# spine-glfw Runtime Documentation > **Licensing** > > Please see the [Spine Runtimes License](/spine-runtimes-license) before integrating the Spine Runtimes into your applications. # Getting Started spine-glfw is a C++ based runtime to load, manipulate and render Spine skeletons with [GLFW](https://www.glfw.org/) and OpenGL. spine-glfw requires GLFW 3.0+ and OpenGL 3.3+ and supports all Spine features including [two-color tinting](https://en.esotericsoftware.com/spine-slots#Tint-black). ## Installation The spine-glfw runtime is available as a C++ API based on the generic [spine-cpp](/spine-cpp) runtime and also supports [spine-c](/spine-c) API. To integrate spine-glfw into your project: 1. Create a new GLFW project. See the [GLFW documentation](https://www.glfw.org/docs/latest/) or have a look at the example in [spine-runtimes repository](/git/spine-runtimes/tree/spine-glfw), which uses [CMake](https://cmake.org) as the build system. 2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`). 3. Add the sources from `spine-cpp/spine-cpp/src/spine` and the files `spine-glfw/src/spine-glfw.cpp` and `spine-glfw/src/spine-glfw.h` to your project. 4. Add the folders `spine-cpp/spine-cpp/include` and `spine-glfw/src` to your header search path. 5. Link against GLFW, OpenGL, and optionally glbinding for modern OpenGL function loading. In your C++ code, include the following header file to get access to the `spine-glfw` API: ```cpp #include ``` > *Note:* spine-glfw requires OpenGL 3.3 Core Profile or higher. The runtime uses modern OpenGL features including vertex array objects, vertex buffer objects, and GLSL shaders. ## Samples The spine-glfw example works on Windows, Linux and Mac OS X. For a [spine-cpp](/spine-cpp) based example, see [example/main.cpp](/git/spine-runtimes/tree/spine-glfw/example/main.cpp), for a spine-c example see [example/main-c.cpp](/git/spine-runtimes/tree/spine-glfw/example/main-c.cpp). ### Windows 1. Install [Visual Studio Community](https://visualstudio.microsoft.com/downloads/). Make sure you install support for C++ and CMake. 2. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip. 3. Open Visual Studio Community, then open `spine-glfw/` via the **Open a local folder** button in the Visual Studio Community launcher. 4. Wait for CMake to finish, then select either `spine-glfw-example.exe` or `spine-glfw-example-c.exe` as the start-up project and start debugging. ### Linux 1. Install dependencies: ```bash sudo apt-get install cmake ninja-build libgl1-mesa-dev libx11-dev libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev # Ubuntu/Debian # or equivalent for your distribution ``` 2. Clone the repository: `git clone https://github.com/esotericsoftware/spine-runtimes` 3. Build and run: ```bash cd spine-runtimes/spine-glfw ./build.sh ./build/debug/spine-glfw-example-c # Run C example ./build/debug/spine-glfw-example # Run C++ example ``` ### macOS 1. Install [Xcode](https://developer.apple.com/xcode/) 2. Install [Homebrew](http://brew.sh/) 3. Install dependencies: ```bash brew install cmake ninja ``` 4. Clone the repository: `git clone https://github.com/esotericsoftware/spine-runtimes` 5. Build and run: ```bash cd spine-runtimes/spine-glfw ./build.sh ./build/debug/spine-glfw-example-c # Run C example ./build/debug/spine-glfw-example # Run C++ example ``` ## Using spine-glfw The spine-glfw runtime supports playback and manipulation of animations created with Spine using [GLFW](https://www.glfw.org/) and OpenGL. The spine-glfw runtime is implemented in C++ and is based on the generic [spine-cpp](/spine-cpp) runtime. It adds loading and rendering implementations based on OpenGL APIs. Please consult the [Spine Runtimes Guide](/spine-runtimes) for a detailed overview of the Spine Runtime architecture, and the [spine-cpp](/spine-cpp) documentation for information on the core APIs used to playback and manipulate animations created with Spine with C++. ### Exporting for GLFW ![](/img/spine-runtimes-guide/spine-ue4/export.png) Please follow the instructions in the Spine User Guide on how to 1. [Export skeleton & animation data](/spine-export) 2. [Export texture atlases containing the images of your skeleton](/spine-texture-packer) An export of the skeleton data and texture atlas of your skeleton will yield the following files: ![](/img/spine-runtimes-guide/spine-ue4/exported-files.png) 1. `skeleton-name.json` or `skeleton-name.skel`, containing your skeleton and animation data. 2. `skeleton-name.atlas`, containing information about the texture atlas. 