/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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. *****************************************************************************/ #include "spine-sdl-cpp.h" #include #define STB_IMAGE_IMPLEMENTATION #include #include using namespace spine; SkeletonRenderer *skeletonRenderer = nullptr; SkeletonDrawable::SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *animationStateData) { Bone::setYDown(true); skeleton = new (__FILE__, __LINE__) Skeleton(skeletonData); ownsAnimationStateData = animationStateData == 0; if (ownsAnimationStateData) animationStateData = new (__FILE__, __LINE__) AnimationStateData(skeletonData); animationState = new (__FILE__, __LINE__) AnimationState(animationStateData); } SkeletonDrawable::~SkeletonDrawable() { if (ownsAnimationStateData) delete animationState->getData(); delete animationState; delete skeleton; } void SkeletonDrawable::update(float delta, Physics physics) { animationState->update(delta); animationState->apply(*skeleton); skeleton->update(delta); skeleton->updateWorldTransform(physics); } inline void toSDLColor(uint32_t color, SDL_Color *sdlColor) { sdlColor->a = (color >> 24) & 0xFF; sdlColor->r = (color >> 16) & 0xFF; sdlColor->g = (color >> 8) & 0xFF; sdlColor->b = color & 0xFF; } void SkeletonDrawable::draw(SDL_Renderer *renderer) { if (!skeletonRenderer) skeletonRenderer = new (__FILE__, __LINE__) SkeletonRenderer(); RenderCommand *command = skeletonRenderer->render(*skeleton); while (command) { float *positions = command->positions; float *uvs = command->uvs; uint32_t *colors = command->colors; sdlVertices.clear(); for (int ii = 0; ii < command->numVertices << 1; ii += 2) { SDL_Vertex sdlVertex; sdlVertex.position.x = positions[ii]; sdlVertex.position.y = positions[ii + 1]; sdlVertex.tex_coord.x = uvs[ii]; sdlVertex.tex_coord.y = uvs[ii + 1]; toSDLColor(colors[ii >> 1], &sdlVertex.color); sdlVertices.add(sdlVertex); } sdlIndices.clear(); uint16_t *indices = command->indices; for (int ii = 0; ii < command->numIndices; ii++) sdlIndices.add(indices[ii]); BlendMode blendMode = command->blendMode; SDL_Texture *texture = (SDL_Texture *) command->texture; if (!usePremultipliedAlpha) { switch (blendMode) { case BlendMode_Normal: SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); break; case BlendMode_Multiply: SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD); break; case BlendMode_Additive: SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD); break; case BlendMode_Screen: SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); break; } } else { SDL_BlendMode target; switch (blendMode) { case BlendMode_Normal: target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD); SDL_SetTextureBlendMode(texture, target); break; case BlendMode_Multiply: SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD); break; case BlendMode_Additive: target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD); SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD); break; case BlendMode_Screen: target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD); SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); break; } } SDL_RenderGeometry(renderer, texture, sdlVertices.buffer(), sdlVertices.size(), sdlIndices.buffer(), command->numIndices); command = command->next; } } SDL_Texture *loadTexture(SDL_Renderer *renderer, const String &path) { int width, height, components; stbi_uc *imageData = stbi_load(path.buffer(), &width, &height, &components, 4); if (!imageData) return nullptr; SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); if (!texture) { stbi_image_free(imageData); return nullptr; } if (SDL_UpdateTexture(texture, nullptr, imageData, width * 4)) { stbi_image_free(imageData); return nullptr; } stbi_image_free(imageData); return texture; } void SDLTextureLoader::load(AtlasPage &page, const String &path) { SDL_Texture *texture = loadTexture(renderer, path); if (!texture) return; page.texture = texture; SDL_QueryTexture(texture, nullptr, nullptr, &page.width, &page.height); switch (page.magFilter) { case TextureFilter_Nearest: SDL_SetTextureScaleMode(texture, SDL_ScaleModeNearest); break; case TextureFilter_Linear: SDL_SetTextureScaleMode(texture, SDL_ScaleModeLinear); break; default: SDL_SetTextureScaleMode(texture, SDL_ScaleModeBest); } } void SDLTextureLoader::unload(void *texture) { SDL_DestroyTexture((SDL_Texture *) texture); } SpineExtension *spine::getDefaultExtension() { return new DefaultSpineExtension(); }