Mario Zechner bf0a33876a Formatting
2024-07-02 12:32:59 +02:00

101 lines
2.9 KiB
C++

#include <glbinding/glbinding.h>
#include <glbinding/gl/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <iostream>
#include <spine-glfw.h>
using namespace spine;
int width = 800, height = 600;
GLFWwindow *init_glfw() {
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
return nullptr;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(width, height, "spine-glfw", NULL, NULL);
if (!window) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return nullptr;
}
glfwMakeContextCurrent(window);
glbinding::initialize(glfwGetProcAddress);
return window;
}
int main() {
// Initialize GLFW and glbinding
GLFWwindow *window = init_glfw();
if (!window) return -1;
// We use a y-down coordinate system, see renderer_set_viewport_size()
Bone::setYDown(true);
// Load the atlas and the skeleton data
GlTextureLoader textureLoader;
Atlas *atlas = new Atlas("data/spineboy-pma.atlas", &textureLoader);
SkeletonJson json(atlas);
SkeletonData *skeletonData = json.readSkeletonDataFile("data/spineboy-pro.json");
// Create a skeleton from the data, set the skeleton's position to the bottom center of
// the screen and scale it to make it smaller.
Skeleton skeleton(skeletonData);
skeleton.setPosition(width / 2, height - 100);
skeleton.setScaleX(0.3);
skeleton.setScaleY(0.3);
// Create an AnimationState to drive animations on the skeleton. Set the "portal" animation
// on track with index 0.
AnimationStateData animationStateData(skeletonData);
AnimationState animationState(&animationStateData);
animationState.setAnimation(0, "portal", true);
// Create the renderer and set the viewport size to match the window size. This sets up a
// pixel perfect orthogonal projection for 2D rendering.
renderer_t *renderer = renderer_create();
renderer_set_viewport_size(renderer, width, height);
// Rendering loop
double lastTime = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
// Calculate the delta time in seconds
double currTime = glfwGetTime();
float delta = currTime - lastTime;
lastTime = currTime;
// Update and apply the animation state to the skeleton
animationState.update(delta);
animationState.apply(skeleton);
// Update the skeleton time (used for physics)
skeleton.update(delta);
// Calculate the new pose
skeleton.updateWorldTransform(spine::Physics_Update);
// Clear the screen
gl::glClear(gl::GL_COLOR_BUFFER_BIT);
// Render the skeleton in its current pose
renderer_draw(renderer, &skeleton, true);
// Present the rendering results and poll for events
glfwSwapBuffers(window);
glfwPollEvents();
}
// Dispose everything
renderer_dispose(renderer);
delete skeletonData;
delete atlas;
// Kill the window and GLFW
glfwTerminate();
return 0;
}