[sdl] Formatting pass.

This commit is contained in:
Mario Zechner 2022-08-02 10:46:28 +02:00
parent 2b69bb2af5
commit f3e03467b5
4 changed files with 199 additions and 198 deletions

View File

@ -31,58 +31,59 @@
#include <SDL.h>
int main() {
if (SDL_Init(SDL_INIT_VIDEO)) {
printf("Error: %s", SDL_GetError());
return -1;
}
SDL_Window *window = SDL_CreateWindow("Spine SDL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, 0);
if (!window) {
printf("Error: %s", SDL_GetError());
return -1;
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (!renderer) {
printf("Error: %s", SDL_GetError());
return -1;
}
if (SDL_Init(SDL_INIT_VIDEO)) {
printf("Error: %s", SDL_GetError());
return -1;
}
SDL_Window *window = SDL_CreateWindow("Spine SDL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, 0);
if (!window) {
printf("Error: %s", SDL_GetError());
return -1;
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (!renderer) {
printf("Error: %s", SDL_GetError());
return -1;
}
spAtlas *atlas = spAtlas_createFromFile("/Users/badlogic/workspaces/spine-runtimes/examples/spineboy/export/spineboy.atlas", renderer);
spSkeletonJson *json = spSkeletonJson_create(atlas);
json->scale = 0.5f;
spSkeletonData *skeletonData = spSkeletonJson_readSkeletonDataFile(json, "/Users/badlogic/workspaces/spine-runtimes/examples/spineboy/export/spineboy-pro.json");
spAnimationStateData *animationStateData = spAnimationStateData_create(skeletonData);
spSkeletonDrawable *drawable = spSkeletonDrawable_create(skeletonData, animationStateData);
spAtlas *atlas = spAtlas_createFromFile("/Users/badlogic/workspaces/spine-runtimes/examples/spineboy/export/spineboy.atlas", renderer);
spSkeletonJson *json = spSkeletonJson_create(atlas);
json->scale = 0.5f;
spSkeletonData *skeletonData = spSkeletonJson_readSkeletonDataFile(json, "/Users/badlogic/workspaces/spine-runtimes/examples/spineboy/export/spineboy-pro.json");
spAnimationStateData *animationStateData = spAnimationStateData_create(skeletonData);
spSkeletonDrawable *drawable = spSkeletonDrawable_create(skeletonData, animationStateData);
drawable->skeleton->x = 400; drawable->skeleton->y = 500;
spSkeleton_setToSetupPose(drawable->skeleton);
spSkeletonDrawable_update(drawable, 0);
spAnimationState_setAnimationByName(drawable->animationState, 0, "run", -1);
drawable->skeleton->x = 400;
drawable->skeleton->y = 500;
spSkeleton_setToSetupPose(drawable->skeleton);
spSkeletonDrawable_update(drawable, 0);
spAnimationState_setAnimationByName(drawable->animationState, 0, "run", -1);
int quit = 0;
uint64_t lastFrameTime = SDL_GetPerformanceCounter();
while (!quit) {
SDL_Event event;
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT) {
quit = -1;
break;
}
}
int quit = 0;
uint64_t lastFrameTime = SDL_GetPerformanceCounter();
while (!quit) {
SDL_Event event;
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT) {
quit = -1;
break;
}
}
SDL_SetRenderDrawColor(renderer, 94, 93, 96, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 94, 93, 96, 255);
SDL_RenderClear(renderer);
uint64_t now = SDL_GetPerformanceCounter();
double deltaTime = (now - lastFrameTime) / (double) SDL_GetPerformanceFrequency();
lastFrameTime = now;
uint64_t now = SDL_GetPerformanceCounter();
double deltaTime = (now - lastFrameTime) / (double) SDL_GetPerformanceFrequency();
lastFrameTime = now;
spSkeletonDrawable_update(drawable, deltaTime);
spSkeletonDrawable_draw(drawable, renderer);
spSkeletonDrawable_update(drawable, deltaTime);
spSkeletonDrawable_draw(drawable, renderer);
SDL_RenderPresent(renderer);
}
SDL_RenderPresent(renderer);
}
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

