex->texCoords.u = uvs[vv];
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vertex->texCoords.v = uvs[vv + 1];
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_effect->transform(vertex->vertices.x, vertex->vertices.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkTmp);
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vertex->colors = ColorToColor4B(lightCopy);
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}
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} else {
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V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
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vertex->vertices.x = verts[vv];
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vertex->vertices.y = verts[vv + 1];
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vertex->texCoords.u = uvs[vv];
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vertex->texCoords.v = uvs[vv + 1];
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vertex->colors = color4B;
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}
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}
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V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
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vertex->vertices.x = verts[vv];
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vertex->vertices.y = verts[vv + 1];
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vertex->texCoords.u = uvs[vv];
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vertex->texCoords.v = uvs[vv + 1];
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vertex->colors = color4B;
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}
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} else {
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// Not clipping.
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#if COCOS2D_VERSION < 0x00040000
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@ -466,21 +448,10 @@ namespace spine {
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#else
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cocos2d::TrianglesCommand *batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, triangles, transform, transformFlags);
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#endif
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if (_effect) {
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V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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Color darkTmp;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
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Color lightCopy = color;
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_effect->transform(vertex->vertices.x, vertex->vertices.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkTmp);
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vertex->colors = ColorToColor4B(lightCopy);
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}
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} else {
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V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
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vertex->colors = color4B;
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}
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}
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V3F_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
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vertex->colors = color4B;
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}
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}
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} else {
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// Two color tinting.
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@ -509,30 +480,15 @@ namespace spine {
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const float *verts = _clipper->getClippedVertices().buffer();
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const float *uvs = _clipper->getClippedUVs().buffer();
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if (_effect) {
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V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
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Color lightCopy = color;
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Color darkCopy = darkColor;
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vertex->position.x = verts[vv];
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vertex->position.y = verts[vv + 1];
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vertex->texCoords.u = uvs[vv];
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vertex->texCoords.v = uvs[vv + 1];
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_effect->transform(vertex->position.x, vertex->position.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkCopy);
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vertex->color = ColorToColor4B(lightCopy);
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vertex->color2 = ColorToColor4B(darkCopy);
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}
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} else {
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V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
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vertex->position.x = verts[vv];
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vertex->position.y = verts[vv + 1];
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vertex->texCoords.u = uvs[vv];
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vertex->texCoords.v = uvs[vv + 1];
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vertex->color = color4B;
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vertex->color2 = darkColor4B;
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}
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}
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V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
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vertex->position.x = verts[vv];
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vertex->position.y = verts[vv + 1];
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vertex->texCoords.u = uvs[vv];
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vertex->texCoords.v = uvs[vv + 1];
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vertex->color = color4B;
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vertex->color2 = darkColor4B;
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}
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} else {
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#if COCOS2D_VERSION < 0x00040000
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@ -541,22 +497,11 @@ namespace spine {
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TwoColorTrianglesCommand *batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, trianglesTwoColor, transform, transformFlags);
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#endif
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if (_effect) {
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V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
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Color lightCopy = color;
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Color darkCopy = darkColor;
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_effect->transform(vertex->position.x, vertex->position.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkCopy);
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vertex->color = ColorToColor4B(lightCopy);
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vertex->color2 = ColorToColor4B(darkCopy);
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}
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} else {
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V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
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vertex->color = color4B;
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vertex->color2 = darkColor4B;
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}
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}
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V3F_C4B_C4B_T2F *vertex = batchedTriangles->getTriangles().verts;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
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vertex->color = color4B;
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vertex->color2 = darkColor4B;
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}
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}
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}
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_clipper->clipEnd(*slot);
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@ -597,8 +542,6 @@ namespace spine {
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}
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}
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if (_effect) _effect->end();
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if (_debugBoundingRect || _debugSlots || _debugBones || _debugMeshes) {
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drawDebug(renderer, transform, transformFlags);
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}
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@ -797,10 +740,6 @@ namespace spine {
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#endif
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}
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void SkeletonRenderer::setVertexEffect(VertexEffect *effect) {
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this->_effect = effect;
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}
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void SkeletonRenderer::setSlotsRange(int startSlotIndex, int endSlotIndex) {
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_startSlotIndex = startSlotIndex == -1 ? 0 : startSlotIndex;
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_endSlotIndex = endSlotIndex == -1 ? std::numeric_limits<int>::max() : endSlotIndex;
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@ -102,9 +102,6 @@ namespace spine {
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/* Whether two color tinting is enabled */
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bool isTwoColorTint();
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/* Sets the vertex effect to be used, set to 0 to disable vertex effects */
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void setVertexEffect(VertexEffect *effect);
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/* Sets the range of slots that should be rendered. Use -1, -1 to clear the range */
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void setSlotsRange(int startSlotIndex, int endSlotIndex);
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@ -150,8 +147,7 @@ namespace spine {
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bool _debugBones;
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bool _debugMeshes;
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bool _debugBoundingRect;
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SkeletonClipping *_clipper;
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VertexEffect *_effect;
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SkeletonClipping *_clipper;
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cocos2d::Rect _boundingRect;
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int _startSlotIndex;
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