mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
475 lines
18 KiB
Objective-C
475 lines
18 KiB
Objective-C
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#import <spine/SkeletonRenderer.h>
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#import <spine/spine-cocos2d-objc.h>
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#import <spine/extension.h>
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#import <spine/GLUtils.h>
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#import "CCDrawNode.h"
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static unsigned short quadTriangles[6] = {0, 1, 2, 2, 3, 0};
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static spTwoColorBatcher* batcher = 0;
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static spMesh* mesh = 0;
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static bool handlerQueued = false;
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@interface SkeletonRenderer (Private)
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- (void) initialize:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
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@end
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@implementation SkeletonRenderer
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@synthesize skeleton = _skeleton;
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@synthesize rootBone = _rootBone;
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@synthesize twoColorTint = _twoColorTint;
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@synthesize debugSlots = _debugSlots;
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@synthesize debugBones = _debugBones;
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+ (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
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return [[[self alloc] initWithData:skeletonData ownsSkeletonData:ownsSkeletonData] autorelease];
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}
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+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale {
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return [[[self alloc] initWithFile:skeletonDataFile atlas:atlas scale:scale] autorelease];
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}
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+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale {
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return [[[self alloc] initWithFile:skeletonDataFile atlasFile:atlasFile scale:scale] autorelease];
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}
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- (void) initialize:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
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if (!batcher) {
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batcher = spTwoColorBatcher_create();
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mesh = spMesh_create(64000, 32000);
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}
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_ownsSkeletonData = ownsSkeletonData;
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_worldVertices = MALLOC(float, 1000); // Max number of vertices per mesh.
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_skeleton = spSkeleton_create(skeletonData);
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_rootBone = _skeleton->bones[0];
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_blendFunc.src = GL_ONE;
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_blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
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_drawNode = [[CCDrawNode alloc] init];
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[_drawNode setBlendMode: [CCBlendMode premultipliedAlphaMode]];
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[self addChild:_drawNode];
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[self setShader:[CCShader positionTextureColorShader]];
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_premultipliedAlpha = true;
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screenMode = [CCBlendMode blendModeWithOptions:@{
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CCBlendFuncSrcColor: @(GL_ONE),
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CCBlendFuncDstColor: @(GL_ONE_MINUS_SRC_COLOR)}
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];
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_clipper = spSkeletonClipping_create();
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}
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- (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
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NSAssert(skeletonData, @"skeletonData cannot be null.");
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self = [super init];
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if (!self) return nil;
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[self initialize:skeletonData ownsSkeletonData:ownsSkeletonData];
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return self;
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}
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- (id) initWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale {
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self = [super init];
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if (!self) return nil;
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spSkeletonJson* json = spSkeletonJson_create(atlas);
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json->scale = scale;
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spSkeletonData* skeletonData = nil;
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@synchronized(self.class) {
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spSkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]);
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}
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NSAssert(skeletonData, ([NSString stringWithFormat:@"Error reading skeleton data file: %@\nError: %s", skeletonDataFile, json->error]));
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spSkeletonJson_dispose(json);
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if (!skeletonData) return 0;
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[self initialize:skeletonData ownsSkeletonData:YES];
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return self;
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}
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- (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale {
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self = [super init];
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if (!self) return nil;
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@synchronized(self.class) {
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_atlas = spAtlas_createFromFile([atlasFile UTF8String], 0);
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}
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NSAssert(_atlas, ([NSString stringWithFormat:@"Error reading atlas file: %@", atlasFile]));
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if (!_atlas) return 0;
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spSkeletonJson* json = spSkeletonJson_create(_atlas);
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json->scale = scale;
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spSkeletonData* skeletonData;
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@synchronized(self.class) {
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skeletonData = spSkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]);
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}
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NSAssert(skeletonData, ([NSString stringWithFormat:@"Error reading skeleton data file: %@\nError: %s", skeletonDataFile, json->error]));
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spSkeletonJson_dispose(json);
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if (!skeletonData) return 0;
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[self initialize:skeletonData ownsSkeletonData:YES];
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return self;
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}
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- (void) dealloc {
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if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
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if (_atlas) spAtlas_dispose(_atlas);
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spSkeleton_dispose(_skeleton);
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FREE(_worldVertices);
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spSkeletonClipping_dispose(_clipper);
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[super dealloc];
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}
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-(void)draw:(CCRenderer *)renderer transform:(const GLKMatrix4 *)transform {
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// FIXME we need to clear the mesh parts at the end of the frame
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// there's no general event mechanism to get notified on end frame
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// that doesn't need to be re-added every frame. This is a poor man
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// notification system that may break if the block is called on a
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// separate thread.
