/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) 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. *****************************************************************************/ #define SPINE_SHORT_NAMES #include #ifndef SPINE_MESH_VERTEX_COUNT_MAX #define SPINE_MESH_VERTEX_COUNT_MAX 1000 #endif using namespace sf; sf::BlendMode normal = sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::OneMinusSrcAlpha); sf::BlendMode additive = sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::One); sf::BlendMode multiply = sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha); sf::BlendMode screen = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor); sf::BlendMode normalPma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcAlpha); sf::BlendMode additivePma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::One); sf::BlendMode multiplyPma = sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha); sf::BlendMode screenPma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor); void _AtlasPage_createTexture (Spine::AtlasPage* self, const char* path){ Texture* texture = new Texture(); if (!texture->loadFromFile(path)) return; if (self->magFilter == Spine::TextureFilter_Nearest) texture->setSmooth(true); if (self->uWrap == Spine::TextureWrap_Repeat && self->vWrap == Spine::TextureWrap_Repeat) texture->setRepeated(true); self->rendererObject = texture; Vector2u size = texture->getSize(); self->width = size.x; self->height = size.y; } void _AtlasPage_disposeTexture (Spine::AtlasPage* self){ delete (Texture*)self->rendererObject; } char* _Util_readFile (const char* path, int* length){ return Spine::SpineExtension::readFile(Spine::String(path), length); } /**/ namespace Spine { SkeletonDrawable::SkeletonDrawable (SkeletonData* skeletonData, AnimationStateData* stateData) : timeScale(1), vertexArray(new VertexArray(Triangles, skeletonData->getBones().size() * 4)), worldVertices(), clipper() { Bone::setYDown(true); worldVertices.setSize(SPINE_MESH_VERTEX_COUNT_MAX); skeleton = new (__FILE__, __LINE__) Skeleton(skeletonData); tempUvs.ensureCapacity(16); tempColors.ensureCapacity(16); ownsAnimationStateData = stateData == 0; if (ownsAnimationStateData) stateData = new (__FILE__, __LINE__) AnimationStateData(skeletonData); state = new (__FILE__, __LINE__) AnimationState(stateData); } SkeletonDrawable::~SkeletonDrawable () { delete vertexArray; if (ownsAnimationStateData) delete state->getData(); delete state; delete skeleton; } void SkeletonDrawable::update (float deltaTime) { skeleton->update(deltaTime); state->update(deltaTime * timeScale); state->apply(*skeleton); skeleton->updateWorldTransform(); } void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const { vertexArray->clear(); states.texture = NULL; Vector quadIndices; quadIndices.add(0); quadIndices.add(1); quadIndices.add(2); quadIndices.add(2); quadIndices.add(3); quadIndices.add(0); // BOZO if (vertexEffect != 0) vertexEffect->begin(vertexEffect, skeleton); sf::Vertex vertex; Texture* texture = NULL; for (int i = 0; i < skeleton->getSlots().size(); ++i) { Slot& slot = *skeleton->getDrawOrder()[i]; Attachment* attachment = slot.getAttachment(); if (!attachment) continue; Vector* vertices = &worldVertices; int verticesCount = 0; Vector* uvs = NULL; Vector* indices = NULL; int indicesCount = 0; Color* attachmentColor; if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) { RegionAttachment* regionAttachment = (RegionAttachment*)attachment; regionAttachment->computeWorldVertices(slot.getBone(), worldVertices, 0, 2); verticesCount = 4; uvs = ®ionAttachment->getUVs(); indices = &quadIndices; indicesCount = 6; texture = (Texture*)((AtlasRegion*)regionAttachment->getRendererObject())->page->rendererObject; attachmentColor = ®ionAttachment->getColor(); } else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) { MeshAttachment* mesh = (MeshAttachment*)attachment; if (mesh->getWorldVerticesLength() > worldVertices.size()) worldVertices.setSize(mesh->getWorldVerticesLength()); texture = (Texture*)((AtlasRegion*)mesh->getRendererObject())->page->rendererObject; mesh->computeWorldVertices(slot, 0, mesh->getWorldVerticesLength(), worldVertices, 0, 2); verticesCount = mesh->getWorldVerticesLength() >> 1; uvs = &mesh->getUVs(); indices = &mesh->getTriangles(); indicesCount = mesh->getTriangles().size(); attachmentColor = &mesh->getColor(); } else if (attachment->getRTTI().isExactly(ClippingAttachment::rtti)) { ClippingAttachment* clip = (ClippingAttachment*)slot.getAttachment(); clipper.clipStart(slot, clip); continue; } else continue; Uint8 r = static_cast(skeleton->getColor()._r * slot.getColor()._r * attachmentColor->_r * 255); Uint8 g = static_cast(skeleton->getColor()._g * slot.getColor()._g * attachmentColor->_g * 255); Uint8 b = static_cast(skeleton->getColor()._b * slot.getColor()._b * attachmentColor->_b * 255); Uint8 a = static_cast(skeleton->getColor()._a * slot.getColor()._a * attachmentColor->_a * 255); vertex.color.r = r; vertex.color.g = g; vertex.color.b = b; vertex.color.a = a; Color light; light._r = r / 255.0f; light._g = g / 255.0f; light._b = b / 255.0f; light._a = a / 255.0f; sf::BlendMode blend; if (!usePremultipliedAlpha) { switch (slot.getData().getBlendMode()) { case BlendMode_Normal: blend = normal; break; case BlendMode_Additive: blend = additive; break; case BlendMode_Multiply: blend = multiply; break; case BlendMode_Screen: blend = screen; break; default: blend = normal; } } else { switch (slot.getData().getBlendMode()) { case BlendMode_Normal: blend = normalPma; break; case BlendMode_Additive: blend = additivePma; break; case BlendMode_Multiply: blend = multiplyPma; break; case BlendMode_Screen: blend = screenPma; break; default: blend = normalPma; } } if (states.texture == 0) states.texture = texture; if (states.blendMode != blend || states.texture != texture) { target.draw(*vertexArray, states); vertexArray->clear(); states.blendMode = blend; states.texture = texture; } if (clipper.isClipping()) { clipper.clipTriangles(worldVertices, verticesCount << 1, *indices, indicesCount, *uvs); vertices = &clipper.getClippedVertices(); verticesCount = clipper.getClippedVertices().size() >> 1; uvs = &clipper.getClippedUVs(); indices = &clipper.getClippedTriangles(); indicesCount = clipper.getClippedTriangles().size(); } Vector2u size = texture->getSize(); /* BOZO if (vertexEffect != 0) { spFloatArray_clear(tempUvs); spColorArray_clear(tempColors); for (int i = 0; i < verticesCount; i++) { spColor vertexColor = light; spColor dark; dark.r = dark.g = dark.b = dark.a = 0; int index = i << 1; float x = vertices[index]; float y = vertices[index + 1]; float u = uvs[index]; float v = uvs[index + 1]; vertexEffect->transform(vertexEffect, &x, &y, &u, &v, &vertexColor, &dark); vertices[index] = x; vertices[index + 1] = y; spFloatArray_add(tempUvs, u); spFloatArray_add(tempUvs, v); spColorArray_add(tempColors, vertexColor); } for (int i = 0; i < indicesCount; ++i) { int index = indices[i] << 1; vertex.position.x = vertices[index]; vertex.position.y = vertices[index + 1]; vertex.texCoords.x = uvs[index] * size.x; vertex.texCoords.y = uvs[index + 1] * size.y; spColor vertexColor = tempColors->items[index >> 1]; vertex.color.r = static_cast(vertexColor.r * 255); vertex.color.g = static_cast(vertexColor.g * 255); vertex.color.b = static_cast(vertexColor.b * 255); vertex.color.a = static_cast(vertexColor.a * 255); vertexArray->append(vertex); } } else {*/ for (int i = 0; i < indicesCount; ++i) { int index = (*indices)[i] << 1; vertex.position.x = (*vertices)[index]; vertex.position.y = (*vertices)[index + 1]; vertex.texCoords.x = (*uvs)[index] * size.x; vertex.texCoords.y = (*uvs)[index + 1] * size.y; vertexArray->append(vertex); } // } clipper.clipEnd(slot); } target.draw(*vertexArray, states); clipper.clipEnd(); // BOZO if (vertexEffect != 0) vertexEffect->end(vertexEffect); } void SFMLTextureLoader::load(AtlasPage &page, const String &path) { Texture* texture = new Texture(); if (!texture->loadFromFile(path.buffer())) return; if (page.magFilter == TextureFilter_Linear) texture->setSmooth(true); if (page.uWrap == TextureWrap_Repeat && page.vWrap == TextureWrap_Repeat) texture->setRepeated(true); page.rendererObject = texture; Vector2u size = texture->getSize(); page.width = size.x; page.height = size.y; } void SFMLTextureLoader::unload(void *texture) { delete (Texture*)texture; } } /* namespace spine */