2017-04-28 14:58:12 +02:00

475 lines
18 KiB
Objective-C

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#import <spine/SkeletonRenderer.h>
#import <spine/spine-cocos2d-objc.h>
#import <spine/extension.h>
#import <spine/GLUtils.h>
#import "CCDrawNode.h"
static unsigned short quadTriangles[6] = {0, 1, 2, 2, 3, 0};
static spTwoColorBatcher* batcher = 0;
static spMesh* mesh = 0;
static bool handlerQueued = false;
@interface SkeletonRenderer (Private)
- (void) initialize:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
@end
@implementation SkeletonRenderer
@synthesize skeleton = _skeleton;
@synthesize rootBone = _rootBone;
@synthesize twoColorTint = _twoColorTint;
@synthesize debugSlots = _debugSlots;
@synthesize debugBones = _debugBones;
+ (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
return [[[self alloc] initWithData:skeletonData ownsSkeletonData:ownsSkeletonData] autorelease];
}
+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale {
return [[[self alloc] initWithFile:skeletonDataFile atlas:atlas scale:scale] autorelease];
}
+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale {
return [[[self alloc] initWithFile:skeletonDataFile atlasFile:atlasFile scale:scale] autorelease];
}
- (void) initialize:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
if (!batcher) {
batcher = spTwoColorBatcher_create();
mesh = spMesh_create(64000, 32000);
}
_ownsSkeletonData = ownsSkeletonData;
_worldVertices = MALLOC(float, 1000); // Max number of vertices per mesh.
_skeleton = spSkeleton_create(skeletonData);
_rootBone = _skeleton->bones[0];
_blendFunc.src = GL_ONE;
_blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
_drawNode = [[CCDrawNode alloc] init];
[_drawNode setBlendMode: [CCBlendMode premultipliedAlphaMode]];
[self addChild:_drawNode];
[self setShader:[CCShader positionTextureColorShader]];
_premultipliedAlpha = true;
screenMode = [CCBlendMode blendModeWithOptions:@{
CCBlendFuncSrcColor: @(GL_ONE),
CCBlendFuncDstColor: @(GL_ONE_MINUS_SRC_COLOR)}
];
_clipper = spSkeletonClipping_create();
}
- (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
NSAssert(skeletonData, @"skeletonData cannot be null.");
self = [super init];
if (!self) return nil;
[self initialize:skeletonData ownsSkeletonData:ownsSkeletonData];
return self;
}
- (id) initWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale {
self = [super init];
if (!self) return nil;
spSkeletonJson* json = spSkeletonJson_create(atlas);
json->scale = scale;
spSkeletonData* skeletonData = nil;
@synchronized(self.class) {
spSkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]);
}
NSAssert(skeletonData, ([NSString stringWithFormat:@"Error reading skeleton data file: %@\nError: %s", skeletonDataFile, json->error]));
spSkeletonJson_dispose(json);
if (!skeletonData) return 0;
[self initialize:skeletonData ownsSkeletonData:YES];
return self;
}
- (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale {
self = [super init];
if (!self) return nil;
@synchronized(self.class) {
_atlas = spAtlas_createFromFile([atlasFile UTF8String], 0);
}
NSAssert(_atlas, ([NSString stringWithFormat:@"Error reading atlas file: %@", atlasFile]));
if (!_atlas) return 0;
spSkeletonJson* json = spSkeletonJson_create(_atlas);
json->scale = scale;
spSkeletonData* skeletonData;
@synchronized(self.class) {
skeletonData = spSkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]);
}
NSAssert(skeletonData, ([NSString stringWithFormat:@"Error reading skeleton data file: %@\nError: %s", skeletonDataFile, json->error]));
spSkeletonJson_dispose(json);
if (!skeletonData) return 0;
[self initialize:skeletonData ownsSkeletonData:YES];
return self;
}
- (void) dealloc {
if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
if (_atlas) spAtlas_dispose(_atlas);
spSkeleton_dispose(_skeleton);
FREE(_worldVertices);
spSkeletonClipping_dispose(_clipper);
[super dealloc];
}
-(void)draw:(CCRenderer *)renderer transform:(const GLKMatrix4 *)transform {
// FIXME we need to clear the mesh parts at the end of the frame
// there's no general event mechanism to get notified on end frame
// that doesn't need to be re-added every frame. This is a poor man
// notification system that may break if the block is called on a
// separate thread.
