/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #pragma once #include #include #include /// A vertex of a mesh generated from a Spine skeleton struct vertex_t { float x, y; uint32_t color; float u, v; uint32_t darkColor; }; /// A GPU-side mesh using OpenGL vertex arrays, vertex buffer, and /// indices buffer. typedef struct { unsigned int vao; unsigned int vbo; int num_vertices; unsigned int ibo; int num_indices; } mesh_t; mesh_t *mesh_create(); void mesh_update(mesh_t *mesh, vertex_t *vertices, int num_vertices, uint16_t *indices, int num_indices); void mesh_draw(mesh_t *mesh); void mesh_dispose(mesh_t *mesh); /// A shader (the OpenGL shader program id) typedef unsigned int shader_t; /// Creates a shader program from the vertex and fragment shader shader_t shader_create(const char *vertex_shader, const char *fragment_shader); /// Sets a uniform matrix by name void shader_set_matrix4(shader_t program, const char *name, const float *matrix); /// Sets a uniform float by name void shader_set_float(shader_t program, const char *name, float value); /// Sets a uniform int by name void shader_set_int(shader_t program, const char *name, int value); /// Binds the shader void shader_use(shader_t shader); /// Disposes the shader void shader_dispose(shader_t shader); /// A texture (the OpenGL texture object id) typedef unsigned int texture_t; /// Loads the given image and creates an OpenGL texture with default settings and auto-generated mipmap levels texture_t texture_load(const char *file_path); /// Binds the texture to texture unit 0 void texture_use(texture_t texture); /// Disposes the texture void texture_dispose(texture_t texture); /// A TextureLoader implementation for OpenGL. Use this with spine::Atlas. class GlTextureLoader : public spine::TextureLoader { public: void load(spine::AtlasPage &page, const spine::String &path); void unload(void *texture); }; /// Renderer capable of rendering a spine_skeleton_drawable, using a shader, a mesh, and a /// temporary CPU-side vertex buffer used to update the GPU-side mesh typedef struct { shader_t shader; mesh_t *mesh; int vertex_buffer_size; vertex_t *vertex_buffer; spine::SkeletonRenderer *renderer; } renderer_t; /// Creates a new renderer renderer_t *renderer_create(); /// Sets the viewport size for the 2D orthographic projection void renderer_set_viewport_size(renderer_t *renderer, int width, int height); /// Draws the given skeleton. The atlas must be the atlas from which the drawable /// was constructed. void renderer_draw(renderer_t *renderer, spine::Skeleton *skeleton, bool premultipliedAlpha); /// Draws the given skeleton. The atlas must be the atlas from which the drawable /// was constructed. void renderer_draw_c(renderer_t *renderer, spine_skeleton skeleton, bool premultipliedAlpha); /// Disposes the renderer void renderer_dispose(renderer_t *renderer);