mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
261 lines
8.9 KiB
C++
261 lines
8.9 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/spine-sfml.h>
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#ifndef SPINE_MESH_VERTEX_COUNT_MAX
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#define SPINE_MESH_VERTEX_COUNT_MAX 1000
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#endif
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using namespace sf;
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sf::BlendMode normal = sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::OneMinusSrcAlpha);
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sf::BlendMode additive = sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::One);
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sf::BlendMode multiply = sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha);
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sf::BlendMode screen = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor);
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sf::BlendMode normalPma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcAlpha);
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sf::BlendMode additivePma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::One);
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sf::BlendMode multiplyPma = sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha);
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sf::BlendMode screenPma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor);
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namespace spine {
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SkeletonDrawable::SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *stateData) : timeScale(1),
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vertexArray(new VertexArray(Triangles, skeletonData->getBones().size() * 4)),
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worldVertices(), clipper() {
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Bone::setYDown(true);
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worldVertices.ensureCapacity(SPINE_MESH_VERTEX_COUNT_MAX);
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skeleton = new (__FILE__, __LINE__) Skeleton(skeletonData);
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tempUvs.ensureCapacity(16);
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tempColors.ensureCapacity(16);
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ownsAnimationStateData = stateData == 0;
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if (ownsAnimationStateData) stateData = new (__FILE__, __LINE__) AnimationStateData(skeletonData);
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state = new (__FILE__, __LINE__) AnimationState(stateData);
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quadIndices.add(0);
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quadIndices.add(1);
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quadIndices.add(2);
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quadIndices.add(2);
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quadIndices.add(3);
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quadIndices.add(0);
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}
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SkeletonDrawable::~SkeletonDrawable() {
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delete vertexArray;
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if (ownsAnimationStateData) delete state->getData();
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delete state;
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delete skeleton;
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}
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void SkeletonDrawable::update(float deltaTime) {
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state->update(deltaTime * timeScale);
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state->apply(*skeleton);
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skeleton->updateWorldTransform();
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}
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void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const {
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vertexArray->clear();
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states.texture = NULL;
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// Early out if skeleton is invisible
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if (skeleton->getColor().a == 0) return;
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sf::Vertex vertex;
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Texture *texture = NULL;
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for (unsigned i = 0; i < skeleton->getSlots().size(); ++i) {
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Slot &slot = *skeleton->getDrawOrder()[i];
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Attachment *attachment = slot.getAttachment();
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if (!attachment) {
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clipper.clipEnd(slot);
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continue;
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}
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// Early out if the slot color is 0 or the bone is not active
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if (slot.getColor().a == 0 || !slot.getBone().isActive()) {
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clipper.clipEnd(slot);
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continue;
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}
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Vector<float> *vertices = &worldVertices;
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Vector<float> *uvs = NULL;
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Vector<unsigned short> *indices = NULL;
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int indicesCount = 0;
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Color *attachmentColor;
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if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
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attachmentColor = ®ionAttachment->getColor();
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// Early out if the slot color is 0
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if (attachmentColor->a == 0) {
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clipper.clipEnd(slot);
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continue;
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}
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worldVertices.setSize(8, 0);
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regionAttachment->computeWorldVertices(slot, worldVertices, 0, 2);
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uvs = ®ionAttachment->getUVs();
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indices = &quadIndices;
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indicesCount = 6;
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texture = (Texture *) ((AtlasRegion *) regionAttachment->getRegion())->page->texture;
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment *mesh = (MeshAttachment *) attachment;
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attachmentColor = &mesh->getColor();
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// Early out if the slot color is 0
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if (attachmentColor->a == 0) {
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clipper.clipEnd(slot);
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continue;
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}
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worldVertices.setSize(mesh->getWorldVerticesLength(), 0);
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mesh->computeWorldVertices(slot, 0, mesh->getWorldVerticesLength(), worldVertices.buffer(), 0, 2);
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uvs = &mesh->getUVs();
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indices = &mesh->getTriangles();