View File

@ -39,173 +39,173 @@
_SP_ARRAY_IMPLEMENT_TYPE_NO_CONTAINS(spSdlVertexArray, SDL_Vertex)
spSkeletonDrawable *spSkeletonDrawable_create(spSkeletonData *skeletonData, spAnimationStateData *animationStateData) {
spBone_setYDown(-1);
spSkeletonDrawable *self = NEW(spSkeletonDrawable);
self->skeleton = spSkeleton_create(skeletonData);
self->animationState = spAnimationState_create(animationStateData);
self->sdlIndices = spIntArray_create(12);
self->sdlVertices = spSdlVertexArray_create(12);
self->worldVertices = spFloatArray_create(12);
self->clipper = spSkeletonClipping_create();
return self;
spBone_setYDown(-1);
spSkeletonDrawable *self = NEW(spSkeletonDrawable);
self->skeleton = spSkeleton_create(skeletonData);
self->animationState = spAnimationState_create(animationStateData);
self->sdlIndices = spIntArray_create(12);
self->sdlVertices = spSdlVertexArray_create(12);
self->worldVertices = spFloatArray_create(12);
self->clipper = spSkeletonClipping_create();
return self;
}
void spSkeletonDrawable_dispose(spSkeletonDrawable *self) {
spSkeleton_dispose(self->skeleton);
spAnimationState_dispose(self->animationState);
spIntArray_dispose(self->sdlIndices);
spSdlVertexArray_dispose(self->sdlVertices);
spFloatArray_dispose(self->worldVertices);
spSkeletonClipping_dispose(self->clipper);
FREE(self);
spSkeleton_dispose(self->skeleton);
spAnimationState_dispose(self->animationState);
spIntArray_dispose(self->sdlIndices);
spSdlVertexArray_dispose(self->sdlVertices);
spFloatArray_dispose(self->worldVertices);
spSkeletonClipping_dispose(self->clipper);
FREE(self);
}
void spSkeletonDrawable_update(spSkeletonDrawable *self, float delta) {
spAnimationState_update(self->animationState, delta);
spAnimationState_apply(self->animationState, self->skeleton);
spSkeleton_updateWorldTransform(self->skeleton);
spAnimationState_update(self->animationState, delta);
spAnimationState_apply(self->animationState, self->skeleton);
spSkeleton_updateWorldTransform(self->skeleton);
}
void spSkeletonDrawable_draw(spSkeletonDrawable *self, struct SDL_Renderer *renderer) {
static unsigned short quadIndices[] = { 0, 1, 2, 2, 3, 0 };
spSkeleton *skeleton = self->skeleton;
spSkeletonClipping *clipper = self->clipper;
SDL_Texture *texture;
SDL_Vertex sdlVertex;
for (int i = 0; i < skeleton->slotsCount; ++i) {
spSlot *slot = skeleton->drawOrder[i];
spAttachment *attachment = slot->attachment;
if (!attachment) continue;
static unsigned short quadIndices[] = {0, 1, 2, 2, 3, 0};
spSkeleton *skeleton = self->skeleton;
spSkeletonClipping *clipper = self->clipper;
SDL_Texture *texture;
SDL_Vertex sdlVertex;
for (int i = 0; i < skeleton->slotsCount; ++i) {
spSlot *slot = skeleton->drawOrder[i];
spAttachment *attachment = slot->attachment;
if (!attachment) continue;
// Early out if the slot color is 0 or the bone is not active
if (slot->color.a == 0 || !slot->bone->active) {
spSkeletonClipping_clipEnd(clipper, slot);
continue;
}
// Early out if the slot color is 0 or the bone is not active
if (slot->color.a == 0 || !slot->bone->active) {
spSkeletonClipping_clipEnd(clipper, slot);
continue;
}
spFloatArray *vertices = self->worldVertices;
int verticesCount = 0;
float *uvs = NULL;
unsigned short *indices;
int indicesCount = 0;
spColor *attachmentColor = NULL;
spFloatArray *vertices = self->worldVertices;
int verticesCount = 0;
float *uvs = NULL;
unsigned short *indices;
int indicesCount = 0;
spColor *attachmentColor = NULL;
if (attachment->type == SP_ATTACHMENT_REGION) {
spRegionAttachment *region = (spRegionAttachment *) attachment;
attachmentColor = &region->color;
if (attachment->type == SP_ATTACHMENT_REGION) {
spRegionAttachment *region = (spRegionAttachment *) attachment;
attachmentColor = &region->color;
// Early out if the slot color is 0
if (attachmentColor->a == 0) {
spSkeletonClipping_clipEnd(clipper, slot);
continue;
}
// Early out if the slot color is 0
if (attachmentColor->a == 0) {
spSkeletonClipping_clipEnd(clipper, slot);
continue;
}
spFloatArray_setSize(vertices, 8);
spRegionAttachment_computeWorldVertices(region, slot, vertices->items, 0, 2);
verticesCount = 4;
