#include #include #define GLFW_INCLUDE_NONE #include #include #include using namespace spine; int width = 800, height = 600; GLFWwindow *init_glfw() { if (!glfwInit()) { std::cerr << "Failed to initialize GLFW" << std::endl; return nullptr; } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow *window = glfwCreateWindow(width, height, "spine-glfw", NULL, NULL); if (!window) { std::cerr << "Failed to create GLFW window" << std::endl; glfwTerminate(); return nullptr; } glfwMakeContextCurrent(window); glbinding::initialize(glfwGetProcAddress); return window; } int main() { // Initialize GLFW and glbinding GLFWwindow *window = init_glfw(); if (!window) return -1; // We use a y-down coordinate system, see renderer_set_viewport_size() Bone::setYDown(true); // Load the atlas and the skeleton data GlTextureLoader textureLoader; Atlas *atlas = new Atlas("data/spineboy-pma.atlas", &textureLoader); SkeletonBinary binary(atlas); SkeletonData *skeletonData = binary.readSkeletonDataFile("data/spineboy-pro.skel"); // Create a skeleton from the data, set the skeleton's position to the bottom center of // the screen and scale it to make it smaller. Skeleton skeleton(skeletonData); skeleton.setPosition(width / 2, height - 100); skeleton.setScaleX(0.3); skeleton.setScaleY(0.3); // Create an AnimationState to drive animations on the skeleton. Set the "portal" animation // on track with index 0. AnimationStateData animationStateData(skeletonData); AnimationState animationState(&animationStateData); animationState.setAnimation(0, "portal", true); // Create the renderer and set the viewport size to match the window size. This sets up a // pixel perfect orthogonal projection for 2D rendering. renderer_t *renderer = renderer_create(); renderer_set_viewport_size(renderer, width, height); // Rendering loop double lastTime = glfwGetTime(); while (!glfwWindowShouldClose(window)) { // Calculate the delta time in seconds double currTime = glfwGetTime(); float delta = currTime - lastTime; lastTime = currTime; // Update and apply the animation state to the skeleton animationState.update(delta); animationState.apply(skeleton); // Update the skeleton time (used for physics) skeleton.update(delta); // Calculate the new pose skeleton.updateWorldTransform(spine::Physics_Update); // Clear the screen gl::glClear(gl::GL_COLOR_BUFFER_BIT); // Render the skeleton in its current pose renderer_draw(renderer, &skeleton, true); // Present the rendering results and poll for events glfwSwapBuffers(window); glfwPollEvents(); } // Dispose everything renderer_dispose(renderer); delete skeletonData; delete atlas; // Kill the window and GLFW glfwTerminate(); return 0; }