if (!handlerQueued) {
[[CCDirector sharedDirector] addFrameCompletionHandler: ^{
spMesh_clearParts(mesh);
handlerQueued = false;
}];
handlerQueued = true;
}
CCColor* nodeColor = self.color;
_skeleton->color.r = nodeColor.red;
_skeleton->color.g = nodeColor.green;
_skeleton->color.b = nodeColor.blue;
_skeleton->color.a = self.displayedOpacity;
int blendMode = -1;
uint32_t srcBlend = GL_SRC_ALPHA;
uint32_t dstBlend = GL_ONE_MINUS_SRC_ALPHA;
float* uvs = 0;
float* vertices = _worldVertices;
int verticesCount = 0;
unsigned short* triangles = 0;
int trianglesCount = 0;
float r = 0, g = 0, b = 0, a = 0;
float dr = 0, dg = 0, db = 0;
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
spSlot* slot = _skeleton->drawOrder[i];
if (!slot->attachment) continue;
CCTexture *texture = 0;
switch (slot->attachment->type) {
case SP_ATTACHMENT_REGION: {
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
spRegionAttachment_computeWorldVertices(attachment, slot->bone, vertices, 0, 2);
texture = [self getTextureForRegion:attachment];
uvs = attachment->uvs;
verticesCount = 8;
triangles = quadTriangles;
trianglesCount = 6;
r = attachment->color.r;
g = attachment->color.g;
b = attachment->color.b;
a = attachment->color.a;
break;
}
case SP_ATTACHMENT_MESH: {
spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, vertices, 0, 2);
texture = [self getTextureForMesh:attachment];
uvs = attachment->uvs;
verticesCount = attachment->super.worldVerticesLength;
triangles = attachment->triangles;
trianglesCount = attachment->trianglesCount;
r = attachment->color.r;
g = attachment->color.g;
b = attachment->color.b;
a = attachment->color.a;
break;
}
case SP_ATTACHMENT_CLIPPING: {
spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
spSkeletonClipping_clipStart(_clipper, slot, clip);
}
default: ;
}
if (texture) {
if (slot->data->blendMode != blendMode) {
blendMode = slot->data->blendMode;
switch (slot->data->blendMode) {
case SP_BLEND_MODE_ADDITIVE:
[self setBlendMode:[CCBlendMode addMode]];
srcBlend = !_premultipliedAlpha ? GL_SRC_ALPHA : GL_ONE;
dstBlend = GL_ONE;
break;
case SP_BLEND_MODE_MULTIPLY:
[self setBlendMode:[CCBlendMode multiplyMode]];
srcBlend = GL_DST_COLOR;
dstBlend = GL_ONE_MINUS_SRC_ALPHA;
break;
case SP_BLEND_MODE_SCREEN:
[self setBlendMode:screenMode];
srcBlend = GL_ONE;
dstBlend = GL_ONE_MINUS_SRC_COLOR;
break;
default:
[self setBlendMode:_premultipliedAlpha ? [CCBlendMode premultipliedAlphaMode] : [CCBlendMode alphaMode]];
srcBlend = !_premultipliedAlpha ? GL_SRC_ALPHA : GL_ONE;
dstBlend = GL_ONE_MINUS_SRC_ALPHA;
}
}
if (_premultipliedAlpha) {
a *= _skeleton->color.a * slot->color.a;
r *= _skeleton->color.r * slot->color.r * a;
g *= _skeleton->color.g * slot->color.g * a;
b *= _skeleton->color.b * slot->color.b * a;
} else {
a *= _skeleton->color.a * slot->color.a;
r *= _skeleton->color.r * slot->color.r;
