285 lines
10 KiB
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.
*****************************************************************************/
#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);
_SP_ARRAY_IMPLEMENT_TYPE(spColorArray, spColor)
void _AtlasPage_createTexture (AtlasPage* 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 _AtlasPage_disposeTexture (AtlasPage* self){
delete (Texture*)self->rendererObject;
}
char* _Util_readFile (const char* path, int* length){
return _spReadFile(path, length);
}
/**/
namespace spine {
SkeletonDrawable::SkeletonDrawable (SkeletonData* skeletonData, AnimationStateData* stateData) :
timeScale(1),
vertexArray(new VertexArray(Triangles, skeletonData->bonesCount * 4)),
vertexEffect(0),
worldVertices(0), clipper(0) {
Bone_setYDown(true);
worldVertices = MALLOC(float, SPINE_MESH_VERTEX_COUNT_MAX);
skeleton = Skeleton_create(skeletonData);
tempUvs = spFloatArray_create(16);
tempColors = spColorArray_create(16);
ownsAnimationStateData = stateData == 0;
if (ownsAnimationStateData) stateData = AnimationStateData_create(skeletonData);
state = AnimationState_create(stateData);
clipper = spSkeletonClipping_create();
}
SkeletonDrawable::~SkeletonDrawable () {
delete vertexArray;
FREE(worldVertices);
if (ownsAnimationStateData) AnimationStateData_dispose(state->data);
AnimationState_dispose(state);
Skeleton_dispose(skeleton);
spSkeletonClipping_dispose(clipper);
spFloatArray_dispose(tempUvs);
spColorArray_dispose(tempColors);
}
void SkeletonDrawable::update (float deltaTime) {
Skeleton_update(skeleton, deltaTime);
AnimationState_update(state, deltaTime * timeScale);
AnimationState_apply(state, skeleton);
Skeleton_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 };
if (vertexEffect != 0) vertexEffect->begin(vertexEffect, skeleton);
sf::Vertex vertex;
Texture* texture = 0;
for (int i = 0; i < skeleton->slotsCount; ++i) {
Slot* slot = skeleton->drawOrder[i];
Attachment* attachment = slot->attachment;
if (!attachment) continue;
float* vertices = worldVertices;
int verticesCount = 0;
float* uvs = 0;
unsigned short* indices = 0;
int indicesCount = 0;
spColor* attachmentColor;
if (attachment->type == ATTACHMENT_REGION) {
RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, vertices, 0, 2);
verticesCount = 4;
uvs = regionAttachment->uvs;
indices = quadIndices;
indicesCount = 6;
texture = (Texture*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
attachmentColor = &regionAttachment->color;
} else if (attachment->type == ATTACHMENT_MESH) {
MeshAttachment* mesh = (MeshAttachment*)attachment;
if (mesh->super.worldVerticesLength > SPINE_MESH_VERTEX_COUNT_MAX) continue;
texture = (Texture*)((AtlasRegion*)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;
attachmentColor = &mesh->color;
} 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 BLEND_MODE_NORMAL:
blend = normal;
break;
case BLEND_MODE_ADDITIVE:
blend = additive;
break;
case BLEND_MODE_MULTIPLY:
blend = multiply;
break;
case BLEND_MODE_SCREEN:
blend = screen;
break;
default:
blend = normal;
}
} else {
switch (slot->data->blendMode) {
case BLEND_MODE_NORMAL:
blend = normalPma;
break;
case BLEND_MODE_ADDITIVE:
blend = additivePma;
break;
case BLEND_MODE_MULTIPLY:
blend = multiplyPma;
break;
case 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();
if (vertexEffect != 0) {
spFloatArray_clear(tempUvs);
spColorArray_clear(tempColors);
for (int i = 0; i < verticesCount; i++) {
spColor vertexColor = light;
spColor dark;
dark.r = dark.g = dark.b = dark.a = 0;
int index = i << 1;
float x = vertices[index];
float y = vertices[index + 1];
float u = uvs[index];
float v = uvs[index + 1];
vertexEffect->transform(vertexEffect, &x, &y, &u, &v, &vertexColor, &dark);
vertices[index] = x;
vertices[index + 1] = y;
spFloatArray_add(tempUvs, u);
spFloatArray_add(tempUvs, v);
spColorArray_add(tempColors, vertexColor);
}
for (int i = 0; i < indicesCount; ++i) {
int index = indices[i] << 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;
spColor vertexColor = tempColors->items[index >> 1];
vertex.color.r = static_cast<Uint8>(vertexColor.r * 255);
vertex.color.g = static_cast<Uint8>(vertexColor.g * 255);
vertex.color.b = static_cast<Uint8>(vertexColor.b * 255);
vertex.color.a = static_cast<Uint8>(vertexColor.a * 255);
vertexArray->append(vertex);
}
} else {
for (int i = 0; i < indicesCount; ++i) {
int index = indices[i] << 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);
if (vertexEffect != 0) vertexEffect->end(vertexEffect);
}
} /* namespace spine */