/****************************************************************************** * Spine Runtimes Software License * Version 2 * * 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, 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. *****************************************************************************/ package com.esotericsoftware.spine; import com.esotericsoftware.spine.attachments.Attachment; import com.esotericsoftware.spine.attachments.MeshAttachment; import com.esotericsoftware.spine.attachments.RegionAttachment; import com.esotericsoftware.spine.attachments.SkeletonAttachment; import com.badlogic.gdx.graphics.GL11; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Batch; import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch; import com.badlogic.gdx.utils.Array; public class SkeletonRenderer { static private final short[] quadTriangle = {0, 1, 2, 2, 3, 0}; private boolean premultipliedAlpha; public void draw (PolygonSpriteBatch batch, Skeleton skeleton) { boolean premultipliedAlpha = this.premultipliedAlpha; int srcFunc = premultipliedAlpha ? GL11.GL_ONE : GL11.GL_SRC_ALPHA; batch.setBlendFunction(srcFunc, GL11.GL_ONE_MINUS_SRC_ALPHA); boolean additive = false; float[] vertices; short[] triangles; Texture texture; Array drawOrder = skeleton.drawOrder; for (int i = 0, n = drawOrder.size; i < n; i++) { Slot slot = drawOrder.get(i); Attachment attachment = slot.attachment; if (attachment instanceof RegionAttachment) { RegionAttachment region = (RegionAttachment)attachment; region.updateWorldVertices(slot, premultipliedAlpha); vertices = region.getWorldVertices(); triangles = quadTriangle; texture = region.getRegion().getTexture(); if (slot.data.getAdditiveBlending() != additive) { additive = !additive; if (additive) batch.setBlendFunction(srcFunc, GL11.GL_ONE); else batch.setBlendFunction(srcFunc, GL11.GL_ONE_MINUS_SRC_ALPHA); } batch.draw(texture, vertices, 0, vertices.length, triangles, 0, triangles.length); } else if (attachment instanceof MeshAttachment) { MeshAttachment mesh = (MeshAttachment)attachment; mesh.updateWorldVertices(slot, true); vertices = mesh.getWorldVertices(); triangles = mesh.getTriangles(); texture = mesh.getRegion().getTexture(); batch.draw(texture, vertices, 0, vertices.length, triangles, 0, triangles.length); } else if (attachment instanceof SkeletonAttachment) { Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton(); if (attachmentSkeleton == null) continue; Bone bone = slot.getBone(); Bone rootBone = attachmentSkeleton.getRootBone(); float oldScaleX = rootBone.getScaleX(); float oldScaleY = rootBone.getScaleY(); float oldRotation = rootBone.getRotation(); attachmentSkeleton.setX(bone.getWorldX()); attachmentSkeleton.setY(bone.getWorldY()); rootBone.setScaleX(1 + bone.getWorldScaleX() - oldScaleX); rootBone.setScaleY(1 + bone.getWorldScaleY() - oldScaleY); rootBone.setRotation(oldRotation + bone.getWorldRotation()); attachmentSkeleton.updateWorldTransform(); draw(batch, attachmentSkeleton); attachmentSkeleton.setX(0); attachmentSkeleton.setY(0); rootBone.setScaleX(oldScaleX); rootBone.setScaleY(oldScaleY); rootBone.setRotation(oldRotation); } } } public void draw (Batch batch, Skeleton skeleton) { boolean premultipliedAlpha = this.premultipliedAlpha; int srcFunc = premultipliedAlpha ? GL11.GL_ONE : GL11.GL_SRC_ALPHA; batch.setBlendFunction(srcFunc, GL11.GL_ONE_MINUS_SRC_ALPHA); boolean additive = false; Array drawOrder = skeleton.drawOrder; for (int i = 0, n = drawOrder.size; i < n; i++) { Slot slot = drawOrder.get(i); Attachment attachment = slot.attachment; if (attachment instanceof RegionAttachment) { RegionAttachment regionAttachment = (RegionAttachment)attachment; regionAttachment.updateWorldVertices(slot, premultipliedAlpha); float[] vertices = regionAttachment.getWorldVertices(); if (slot.data.getAdditiveBlending() != additive) { additive = !additive; if (additive) batch.setBlendFunction(srcFunc, GL11.GL_ONE); else batch.setBlendFunction(srcFunc, GL11.GL_ONE_MINUS_SRC_ALPHA); } batch.draw(regionAttachment.getRegion().getTexture(), vertices, 0, 20); } else if (attachment instanceof SkeletonAttachment) { Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton(); if (attachmentSkeleton == null) continue; Bone bone = slot.getBone(); Bone rootBone = attachmentSkeleton.getRootBone(); float oldScaleX = rootBone.getScaleX(); float oldScaleY = rootBone.getScaleY(); float oldRotation = rootBone.getRotation(); attachmentSkeleton.setX(bone.getWorldX()); attachmentSkeleton.setY(bone.getWorldY()); rootBone.setScaleX(1 + bone.getWorldScaleX() - oldScaleX); rootBone.setScaleY(1 + bone.getWorldScaleY() - oldScaleY); rootBone.setRotation(oldRotation + bone.getWorldRotation()); attachmentSkeleton.updateWorldTransform(); draw(batch, attachmentSkeleton); attachmentSkeleton.setX(0); attachmentSkeleton.setY(0); rootBone.setScaleX(oldScaleX); rootBone.setScaleY(oldScaleY); rootBone.setRotation(oldRotation); } } } public void setPremultipliedAlpha (boolean premultipliedAlpha) { this.premultipliedAlpha = premultipliedAlpha; } }