g *= _skeleton->color.g * slot->color.g;
b *= _skeleton->color.b * slot->color.b;
}
self.texture = texture;
CGSize size = texture.contentSize;
GLKVector2 center = GLKVector2Make(size.width / 2.0, size.height / 2.0);
GLKVector2 extents = GLKVector2Make(size.width / 2.0, size.height / 2.0);
if (_skipVisibilityCheck || CCRenderCheckVisbility(transform, center, extents)) {
if (spSkeletonClipping_isClipping(_clipper)) {
spSkeletonClipping_clipTriangles(_clipper, vertices, verticesCount, triangles, trianglesCount, uvs);
vertices = _clipper->clippedVertices->items;
verticesCount = _clipper->clippedVertices->size;
uvs = _clipper->clippedUVs->items;
triangles = _clipper->clippedTriangles->items;
trianglesCount = _clipper->clippedTriangles->size;
}
if (trianglesCount > 0) {
if (!self.twoColorTint) {
CCRenderBuffer buffer = [renderer enqueueTriangles:(trianglesCount / 3) andVertexes:verticesCount withState:self.renderState globalSortOrder:0];
for (int i = 0; i * 2 < verticesCount; ++i) {
CCVertex vertex;
vertex.position = GLKVector4Make(vertices[i * 2], vertices[i * 2 + 1], 0.0, 1.0);
vertex.color = GLKVector4Make(r, g, b, a);
vertex.texCoord1 = GLKVector2Make(uvs[i * 2], 1 - uvs[i * 2 + 1]);
CCRenderBufferSetVertex(buffer, i, CCVertexApplyTransform(vertex, transform));
}
for (int j = 0; j * 3 < trianglesCount; ++j) {
CCRenderBufferSetTriangle(buffer, j, triangles[j * 3], triangles[j * 3 + 1], triangles[j * 3 + 2]);
}
} else {
if (slot->darkColor) {
dr = slot->darkColor->r;
dg = slot->darkColor->g;
db = slot->darkColor->b;
} else {
dr = dg = db = 0;
}
spMeshPart meshPart;
spMesh_allocatePart(mesh, &meshPart, verticesCount / 2, trianglesCount, self.texture.name, srcBlend, dstBlend);
spVertex* verts = &meshPart.mesh->vertices[meshPart.startVertex];
unsigned short* indices = &meshPart.mesh->indices[meshPart.startIndex];
for (int i = 0; i * 2 < verticesCount; i++, vertices++) {
CCVertex vertex;
vertex.position = GLKVector4Make(vertices[i * 2], vertices[i * 2 + 1], 0.0, 1.0);
vertex = CCVertexApplyTransform(vertex, transform);
verts->x = vertex.position.x;
verts->y = vertex.position.y;
verts->z = vertex.position.z;
verts->w = vertex.position.w;
verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24;
verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(255)) << 24;
verts->u = uvs[i * 2];
verts->v = 1 - uvs[i * 2 + 1];
}
for (int j = 0; j < trianglesCount; j++, indices++) {
*indices = triangles[j];
}
[renderer enqueueBlock:^{
spTwoColorBatcher_add(batcher, meshPart);
} globalSortOrder:0 debugLabel: nil threadSafe: false];
}
}
}
}
spSkeletonClipping_clipEnd(_clipper, slot);
}
spSkeletonClipping_clipEnd2(_clipper);
if (self.twoColorTint) {
[renderer enqueueBlock:^{
spTwoColorBatcher_flush(batcher);
} globalSortOrder:0 debugLabel: nil threadSafe: false];
}
[_drawNode clear];
if (_debugSlots) {
// Slots.
