2022-05-30 13:57:10 +02:00

316 lines
11 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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/spine-sfml.h>
#ifndef SPINE_MESH_VERTEX_COUNT_MAX
#define SPINE_MESH_VERTEX_COUNT_MAX 1000
#endif
using namespace sf;
sf::BlendMode normal = sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::OneMinusSrcAlpha);
sf::BlendMode additive = sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::One);
sf::BlendMode multiply = sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha);
sf::BlendMode screen = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor);
sf::BlendMode normalPma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcAlpha);
sf::BlendMode additivePma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::One);
sf::BlendMode multiplyPma = sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha);
sf::BlendMode screenPma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor);
spColorArray *spColorArray_create(int initialCapacity) {
spColorArray *array = ((spColorArray *) _spCalloc(1, sizeof(spColorArray), "_file_name_", 48));
array->size = 0;
array->capacity = initialCapacity;
array->items = ((spColor *) _spCalloc(initialCapacity, sizeof(spColor), "_file_name_", 48));
return array;
}
void spColorArray_dispose(spColorArray *self) {
_spFree((void *) self->items);
_spFree((void *) self);
}
void spColorArray_clear(spColorArray *self) { self->size = 0; }
spColorArray *spColorArray_setSize(spColorArray *self, int newSize) {
self->size = newSize;
if (self->capacity < newSize) {
self->capacity = ((8) > ((int) (self->size * 1.75f)) ? (8) : ((int) (self->size * 1.75f)));
self->items = ((spColor *) _spRealloc(self->items, sizeof(spColor) * (self->capacity)));
}
return self;
}
void spColorArray_ensureCapacity(spColorArray *self, int newCapacity) {
if (self->capacity >= newCapacity) return;
self->capacity = newCapacity;
self->items = ((spColor *) _spRealloc(self->items, sizeof(spColor) * (self->capacity)));
}
void spColorArray_add(spColorArray *self, spColor value) {
if (self->size == self->capacity) {
self->capacity = ((8) > ((int) (self->size * 1.75f)) ? (8) : ((int) (self->size * 1.75f)));
self->items = ((spColor *) _spRealloc(self->items, sizeof(spColor) * (self->capacity)));
}
self->items[self->size++] = value;
}
void spColorArray_addAll(spColorArray *self, spColorArray *other) {
int i = 0;
for (; i < other->size; i++) { spColorArray_add(self, other->items[i]); }
}
void spColorArray_addAllValues(spColorArray *self, spColor *values, int offset, int count) {
int i = offset, n = offset + count;
for (; i < n; i++) { spColorArray_add(self, values[i]); }
}
void spColorArray_removeAt(spColorArray *self, int index) {
self->size--;
memmove(self->items + index, self->items + index + 1, sizeof(spColor) * (self->size - index));
}
spColor spColorArray_pop(spColorArray *self) {
spColor item = self->items[--self->size];
return item;
}
spColor spColorArray_peek(spColorArray *self) { return self->items[self->size - 1]; }
void _spAtlasPage_createTexture(spAtlasPage *self, const char *path) {
Texture *texture = new Texture();
if (!texture->loadFromFile(path)) return;
if (self->magFilter == SP_ATLAS_LINEAR) texture->setSmooth(true);
if (self->uWrap == SP_ATLAS_REPEAT && self->vWrap == SP_ATLAS_REPEAT) texture->setRepeated(true);
self->rendererObject = texture;
Vector2u size = texture->getSize();
self->width = size.x;
self->height = size.y;
}
void _spAtlasPage_disposeTexture(spAtlasPage *self) {
delete (Texture *) self->rendererObject;
}
char *_spUtil_readFile(const char *path, int *length) {
return _spReadFile(path, length);
}
/**/
namespace spine {
SkeletonDrawable::SkeletonDrawable(spSkeletonData *skeletonData, spAnimationStateData *stateData) : timeScale(1),
vertexArray(new VertexArray(Triangles, skeletonData->bonesCount * 4)),
worldVertices(0), clipper(0) {
spBone_setYDown(true);
worldVertices = MALLOC(float, SPINE_MESH_VERTEX_COUNT_MAX);
skeleton = spSkeleton_create(skeletonData);
tempUvs = spFloatArray_create(16);
tempColors = spColorArray_create(16);
ownsAnimationStateData = stateData == 0;
if (ownsAnimationStateData) stateData = spAnimationStateData_create(skeletonData);
state = spAnimationState_create(stateData);
clipper = spSkeletonClipping_create();
}
SkeletonDrawable::~SkeletonDrawable() {
delete vertexArray;
FREE(worldVertices);
if (ownsAnimationStateData) spAnimationStateData_dispose(state->data);
spAnimationState_dispose(state);
spSkeleton_dispose(skeleton);
spSkeletonClipping_dispose(clipper);
spFloatArray_dispose(tempUvs);