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if (!handlerQueued) {
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[[CCDirector sharedDirector] addFrameCompletionHandler: ^{
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spMesh_clearParts(mesh);
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handlerQueued = false;
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}];
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handlerQueued = true;
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}
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CCColor* nodeColor = self.color;
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_skeleton->color.r = nodeColor.red;
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_skeleton->color.g = nodeColor.green;
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_skeleton->color.b = nodeColor.blue;
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_skeleton->color.a = self.displayedOpacity;
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int blendMode = -1;
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uint32_t srcBlend = GL_SRC_ALPHA;
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uint32_t dstBlend = GL_ONE_MINUS_SRC_ALPHA;
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float* uvs = 0;
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float* vertices = _worldVertices;
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int verticesCount = 0;
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unsigned short* triangles = 0;
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int trianglesCount = 0;
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float r = 0, g = 0, b = 0, a = 0;
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float dr = 0, dg = 0, db = 0;
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for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment) continue;
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CCTexture *texture = 0;
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switch (slot->attachment->type) {
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case SP_ATTACHMENT_REGION: {
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, vertices, 0, 2);
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texture = [self getTextureForRegion:attachment];
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uvs = attachment->uvs;
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verticesCount = 8;
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triangles = quadTriangles;
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trianglesCount = 6;
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r = attachment->color.r;
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g = attachment->color.g;
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b = attachment->color.b;
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a = attachment->color.a;
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break;
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}
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case SP_ATTACHMENT_MESH: {
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spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
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spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, vertices, 0, 2);
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texture = [self getTextureForMesh:attachment];
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uvs = attachment->uvs;
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verticesCount = attachment->super.worldVerticesLength;
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triangles = attachment->triangles;
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trianglesCount = attachment->trianglesCount;
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r = attachment->color.r;
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g = attachment->color.g;
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b = attachment->color.b;
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a = attachment->color.a;
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break;
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}
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case SP_ATTACHMENT_CLIPPING: {
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spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
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spSkeletonClipping_clipStart(_clipper, slot, clip);
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}
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default: ;
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}
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if (texture) {
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if (slot->data->blendMode != blendMode) {
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blendMode = slot->data->blendMode;
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switch (slot->data->blendMode) {
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case SP_BLEND_MODE_ADDITIVE:
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[self setBlendMode:[CCBlendMode addMode]];
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srcBlend = !_premultipliedAlpha ? GL_SRC_ALPHA : GL_ONE;
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dstBlend = GL_ONE;
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break;
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case SP_BLEND_MODE_MULTIPLY:
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[self setBlendMode:[CCBlendMode multiplyMode]];
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srcBlend = GL_DST_COLOR;
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dstBlend = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case SP_BLEND_MODE_SCREEN:
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[self setBlendMode:screenMode];
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srcBlend = GL_ONE;
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dstBlend = GL_ONE_MINUS_SRC_COLOR;
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break;
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default:
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[self setBlendMode:_premultipliedAlpha ? [CCBlendMode premultipliedAlphaMode] : [CCBlendMode alphaMode]];
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srcBlend = !_premultipliedAlpha ? GL_SRC_ALPHA : GL_ONE;
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dstBlend = GL_ONE_MINUS_SRC_ALPHA;
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}
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}
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if (_premultipliedAlpha) {
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a *= _skeleton->color.a * slot->color.a;
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r *= _skeleton->color.r * slot->color.r * a;
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g *= _skeleton->color.g * slot->color.g * a;
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b *= _skeleton->color.b * slot->color.b * a;
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} else {
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a *= _skeleton->color.a * slot->color.a;
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r *= _skeleton->color.r * slot->color.r;
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g *= _skeleton->color.g * slot->color.g;
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b *= _skeleton->color.b * slot->color.b;
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}
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self.texture = texture;
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CGSize size = texture.contentSize;
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GLKVector2 center = GLKVector2Make(size.width / 2.0, size.height / 2.0);
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GLKVector2 extents = GLKVector2Make(size.width / 2.0, size.height / 2.0);
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if (_skipVisibilityCheck || CCRenderCheckVisbility(transform, center, extents)) {
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if (spSkeletonClipping_isClipping(_clipper)) {
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spSkeletonClipping_clipTriangles(_clipper, vertices, verticesCount, triangles, trianglesCount, uvs);
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vertices = _clipper->clippedVertices->items;
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verticesCount = _clipper->clippedVertices->size;
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uvs = _clipper->clippedUVs->items;
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triangles = _clipper->clippedTriangles->items;
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trianglesCount = _clipper->clippedTriangles->size;
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}
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if (trianglesCount > 0) {
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if (!self.twoColorTint) {
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CCRenderBuffer buffer = [renderer enqueueTriangles:(trianglesCount / 3) andVertexes:verticesCount withState:self.renderState globalSortOrder:0];
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for (int i = 0; i * 2 < verticesCount; ++i) {
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CCVertex vertex;
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vertex.position = GLKVector4Make(vertices[i * 2], vertices[i * 2 + 1], 0.0, 1.0);
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vertex.color = GLKVector4Make(r, g, b, a);
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vertex.texCoord1 = GLKVector2Make(uvs[i * 2], 1 - uvs[i * 2 + 1]);
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CCRenderBufferSetVertex(buffer, i, CCVertexApplyTransform(vertex, transform));
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}
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for (int j = 0; j * 3 < trianglesCount; ++j) {
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CCRenderBufferSetTriangle(buffer, j, triangles[j * 3], triangles[j * 3 + 1], triangles[j * 3 + 2]);
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}