CGPoint points[4];
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
spSlot* slot = _skeleton->drawOrder[i];
if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
points[0] = ccp(_worldVertices[0], _worldVertices[1]);
points[1] = ccp(_worldVertices[2], _worldVertices[3]);
points[2] = ccp(_worldVertices[4], _worldVertices[5]);
points[3] = ccp(_worldVertices[6], _worldVertices[7]);
[_drawNode drawPolyWithVerts:points count:4 fillColor:[CCColor clearColor] borderWidth:1 borderColor:[CCColor blueColor]];
}
}
if (_debugBones) {
// Bone lengths.
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
spBone *bone = _skeleton->bones[i];
float x = bone->data->length * bone->a + bone->worldX;
float y = bone->data->length * bone->c + bone->worldY;
[_drawNode drawSegmentFrom:ccp(bone->worldX, bone->worldY) to: ccp(x, y)radius:2 color:[CCColor redColor]];
}
// Bone origins.
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
spBone *bone = _skeleton->bones[i];
[_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor greenColor]];
if (i == 0) [_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor blueColor]];
}
}
}
- (CCTexture*) getTextureForRegion:(spRegionAttachment*)attachment {
return (CCTexture*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
}
- (CCTexture*) getTextureForMesh:(spMeshAttachment*)attachment {
return (CCTexture*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
}
- (CGRect) boundingBox {
float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
float scaleX = self.scaleX, scaleY = self.scaleY;
for (int i = 0; i < _skeleton->slotsCount; ++i) {
spSlot* slot = _skeleton->slots[i];
if (!slot->attachment) continue;
int verticesCount;
if (slot->attachment->type == SP_ATTACHMENT_REGION) {
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
verticesCount = 8;
} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, _worldVertices, 0, 2);
verticesCount = mesh->super.worldVerticesLength;
} else
continue;
for (int ii = 0; ii < verticesCount; ii += 2) {
float x = _worldVertices[ii] * scaleX, y = _worldVertices[ii + 1] * scaleY;
minX = fmin(minX, x);
minY = fmin(minY, y);
maxX = fmax(maxX, x);
maxY = fmax(maxY, y);
}
}
minX = self.position.x + minX;
minY = self.position.y + minY;
maxX = self.position.x + maxX;
maxY = self.position.y + maxY;
return CGRectMake(minX, minY, maxX - minX, maxY - minY);
}
// --- Convenience methods for Skeleton_* functions.
- (void) updateWorldTransform {
spSkeleton_updateWorldTransform(_skeleton);
}
- (void) setToSetupPose {
spSkeleton_setToSetupPose(_skeleton);
}
- (void) setBonesToSetupPose {
spSkeleton_setBonesToSetupPose(_skeleton);
}
- (void) setSlotsToSetupPose {
spSkeleton_setSlotsToSetupPose(_skeleton);
}
- (spBone*) findBone:(NSString*)boneName {
return spSkeleton_findBone(_skeleton, [boneName UTF8String]);
}
- (spSlot*) findSlot:(NSString*)slotName {
return spSkeleton_findSlot(_skeleton, [slotName UTF8String]);
}
- (bool) setSkin:(NSString*)skinName {
return (bool)spSkeleton_setSkinByName(_skeleton, skinName ? [skinName UTF8String] : 0);
}
- (spAttachment*) getAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName {
return spSkeleton_getAttachmentForSlotName(_skeleton, [slotName UTF8String], [attachmentName UTF8String]);
}
- (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName {
return (bool)spSkeleton_setAttachment(_skeleton, [slotName UTF8String], [attachmentName UTF8String]);
}
// --- CCBlendProtocol
- (void) setBlendFunc:(ccBlendFunc)func {
self.blendFunc = func;
}
- (ccBlendFunc) blendFunc {
return _blendFunc;
}
- (void) setOpacityModifyRGB:(BOOL)value {
_premultipliedAlpha = value;
}
- (BOOL) doesOpacityModifyRGB {
return _premultipliedAlpha;
}
@end