uvs = region->uvs;
indices = quadIndices;
indicesCount = 6;
texture = (SDL_Texture *) ((spAtlasRegion*)region->rendererObject)->page->rendererObject;
} else if (attachment->type == SP_ATTACHMENT_MESH) {
spMeshAttachment *mesh = (spMeshAttachment *) attachment;
attachmentColor = &mesh->color;
spFloatArray_setSize(vertices, 8);
spRegionAttachment_computeWorldVertices(region, slot, vertices->items, 0, 2);
verticesCount = 4;
uvs = region->uvs;
indices = quadIndices;
indicesCount = 6;
texture = (SDL_Texture *) ((spAtlasRegion *) region->rendererObject)->page->rendererObject;
} else if (attachment->type == SP_ATTACHMENT_MESH) {
spMeshAttachment *mesh = (spMeshAttachment *) attachment;
attachmentColor = &mesh->color;
// Early out if the slot color is 0
if (attachmentColor->a == 0) {
spSkeletonClipping_clipEnd(clipper, slot);
continue;
}
// Early out if the slot color is 0
if (attachmentColor->a == 0) {
spSkeletonClipping_clipEnd(clipper, slot);
continue;
}
spFloatArray_setSize(vertices, mesh->super.worldVerticesLength);
spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, vertices->items, 0, 2);
verticesCount = mesh->super.worldVerticesLength >> 1;
uvs = mesh->uvs;
indices = mesh->triangles;
indicesCount = mesh->trianglesCount;
texture = (SDL_Texture *) ((spAtlasRegion*)mesh->rendererObject)->page->rendererObject;
} else if (attachment->type == SP_ATTACHMENT_CLIPPING) {
spClippingAttachment *clip = (spClippingAttachment *) slot->attachment;
spSkeletonClipping_clipStart(clipper, slot, clip);
continue;
} else
continue;
spFloatArray_setSize(vertices, mesh->super.worldVerticesLength);
spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, vertices->items, 0, 2);
verticesCount = mesh->super.worldVerticesLength >> 1;
uvs = mesh->uvs;
indices = mesh->triangles;
indicesCount = mesh->trianglesCount;
texture = (SDL_Texture *) ((spAtlasRegion *) mesh->rendererObject)->page->rendererObject;
} else if (attachment->type == SP_ATTACHMENT_CLIPPING) {
spClippingAttachment *clip = (spClippingAttachment *) slot->attachment;
spSkeletonClipping_clipStart(clipper, slot, clip);
continue;
} else
continue;
Uint8 r = (Uint8)(skeleton->color.r * slot->color.r * attachmentColor->r * 255);
Uint8 g = (Uint8)(skeleton->color.g * slot->color.g * attachmentColor->g * 255);
Uint8 b = (Uint8)(skeleton->color.b * slot->color.b * attachmentColor->b * 255);
Uint8 a = (Uint8)(skeleton->color.a * slot->color.a * attachmentColor->a * 255);
sdlVertex.color.r = r;
sdlVertex.color.g = g;
sdlVertex.color.b = b;
sdlVertex.color.a = a;
Uint8 r = (Uint8) (skeleton->color.r * slot->color.r * attachmentColor->r * 255);
Uint8 g = (Uint8) (skeleton->color.g * slot->color.g * attachmentColor->g * 255);
Uint8 b = (Uint8) (skeleton->color.b * slot->color.b * attachmentColor->b * 255);
Uint8 a = (Uint8) (skeleton->color.a * slot->color.a * attachmentColor->a * 255);
sdlVertex.color.r = r;
sdlVertex.color.g = g;
sdlVertex.color.b = b;
sdlVertex.color.a = a;
if (spSkeletonClipping_isClipping(clipper)) {
spSkeletonClipping_clipTriangles(clipper, vertices->items, verticesCount << 1, indices, indicesCount, uvs, 2);
vertices = clipper->clippedVertices;
verticesCount = clipper->clippedVertices->size >> 1;
uvs = clipper->clippedUVs->items;
indices = clipper->clippedTriangles->items;
indicesCount = clipper->clippedTriangles->size;
}
if (spSkeletonClipping_isClipping(clipper)) {
spSkeletonClipping_clipTriangles(clipper, vertices->items, verticesCount << 1, indices, indicesCount, uvs, 2);
vertices = clipper->clippedVertices;
verticesCount = clipper->clippedVertices->size >> 1;
uvs = clipper->clippedUVs->items;
indices = clipper->clippedTriangles->items;
indicesCount = clipper->clippedTriangles->size;
}
spSdlVertexArray_clear(self->sdlVertices);
for (int ii = 0; ii < verticesCount << 1; ii += 2) {
sdlVertex.position.x = vertices->items[ii];
sdlVertex.position.y = vertices->items[ii + 1];
sdlVertex.tex_coord.x = uvs[ii];
sdlVertex.tex_coord.y = uvs[ii + 1];
spSdlVertexArray_add(self->sdlVertices, sdlVertex);
}
spIntArray_clear(self->sdlIndices);
for (int ii = 0; ii < (int) indicesCount; ii++)
