/****************************************************************************** * 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. *****************************************************************************/ #include #include #include #include #include USING_NS_CC; using std::min; 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(); return node; } SkeletonRenderer* SkeletonRenderer::createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale) { SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale); node->autorelease(); return node; } SkeletonRenderer* SkeletonRenderer::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) { SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale); node->autorelease(); return node; } void SkeletonRenderer::initialize () { atlas = 0; debugSlots = false; 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); setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR)); scheduleUpdate(); } void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsSkeletonData) { skeleton = spSkeleton_create(skeletonData); rootBone = skeleton->bones[0]; this->ownsSkeletonData = ownsSkeletonData; } SkeletonRenderer::SkeletonRenderer () { initialize(); } SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData) { initialize(); setSkeletonData(skeletonData, ownsSkeletonData); } SkeletonRenderer::SkeletonRenderer (const char* skeletonDataFile, spAtlas* atlas, float scale) { initialize(); spSkeletonJson* json = spSkeletonJson_create(atlas); json->scale = scale / Director::getInstance()->getContentScaleFactor(); spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile); CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data."); spSkeletonJson_dispose(json); setSkeletonData(skeletonData, true); } SkeletonRenderer::SkeletonRenderer (const char* skeletonDataFile, const char* atlasFile, float scale) { initialize(); atlas = spAtlas_createFromFile(atlasFile, 0); CCASSERT(atlas, "Error reading atlas file."); spSkeletonJson* json = spSkeletonJson_create(atlas); json->scale = scale / Director::getInstance()->getContentScaleFactor(); spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile); CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file."); spSkeletonJson_dispose(json); setSkeletonData(skeletonData, true); } SkeletonRenderer::~SkeletonRenderer () { if (ownsSkeletonData) spSkeletonData_dispose(skeleton->data); if (atlas) spAtlas_dispose(atlas); spSkeleton_dispose(skeleton); batch->release(); FREE(worldVertices); } void SkeletonRenderer::update (float deltaTime) { spSkeleton_update(skeleton, deltaTime * timeScale); } void SkeletonRenderer::draw(Renderer* renderer, const kmMat4& transform, bool transformUpdated) { drawCommand.init(_globalZOrder); drawCommand.func = CC_CALLBACK_0(SkeletonRenderer::drawSkeleton, this, transform, transformUpdated); renderer->addCommand(&drawCommand); } void SkeletonRenderer::drawSkeleton (const kmMat4& transform, bool transformUpdated) { getShaderProgram()->use(); getShaderProgram()->setUniformsForBuiltins(transform); GL::bindVAO(0); Color3B nodeColor = getColor(); skeleton->r = nodeColor.r / (float)255; skeleton->g = nodeColor.g / (float)255; skeleton->b = nodeColor.b / (float)255; skeleton->a = getDisplayedOpacity() / (float)255; 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) 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; } 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); } } batch->flush(); if (debugSlots || debugBones) { kmGLPushMatrix(); kmGLLoadMatrix(&transform); if (debugSlots) { // Slots. DrawPrimitives::setDrawColor4B(0, 0, 255, 255); glLineWidth(1); Point points[4]; V3F_C4B_T2F_Quad quad; 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; spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices); points[0] = Point(worldVertices[0], worldVertices[1]); points[1] = Point(worldVertices[2], worldVertices[3]); points[2] = Point(worldVertices[4], worldVertices[5]); points[3] = Point(worldVertices[6], worldVertices[7]); DrawPrimitives::drawPoly(points, 4, true); } } if (debugBones) { // Bone lengths. glLineWidth(2); DrawPrimitives::setDrawColor4B(255, 0, 0, 255); for (int i = 0, n = skeleton->boneCount; i < n; i++) { spBone *bone = skeleton->bones[i]; float x = bone->data->length * bone->m00 + bone->worldX; float y = bone->data->length * bone->m10 + bone->worldY; DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y)); } // Bone origins. DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue. for (int i = 0, n = skeleton->boneCount; i < n; i++) { spBone *bone = skeleton->bones[i]; DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY)); if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255); } } kmGLPopMatrix(); } } 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::getBoundingBox () const { float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN; float scaleX = getScaleX(), scaleY = getScaleY(); for (int i = 0; i < skeleton->slotCount; ++i) { spSlot* slot = skeleton->slots[i]; if (!slot->attachment) continue; int verticesCount; if (slot->attachment->type == SP_ATTACHMENT_REGION) { spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices); verticesCount = 8; } else if (slot->attachment->type == SP_ATTACHMENT_MESH) { spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment; spMeshAttachment_computeWorldVertices(mesh, slot->skeleton->x, slot->skeleton->y, slot, worldVertices); verticesCount = mesh->verticesCount; } else if (slot->attachment->type == SP_ATTACHMENT_SKINNED_MESH) { spSkinnedMeshAttachment* mesh = (spSkinnedMeshAttachment*)slot->attachment; spSkinnedMeshAttachment_computeWorldVertices(mesh, slot->skeleton->x, slot->skeleton->y, slot, worldVertices); verticesCount = mesh->uvsCount; } else continue; for (int ii = 0; ii < verticesCount; ii += 2) { float x = worldVertices[ii] * scaleX, y = worldVertices[ii + 1] * scaleY; minX = min(minX, x); minY = min(minY, y); maxX = max(maxX, x); maxY = max(maxY, y); } } Point position = getPosition(); return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY); } // --- Convenience methods for Skeleton_* functions. void SkeletonRenderer::updateWorldTransform () { spSkeleton_updateWorldTransform(skeleton); } void SkeletonRenderer::setToSetupPose () { spSkeleton_setToSetupPose(skeleton); } void SkeletonRenderer::setBonesToSetupPose () { spSkeleton_setBonesToSetupPose(skeleton); } void SkeletonRenderer::setSlotsToSetupPose () { spSkeleton_setSlotsToSetupPose(skeleton); } spBone* SkeletonRenderer::findBone (const char* boneName) const { return spSkeleton_findBone(skeleton, boneName); } spSlot* SkeletonRenderer::findSlot (const char* slotName) const { return spSkeleton_findSlot(skeleton, slotName); } bool SkeletonRenderer::setSkin (const char* skinName) { return spSkeleton_setSkinByName(skeleton, skinName) ? true : false; } spAttachment* SkeletonRenderer::getAttachment (const char* slotName, const char* attachmentName) const { return spSkeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName); } bool SkeletonRenderer::setAttachment (const char* slotName, const char* attachmentName) { return spSkeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false; } // --- CCBlendProtocol const BlendFunc& SkeletonRenderer::getBlendFunc () const { return blendFunc; } void SkeletonRenderer::setBlendFunc (const BlendFunc &blendFunc) { this->blendFunc = blendFunc; } void SkeletonRenderer::setOpacityModifyRGB (bool value) { premultipliedAlpha = value; } bool SkeletonRenderer::isOpacityModifyRGB () { return premultipliedAlpha; } }