spColorArray_dispose(tempColors);
}
void SkeletonDrawable::update(float deltaTime) {
spAnimationState_update(state, deltaTime * timeScale);
spAnimationState_apply(state, skeleton);
spSkeleton_updateWorldTransform(skeleton);
}
void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const {
vertexArray->clear();
states.texture = 0;
unsigned short quadIndices[6] = {0, 1, 2, 2, 3, 0};
// Early out if skeleton is invisible
if (skeleton->color.a == 0) return;
sf::Vertex vertex;
Texture *texture = 0;
for (int i = 0; i < skeleton->slotsCount; ++i) {
spSlot *slot = skeleton->drawOrder[i];
spAttachment *attachment = slot->attachment;
if (!attachment) continue;
// Early out if slot is invisible
if (slot->color.a == 0 || !slot->bone->active) {
spSkeletonClipping_clipEnd(clipper, slot);
continue;
}
float *vertices = worldVertices;
int verticesCount = 0;
float *uvs = 0;
unsigned short *indices = 0;
int indicesCount = 0;
spColor *attachmentColor;
if (attachment->type == SP_ATTACHMENT_REGION) {
spRegionAttachment *regionAttachment = (spRegionAttachment *) attachment;
attachmentColor = &regionAttachment->color;
// Early out if slot is invisible
if (attachmentColor->a == 0) {
spSkeletonClipping_clipEnd(clipper, slot);
continue;
}
spRegionAttachment_computeWorldVertices(regionAttachment, slot, vertices, 0, 2);
verticesCount = 4;
uvs = regionAttachment->uvs;
indices = quadIndices;
indicesCount = 6;
texture = (Texture *) ((spAtlasRegion *) regionAttachment->rendererObject)->page->rendererObject;
} else if (attachment->type == SP_ATTACHMENT_MESH) {
spMeshAttachment *mesh = (spMeshAttachment *) attachment;
attachmentColor = &mesh->color;
// Early out if slot is invisible
if (attachmentColor->a == 0) {
spSkeletonClipping_clipEnd(clipper, slot);
continue;
}
if (mesh->super.worldVerticesLength > SPINE_MESH_VERTEX_COUNT_MAX) continue;
texture = (Texture *) ((spAtlasRegion *) mesh->rendererObject)->page->rendererObject;
spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, worldVertices, 0, 2);
verticesCount = mesh->super.worldVerticesLength >> 1;
uvs = mesh->uvs;
indices = mesh->triangles;
indicesCount = mesh->trianglesCount;
} else if (attachment->type == SP_ATTACHMENT_CLIPPING) {
spClippingAttachment *clip = (spClippingAttachment *) slot->attachment;
spSkeletonClipping_clipStart(clipper, slot, clip);
continue;
} else
continue;
Uint8 r = static_cast<Uint8>(skeleton->color.r * slot->color.r * attachmentColor->r * 255);
Uint8 g = static_cast<Uint8>(skeleton->color.g * slot->color.g * attachmentColor->g * 255);
Uint8 b = static_cast<Uint8>(skeleton->color.b * slot->color.b * attachmentColor->b * 255);
Uint8 a = static_cast<Uint8>(skeleton->color.a * slot->color.a * attachmentColor->a * 255);
vertex.color.r = r;
vertex.color.g = g;
vertex.color.b = b;
vertex.color.a = a;
spColor light;
light.r = r / 255.0f;
light.g = g / 255.0f;
light.b = b / 255.0f;
light.a = a / 255.0f;
sf::BlendMode blend;
if (!usePremultipliedAlpha) {
switch (slot->data->blendMode) {
case SP_BLEND_MODE_NORMAL:
blend = normal;
break;
case SP_BLEND_MODE_ADDITIVE:
blend = additive;
break;
case SP_BLEND_MODE_MULTIPLY:
blend = multiply;
break;
case SP_BLEND_MODE_SCREEN:
blend = screen;
break;
default:
blend = normal;
}
} else {
switch (slot->data->blendMode) {
case SP_BLEND_MODE_NORMAL:
blend = normalPma;
break;
case SP_BLEND_MODE_ADDITIVE:
blend = additivePma;
break;
case SP_BLEND_MODE_MULTIPLY:
blend = multiplyPma;
break;
case SP_BLEND_MODE_SCREEN:
blend = screenPma;
break;
default:
blend = normalPma;
}
}
if (states.texture == 0) states.texture = texture;
if (states.blendMode != blend || states.texture != texture) {
target.draw(*vertexArray, states);
vertexArray->clear();
states.blendMode = blend;
states.texture = texture;
}
if (spSkeletonClipping_isClipping(clipper)) {
spSkeletonClipping_clipTriangles(clipper, vertices, verticesCount << 1, indices, indicesCount, uvs, 2);
vertices = clipper->clippedVertices->items;
verticesCount = clipper->clippedVertices->size >> 1;
uvs = clipper->clippedUVs->items;
indices = clipper->clippedTriangles->items;
indicesCount = clipper->clippedTriangles->size;
}
Vector2u size = texture->getSize();
for (int j = 0; j < indicesCount; ++j) {
int index = indices[j] << 1;
vertex.position.x = vertices[index];
vertex.position.y = vertices[index + 1];
vertex.texCoords.x = uvs[index] * size.x;
vertex.texCoords.y = uvs[index + 1] * size.y;
vertexArray->append(vertex);
}
spSkeletonClipping_clipEnd(clipper, slot);
}
target.draw(*vertexArray, states);
spSkeletonClipping_clipEnd2(clipper);
}
} /* namespace spine */