spIntArray_add(self->sdlIndices, indices[ii]);
spSdlVertexArray_clear(self->sdlVertices);
for (int ii = 0; ii < verticesCount << 1; ii += 2) {
sdlVertex.position.x = vertices->items[ii];
sdlVertex.position.y = vertices->items[ii + 1];
sdlVertex.tex_coord.x = uvs[ii];
sdlVertex.tex_coord.y = uvs[ii + 1];
spSdlVertexArray_add(self->sdlVertices, sdlVertex);
}
spIntArray_clear(self->sdlIndices);
for (int ii = 0; ii < (int) indicesCount; ii++)
spIntArray_add(self->sdlIndices, indices[ii]);
switch (slot->data->blendMode) {
case SP_BLEND_MODE_NORMAL:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
break;
case SP_BLEND_MODE_MULTIPLY:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
break;
case SP_BLEND_MODE_ADDITIVE:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD);
break;
case SP_BLEND_MODE_SCREEN:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
break;
}
switch (slot->data->blendMode) {
case SP_BLEND_MODE_NORMAL:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
break;
case SP_BLEND_MODE_MULTIPLY:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
break;
case SP_BLEND_MODE_ADDITIVE:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD);
break;
case SP_BLEND_MODE_SCREEN:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
break;
}
SDL_RenderGeometry(renderer, texture, self->sdlVertices->items, self->sdlVertices->size, self->sdlIndices->items,
indicesCount);
spSkeletonClipping_clipEnd(clipper, slot);
}
spSkeletonClipping_clipEnd2(clipper);
SDL_RenderGeometry(renderer, texture, self->sdlVertices->items, self->sdlVertices->size, self->sdlIndices->items,
indicesCount);
spSkeletonClipping_clipEnd(clipper, slot);
}
spSkeletonClipping_clipEnd2(clipper);
}
void _spAtlasPage_createTexture(spAtlasPage *self, const char *path) {
int width, height, components;
stbi_uc *imageData = stbi_load(path, &width, &height, &components, 4);
if (!imageData) return;
SDL_Texture *texture = SDL_CreateTexture((SDL_Renderer*)self->atlas->rendererObject, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width,
height);
if (!texture) {
stbi_image_free(imageData);
return;
}
if (SDL_UpdateTexture(texture, NULL, imageData, width * 4)) {
stbi_image_free(imageData);
return;
}
stbi_image_free(imageData);
self->rendererObject = texture;
return;
int width, height, components;
stbi_uc *imageData = stbi_load(path, &width, &height, &components, 4);
if (!imageData) return;
SDL_Texture *texture = SDL_CreateTexture((SDL_Renderer *) self->atlas->rendererObject, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width,
height);
if (!texture) {
stbi_image_free(imageData);
return;
}
if (SDL_UpdateTexture(texture, NULL, imageData, width * 4)) {
stbi_image_free(imageData);
return;
}
stbi_image_free(imageData);
self->rendererObject = texture;
return;
}
void _spAtlasPage_disposeTexture(spAtlasPage *self) {
SDL_DestroyTexture((SDL_Texture *) self->rendererObject);
SDL_DestroyTexture((SDL_Texture *) self->rendererObject);
}
char *_spUtil_readFile(const char *path, int *length) {
return _spReadFile(path, length);
return _spReadFile(path, length);
}

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@ -42,13 +42,13 @@ struct SDL_Vertex;
_SP_ARRAY_DECLARE_TYPE(spSdlVertexArray, struct SDL_Vertex)
typedef struct spSkeletonDrawable {
spSkeleton *skeleton;
spAnimationState *animationState;
spSkeleton *skeleton;
spAnimationState *animationState;
spSkeletonClipping *clipper;
spFloatArray *worldVertices;
spSdlVertexArray *sdlVertices;
spIntArray *sdlIndices;
spSkeletonClipping *clipper;
spFloatArray *worldVertices;
spSdlVertexArray *sdlVertices;
spIntArray *sdlIndices;
} spSkeletonDrawable;
SP_API spSkeletonDrawable *spSkeletonDrawable_create(spSkeletonData *skeletonData, spAnimationStateData *animationStateData);

View File

@ -58,13 +58,13 @@ void SkeletonDrawable::update(float delta) {
}
void SkeletonDrawable::draw(SDL_Renderer *renderer) {
Vector<unsigned short> quadIndices;
quadIndices.add(0);
quadIndices.add(1);
quadIndices.add(2);
quadIndices.add(2);
quadIndices.add(3);
quadIndices.add(0);
Vector<unsigned short> 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) {