3. One or more `.png` files, each representing on page of your texture atlas containing the packed images your skeleton uses. > **Note:** The spine-glfw runtime does not support the screen blend mode available in the Spine editor. ### Loading Spine skeletons The spine-glfw runtime uses OpenGL for rendering skeletons. Before a skeleton can be loaded from exported files, a GLFW window and OpenGL context must be created: ```cpp // Initialize GLFW if (!glfwInit()) { // Handle error return -1; } // Set OpenGL version to 3.3 Core Profile glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Create window GLFWwindow* window = glfwCreateWindow(800, 600, "Spine GLFW", NULL, NULL); glfwMakeContextCurrent(window); // Initialize OpenGL function loading (e.g., with glbinding) glbinding::initialize(glfwGetProcAddress); ``` Next, the texture atlas can be loaded using the `GlTextureLoader`: ```cpp // C++ API spine::GlTextureLoader textureLoader; spine::Atlas *atlas = new spine::Atlas("data/spineboy-pma.atlas", &textureLoader); ``` With the atlas loaded, the `.json` or `.skel` file can be loaded: ```cpp // C++ API spine::SkeletonBinary binary(atlas); spine::SkeletonData *skeletonData = binary.readSkeletonDataFile("data/spineboy-pro.skel"); ``` For JSON format: ```cpp // C++ API spine::SkeletonJson json(atlas); spine::SkeletonData *skeletonData = json.readSkeletonDataFile("data/spineboy-pro.json"); ``` The `spine::Atlas` and `spine::SkeletonData` instances can then be used to create `spine::Skeleton` instances for rendering. > *Note:* the loaded skeleton data and atlas can and should be shared across `spine::Skeleton` instances to reduce memory consumption and enable batched rendering of skeletons that share the same atlas data. ### Renderer The main addition of spine-glfw on top of [spine-cpp](/spine-cpp) is the renderer system. The renderer handles the OpenGL rendering pipeline including shaders, meshes, and textures. Unlike other runtimes that provide a drawable class, spine-glfw uses a more modular approach with separate renderer and mesh components. You can create a renderer like this: ```cpp // Create the renderer and set viewport size renderer_t *renderer = renderer_create(); renderer_set_viewport_size(renderer, windowWidth, windowHeight); ``` The renderer automatically creates and manages OpenGL shaders optimized for Spine skeleton rendering. ### Creating and animating skeletons With the skeleton data loaded, you can create a skeleton instance: ```cpp // Set coordinate system (spine-glfw uses y-down by default) spine::Bone::setYDown(true); // Create a skeleton from the data spine::Skeleton skeleton(skeletonData); skeleton.setPosition(400, 500); skeleton.setScaleX(0.5f); skeleton.setScaleY(0.5f); ``` For animation, create an animation state: ```cpp // Create animation state spine::AnimationStateData animationStateData(skeletonData); animationStateData.setDefaultMix(0.2f); spine::AnimationState animationState(&animationStateData); // Set animations animationState.setAnimation(0, "portal", true); animationState.addAnimation(0, "run", true, 0); ``` Please refer to the [spine-cpp](/spine-cpp) documentation for more information on the APIs to manipulate skeletons and animation states. ### Updating and rendering In your main loop, update the animation state and skeleton, then render: ```cpp double lastTime = glfwGetTime(); while (!glfwWindowShouldClose(window)) { double currTime = glfwGetTime(); float delta = currTime - lastTime; lastTime = currTime; // Update animation state animationState.update(delta); animationState.apply(skeleton); // Update skeleton skeleton.update(delta); skeleton.updateWorldTransform(spine::Physics_Update); // Clear screen gl::glClear(gl::GL_COLOR_BUFFER_BIT); // Render skeleton renderer_draw(renderer, &skeleton, true); // true for premultiplied alpha // Present glfwSwapBuffers(window); glfwPollEvents(); } ``` ### Using spine-c spine-glfw also supports the [spine-c](/spine-cpp-lite) API for applications that need a C interface or are written in programming languages that cannot interface with C++ code directly. The key differences when using spine-c with spine-glfw are: #### Key Differences from spine-cpp: 1. **C API instead of C++**: All functions use C-style naming (e.g., `spine_skeleton_set_position` vs `skeleton.setPosition`) 2. **Manual file loading**: You must manually load atlas and skeleton files into memory 3. **Callback-based texture loading**: Textures are loaded via user-provided callback functions 4. **Skeleton drawable wrapper**: Uses `spine_skeleton_drawable` which wraps skeleton and animation state 5. **Different renderer function**: Uses `renderer_draw_c()` instead of `renderer_draw()` #### Texture Loading with Callbacks First, you need to provide texture loading callbacks that bridge spine-cpp-lite to spine-glfw's texture system: ```cpp // Callback function to load textures void *load_texture(const char *path) { return (void *)(uintptr_t)texture_load(path); } // Callback function to unload textures void unload_texture(void *texture) { texture_dispose((texture_t)(uintptr_t)texture); } ``` #### Loading Atlas and Skeleton Data Unlike spine-cpp which can load files directly, spine-c requires manual file reading: ```cpp // Read atlas file into memory int atlas_length = 0; uint8_t *atlas_bytes = read_file("data/spineboy-pma.atlas", &atlas_length); spine_atlas atlas = spine_atlas_load_callback( (utf8*)atlas_bytes, "data/", load_texture, unload_texture); // Read skeleton file into memory int skeleton_length = 0; uint8_t *skeleton_bytes = read_file("data/spineboy-pro.skel", &skeleton_length); spine_skeleton_data_result result = spine_skeleton_data_load_binary(atlas, skeleton_bytes, skeleton_length); spine_skeleton_data skeleton_data = spine_skeleton_data_result_get_data(result); ``` #### Creating and Manipulating Skeletons spine-c uses a drawable wrapper and C-style function calls: ```cpp // Create skeleton drawable (combines skeleton + animation state) spine_skeleton_drawable drawable = spine_skeleton_drawable_create(skeleton_data); spine_skeleton skeleton = spine_skeleton_drawable_get_skeleton(drawable); // Set skeleton properties using C functions spine_skeleton_set_position(skeleton, width / 2, height - 100); spine_skeleton_set_scale(skeleton, 0.3f, 0.3f); // Get animation state from drawable spine_animation_state animation_state = spine_skeleton_drawable_get_animation_state(drawable); spine_animation_state_data animation_state_data = spine_animation_state_get_data(animation_state); spine_animation_state_data_set_default_mix(animation_state_data, 0.2f); // Set animations using C functions spine_animation_state_set_animation_1(animation_state, 0, "portal", true); spine_animation_state_add_animation_1(animation_state, 0, "run", true, 0); ``` #### Updating and Rendering The update loop uses C-style function calls and a different renderer function: ```cpp // Update animation state and skeleton spine_skeleton_drawable_update(drawable, deltaTimeInSeconds) // Render using the C-specific function renderer_draw_c(renderer, skeleton, true); ``` The `renderer_draw_c()` function is specifically designed to work with spine-c's `spine_skeleton` opaque type, while `renderer_draw()` works with spine-cpp's `spine::Skeleton` class. ### Cleanup #### Cleanup for spine-cpp When using the spine-cpp API, use C++ delete operators: ```cpp // Dispose renderer renderer_dispose(renderer); // Dispose skeleton data and atlas (C++ API) delete skeletonData; delete atlas; // Cleanup GLFW glfwTerminate(); ``` #### Cleanup for spine-c When using the spine-c API, use the C-style dispose functions: ```cpp // Dispose renderer renderer_dispose(renderer); // Dispose skeleton data and atlas (C API) spine_skeleton_drawable_dispose(drawable); spine_skeleton_data_dispose(skeleton_data); spine_atlas_dispose(atlas); // Free manually allocated file data free(atlas_bytes); free(skeleton_bytes); // Cleanup GLFW glfwTerminate(); ``` > *Note:* freeing skeleton data and atlas instances will automatically dispose of any associated OpenGL textures through the texture loader. With spine-c, you must also free any memory you allocated for file data using `malloc()`/`read_file()`.