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} else {
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if (slot->darkColor) {
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dr = slot->darkColor->r;
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dg = slot->darkColor->g;
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db = slot->darkColor->b;
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} else {
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dr = dg = db = 0;
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}
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spMeshPart meshPart;
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spMesh_allocatePart(mesh, &meshPart, verticesCount / 2, trianglesCount, self.texture.name, srcBlend, dstBlend);
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spVertex* verts = &meshPart.mesh->vertices[meshPart.startVertex];
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unsigned short* indices = &meshPart.mesh->indices[meshPart.startIndex];
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for (int i = 0; i * 2 < verticesCount; i++, vertices++) {
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CCVertex vertex;
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vertex.position = GLKVector4Make(vertices[i * 2], vertices[i * 2 + 1], 0.0, 1.0);
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vertex = CCVertexApplyTransform(vertex, transform);
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verts->x = vertex.position.x;
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verts->y = vertex.position.y;
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verts->z = vertex.position.z;
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verts->w = vertex.position.w;
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verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24;
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verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(255)) << 24;
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verts->u = uvs[i * 2];
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verts->v = 1 - uvs[i * 2 + 1];
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}
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for (int j = 0; j < trianglesCount; j++, indices++) {
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*indices = triangles[j];
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}
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[renderer enqueueBlock:^{
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spTwoColorBatcher_add(batcher, meshPart);
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} globalSortOrder:0 debugLabel: nil threadSafe: false];
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}
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}
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}
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}
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spSkeletonClipping_clipEnd(_clipper, slot);
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}
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spSkeletonClipping_clipEnd2(_clipper);
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if (self.twoColorTint) {
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[renderer enqueueBlock:^{
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spTwoColorBatcher_flush(batcher);
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} globalSortOrder:0 debugLabel: nil threadSafe: false];
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}
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[_drawNode clear];
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if (_debugSlots) {
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// Slots.
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CGPoint points[4];
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for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
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points[0] = ccp(_worldVertices[0], _worldVertices[1]);
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points[1] = ccp(_worldVertices[2], _worldVertices[3]);
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points[2] = ccp(_worldVertices[4], _worldVertices[5]);
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points[3] = ccp(_worldVertices[6], _worldVertices[7]);
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[_drawNode drawPolyWithVerts:points count:4 fillColor:[CCColor clearColor] borderWidth:1 borderColor:[CCColor blueColor]];
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}
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}
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if (_debugBones) {
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// Bone lengths.
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for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
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spBone *bone = _skeleton->bones[i];
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float x = bone->data->length * bone->a + bone->worldX;
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float y = bone->data->length * bone->c + bone->worldY;
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[_drawNode drawSegmentFrom:ccp(bone->worldX, bone->worldY) to: ccp(x, y)radius:2 color:[CCColor redColor]];
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}
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// Bone origins.
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for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
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spBone *bone = _skeleton->bones[i];
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[_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor greenColor]];
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if (i == 0) [_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor blueColor]];
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}
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}
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}
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- (CCTexture*) getTextureForRegion:(spRegionAttachment*)attachment {
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return (CCTexture*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
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}
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- (CCTexture*) getTextureForMesh:(spMeshAttachment*)attachment {
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return (CCTexture*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
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}
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- (CGRect) boundingBox {
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float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
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float scaleX = self.scaleX, scaleY = self.scaleY;
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for (int i = 0; i < _skeleton->slotsCount; ++i) {
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spSlot* slot = _skeleton->slots[i];
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if (!slot->attachment) continue;
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int verticesCount;
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if (slot->attachment->type == SP_ATTACHMENT_REGION) {
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
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verticesCount = 8;
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} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
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spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
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spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, _worldVertices, 0, 2);
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verticesCount = mesh->super.worldVerticesLength;
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} else
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continue;
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for (int ii = 0; ii < verticesCount; ii += 2) {
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float x = _worldVertices[ii] * scaleX, y = _worldVertices[ii + 1] * scaleY;
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minX = fmin(minX, x);
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minY = fmin(minY, y);
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maxX = fmax(maxX, x);
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maxY = fmax(maxY, y);
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}
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}
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minX = self.position.x + minX;
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minY = self.position.y + minY;
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maxX = self.position.x + maxX;
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maxY = self.position.y + maxY;
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return CGRectMake(minX, minY, maxX - minX, maxY - minY);
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}
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// --- Convenience methods for Skeleton_* functions.
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- (void) updateWorldTransform {
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spSkeleton_updateWorldTransform(_skeleton);
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}
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- (void) setToSetupPose {
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spSkeleton_setToSetupPose(_skeleton);
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}
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- (void) setBonesToSetupPose {
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spSkeleton_setBonesToSetupPose(_skeleton);
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}
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- (void) setSlotsToSetupPose {
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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
|