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indicesCount = mesh->getTriangles().size();
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texture = (Texture *) ((AtlasRegion *) mesh->getRegion())->page->texture;
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} else if (attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
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ClippingAttachment *clip = (ClippingAttachment *) slot.getAttachment();
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clipper.clipStart(slot, clip);
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continue;
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} else
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continue;
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Uint8 r = static_cast<Uint8>(skeleton->getColor().r * slot.getColor().r * attachmentColor->r * 255);
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Uint8 g = static_cast<Uint8>(skeleton->getColor().g * slot.getColor().g * attachmentColor->g * 255);
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Uint8 b = static_cast<Uint8>(skeleton->getColor().b * slot.getColor().b * attachmentColor->b * 255);
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Uint8 a = static_cast<Uint8>(skeleton->getColor().a * slot.getColor().a * attachmentColor->a * 255);
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vertex.color.r = r;
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vertex.color.g = g;
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vertex.color.b = b;
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vertex.color.a = a;
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Color light;
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light.r = r / 255.0f;
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light.g = g / 255.0f;
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light.b = b / 255.0f;
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light.a = a / 255.0f;
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sf::BlendMode blend;
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if (!usePremultipliedAlpha) {
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switch (slot.getData().getBlendMode()) {
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case BlendMode_Normal:
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blend = normal;
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break;
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case BlendMode_Additive:
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blend = additive;
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break;
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case BlendMode_Multiply:
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blend = multiply;
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break;
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case BlendMode_Screen:
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blend = screen;
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break;
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default:
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blend = normal;
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}
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} else {
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switch (slot.getData().getBlendMode()) {
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case BlendMode_Normal:
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blend = normalPma;
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break;
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case BlendMode_Additive:
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blend = additivePma;
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break;
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case BlendMode_Multiply:
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blend = multiplyPma;
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break;
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case BlendMode_Screen:
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blend = screenPma;
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break;
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default:
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blend = normalPma;
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}
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}
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if (states.texture == 0) states.texture = texture;
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if (states.blendMode != blend || states.texture != texture) {
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target.draw(*vertexArray, states);
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vertexArray->clear();
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states.blendMode = blend;
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states.texture = texture;
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}
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if (clipper.isClipping()) {
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clipper.clipTriangles(worldVertices, *indices, *uvs, 2);
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vertices = &clipper.getClippedVertices();
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uvs = &clipper.getClippedUVs();
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indices = &clipper.getClippedTriangles();
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indicesCount = clipper.getClippedTriangles().size();
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}
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Vector2u size = texture->getSize();
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for (int ii = 0; ii < indicesCount; ++ii) {
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int index = (*indices)[ii] << 1;
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vertex.position.x = (*vertices)[index];
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vertex.position.y = (*vertices)[index + 1];
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vertex.texCoords.x = (*uvs)[index] * size.x;
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vertex.texCoords.y = (*uvs)[index + 1] * size.y;
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vertexArray->append(vertex);
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}
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clipper.clipEnd(slot);
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}
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target.draw(*vertexArray, states);
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clipper.clipEnd();
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}
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void SFMLTextureLoader::load(AtlasPage &page, const String &path) {
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Texture *texture = new Texture();
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if (!texture->loadFromFile(path.buffer())) return;
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if (page.magFilter == TextureFilter_Linear) texture->setSmooth(true);
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if (page.uWrap == TextureWrap_Repeat && page.vWrap == TextureWrap_Repeat) texture->setRepeated(true);
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page.texture = texture;
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Vector2u size = texture->getSize();
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page.width = size.x;
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page.height = size.y;
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}
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void SFMLTextureLoader::unload(void *texture) {
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delete (Texture *) texture;
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}
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SpineExtension *getDefaultExtension() {
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return new DefaultSpineExtension();
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}
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}// namespace spine
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