spine-runtimes/spine-ios/Sources/Spine/Extensions/RenderCommand+Vertices.swift

44 lines
1.4 KiB
Swift

import SpineShadersStructs
import Foundation
import simd
extension RenderCommand {
func getVertices() -> [SpineVertex] {
var vertices = [SpineVertex]()
let indices = indices
let numVertices = numVertices
let positions = positions(numVertices: numVertices)
let uvs = uvs(numVertices: numVertices)
let colors = colors(numVertices: numVertices)
vertices.reserveCapacity(indices.count)
for i in 0..<indices.count {
let index = Int(indices[i])
let xIndex = 2 * index
let yIndex = xIndex + 1
let position = SIMD2<Float>(positions[xIndex], positions[yIndex])
let uv = SIMD2<Float>(uvs[xIndex], uvs[yIndex])
let color = extractRGBA(from: colors[index])
let vertex = SpineVertex(
position: position,
color: color,
uv: uv
)
vertices.append(vertex)
}
return vertices
}
private func extractRGBA(from color: Int32) -> SIMD4<Float> {
guard color != -1 else {
return SIMD4<Float>(1.0, 1.0, 1.0, 1.0)
}
let alpha = Float((color >> 24) & 0xFF) / 255.0
let red = Float((color >> 16) & 0xFF) / 255.0
let green = Float((color >> 8) & 0xFF) / 255.0
let blue = Float(color & 0xFF) / 255.0
return SIMD4<Float>(red, green, blue, alpha)
}
}