mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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71 lines
2.4 KiB
C++
71 lines
2.4 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_SkeletonRenderer_h
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#define Spine_SkeletonRenderer_h
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#include <spine/BlockAllocator.h>
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#include <spine/BlendMode.h>
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#include <spine/SkeletonClipping.h>
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namespace spine {
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class Skeleton;
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struct SP_API RenderCommand {
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float *positions;
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float *uvs;
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uint32_t *colors;
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uint32_t *darkColors;
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int32_t numVertices;
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uint16_t *indices;
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int32_t numIndices;
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BlendMode blendMode;
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void *texture;
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RenderCommand *next;
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};
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class SP_API SkeletonRenderer : public SpineObject {
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public:
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explicit SkeletonRenderer();
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~SkeletonRenderer();
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RenderCommand *render(Skeleton &skeleton);
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private:
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BlockAllocator _allocator;
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Array<float> _worldVertices;
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Array<unsigned short> _quadIndices;
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SkeletonClipping _clipping;
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Array<RenderCommand *> _renderCommands;
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};
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}
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#endif
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