/****************************************************************************** * 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. *****************************************************************************/ #include "spine-sdl-cpp.h" #define STB_IMAGE_IMPLEMENTATION #include using namespace spine; static SkeletonRenderer *skeletonRenderer = nullptr; static void ensureSkeletonRenderer() { if (!skeletonRenderer) { skeletonRenderer = new SkeletonRenderer(); } } void spine::SDL_draw(Skeleton &skeleton, SDL_Renderer *renderer, bool premultipliedAlpha) { ensureSkeletonRenderer(); RenderCommand *command = skeletonRenderer->render(skeleton); // Pre-allocate vertex and index arrays int maxVertices = 1024; int maxIndices = 1024 * 3; SDL_Vertex *vertices = (SDL_Vertex *) malloc(sizeof(SDL_Vertex) * maxVertices); int *indices = (int *) malloc(sizeof(int) * maxIndices); while (command) { int numVertices = command->numVertices; int numIndices = command->numIndices; // Resize buffers if needed if (numVertices > maxVertices) { maxVertices = numVertices * 2; vertices = (SDL_Vertex *) realloc(vertices, sizeof(SDL_Vertex) * maxVertices); } if (numIndices > maxIndices) { maxIndices = numIndices * 2; indices = (int *) realloc(indices, sizeof(int) * maxIndices); } // Get vertex data from render command float *positions = command->positions; float *uvs = command->uvs; uint32_t *colors = command->colors; uint16_t *commandIndices = command->indices; SDL_Texture *texture = (SDL_Texture *) command->texture; BlendMode blendMode = command->blendMode; // Fill SDL vertices for (int i = 0; i < numVertices; i++) { vertices[i].position.x = positions[i * 2]; vertices[i].position.y = positions[i * 2 + 1]; vertices[i].tex_coord.x = uvs[i * 2]; vertices[i].tex_coord.y = uvs[i * 2 + 1]; // Convert color from packed uint32 to SDL_Color uint32_t color = colors[i]; vertices[i].color.r = (color >> 24) & 0xFF; vertices[i].color.g = (color >> 16) & 0xFF; vertices[i].color.b = (color >> 8) & 0xFF; vertices[i].color.a = color & 0xFF; } // Copy indices for (int i = 0; i < numIndices; i++) { indices[i] = commandIndices[i]; } // Set blend mode if (!premultipliedAlpha) { 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, target); 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, target); break; } } // Draw the geometry SDL_RenderGeometry(renderer, texture, vertices, numVertices, indices, numIndices); // Move to next command RenderCommand *next = command->next; command = next; } free(vertices); free(indices); } void SDLTextureLoader::load(AtlasPage &page, const String &path) { int width, height, components; stbi_uc *imageData = stbi_load(path.buffer(), &width, &height, &components, 4); if (!imageData) return; SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); if (!texture) { stbi_image_free(imageData); return; } if (SDL_UpdateTexture(texture, NULL, imageData, width * 4)) { SDL_DestroyTexture(texture); stbi_image_free(imageData); return; } stbi_image_free(imageData); page.texture = texture; page.width = width; page.height = height; } void SDLTextureLoader::unload(void *texture) { SDL_DestroyTexture((SDL_Texture *) texture); } // Default extension implementation for spine-cpp spine::SpineExtension *spine::getDefaultExtension() { return new spine::DefaultSpineExtension(); }