mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
285 lines
10 KiB
C++
285 lines
10 KiB
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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#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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_SP_ARRAY_IMPLEMENT_TYPE(spColorArray, spColor)
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void _AtlasPage_createTexture (AtlasPage* self, const char* path){
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Texture* texture = new Texture();
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if (!texture->loadFromFile(path)) return;
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if (self->magFilter == SP_ATLAS_LINEAR) texture->setSmooth(true);
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if (self->uWrap == SP_ATLAS_REPEAT && self->vWrap == SP_ATLAS_REPEAT) texture->setRepeated(true);
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self->rendererObject = texture;
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Vector2u size = texture->getSize();
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self->width = size.x;
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self->height = size.y;
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}
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void _AtlasPage_disposeTexture (AtlasPage* self){
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delete (Texture*)self->rendererObject;
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}
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char* _Util_readFile (const char* path, int* length){
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return _spReadFile(path, length);
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}
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/**/
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namespace spine {
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SkeletonDrawable::SkeletonDrawable (SkeletonData* skeletonData, AnimationStateData* stateData) :
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timeScale(1),
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vertexArray(new VertexArray(Triangles, skeletonData->bonesCount * 4)),
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vertexEffect(0),
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worldVertices(0), clipper(0) {
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Bone_setYDown(true);
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worldVertices = MALLOC(float, SPINE_MESH_VERTEX_COUNT_MAX);
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skeleton = Skeleton_create(skeletonData);
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tempUvs = spFloatArray_create(16);
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tempColors = spColorArray_create(16);
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ownsAnimationStateData = stateData == 0;
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if (ownsAnimationStateData) stateData = AnimationStateData_create(skeletonData);
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state = AnimationState_create(stateData);
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clipper = spSkeletonClipping_create();
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}
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SkeletonDrawable::~SkeletonDrawable () {
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delete vertexArray;
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FREE(worldVertices);
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if (ownsAnimationStateData) AnimationStateData_dispose(state->data);
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AnimationState_dispose(state);
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Skeleton_dispose(skeleton);
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spSkeletonClipping_dispose(clipper);
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spFloatArray_dispose(tempUvs);
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spColorArray_dispose(tempColors);
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}
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void SkeletonDrawable::update (float deltaTime) {
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Skeleton_update(skeleton, deltaTime);
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AnimationState_update(state, deltaTime * timeScale);
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AnimationState_apply(state, skeleton);
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Skeleton_updateWorldTransform(skeleton);
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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 = 0;
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unsigned short quadIndices[6] = { 0, 1, 2, 2, 3, 0 };
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if (vertexEffect != 0) vertexEffect->begin(vertexEffect, skeleton);
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sf::Vertex vertex;
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Texture* texture = 0;
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for (int i = 0; i < skeleton->slotsCount; ++i) {
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Slot* slot = skeleton->drawOrder[i];
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Attachment* attachment = slot->attachment;
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if (!attachment) continue;
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float* vertices = worldVertices;
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int verticesCount = 0;
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float* uvs = 0;
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unsigned short* indices = 0;
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int indicesCount = 0;
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spColor* attachmentColor;
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if (attachment->type == ATTACHMENT_REGION) {
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RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
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spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, vertices, 0, 2);
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verticesCount = 4;
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uvs = regionAttachment->uvs;
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indices = quadIndices;
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indicesCount = 6;
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texture = (Texture*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
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attachmentColor = ®ionAttachment->color;
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} else if (attachment->type == ATTACHMENT_MESH) {
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MeshAttachment* mesh = (MeshAttachment*)attachment;
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if (mesh->super.worldVerticesLength > SPINE_MESH_VERTEX_COUNT_MAX) continue;
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texture = (Texture*)((AtlasRegion*)mesh->rendererObject)->page->rendererObject;
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spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, worldVertices, 0, 2);
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verticesCount = mesh->super.worldVerticesLength >> 1;
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uvs = mesh->uvs;
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indices = mesh->triangles;
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indicesCount = mesh->trianglesCount;
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attachmentColor = &mesh->color;
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} else if (attachment->type == 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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continue;
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} else continue;
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Uint8 r = static_cast<Uint8>(skeleton->color.r * slot->color.r * attachmentColor->r * 255);
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Uint8 g = static_cast<Uint8>(skeleton->color.g * slot->color.g * attachmentColor->g * 255);
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Uint8 b = static_cast<Uint8>(skeleton->color.b * slot->color.b * attachmentColor->b * 255);
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Uint8 a = static_cast<Uint8>(skeleton->color.a * slot->color.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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spColor 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->data->blendMode) {
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case BLEND_MODE_NORMAL:
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blend = normal;
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break;
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case BLEND_MODE_ADDITIVE:
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blend = additive;
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break;
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case BLEND_MODE_MULTIPLY:
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blend = multiply;
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break;
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case BLEND_MODE_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->data->blendMode) {
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case BLEND_MODE_NORMAL:
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blend = normalPma;
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break;
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case BLEND_MODE_ADDITIVE:
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blend = additivePma;
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break;
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case BLEND_MODE_MULTIPLY:
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blend = multiplyPma;
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break;
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case BLEND_MODE_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 (spSkeletonClipping_isClipping(clipper)) {
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spSkeletonClipping_clipTriangles(clipper, vertices, verticesCount << 1, indices, indicesCount, uvs, 2);
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vertices = clipper->clippedVertices->items;
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verticesCount = clipper->clippedVertices->size >> 1;
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uvs = clipper->clippedUVs->items;
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indices = clipper->clippedTriangles->items;
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indicesCount = clipper->clippedTriangles->size;
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}
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Vector2u size = texture->getSize();
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if (vertexEffect != 0) {
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spFloatArray_clear(tempUvs);
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spColorArray_clear(tempColors);
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for (int i = 0; i < verticesCount; i++) {
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spColor vertexColor = light;
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spColor dark;
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dark.r = dark.g = dark.b = dark.a = 0;
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int index = i << 1;
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float x = vertices[index];
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float y = vertices[index + 1];
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float u = uvs[index];
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float v = uvs[index + 1];
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vertexEffect->transform(vertexEffect, &x, &y, &u, &v, &vertexColor, &dark);
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vertices[index] = x;
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vertices[index + 1] = y;
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spFloatArray_add(tempUvs, u);
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spFloatArray_add(tempUvs, v);
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spColorArray_add(tempColors, vertexColor);
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}
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for (int i = 0; i < indicesCount; ++i) {
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int index = indices[i] << 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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spColor vertexColor = tempColors->items[index >> 1];
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vertex.color.r = static_cast<Uint8>(vertexColor.r * 255);
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vertex.color.g = static_cast<Uint8>(vertexColor.g * 255);
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vertex.color.b = static_cast<Uint8>(vertexColor.b * 255);
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vertex.color.a = static_cast<Uint8>(vertexColor.a * 255);
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vertexArray->append(vertex);
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}
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} else {
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for (int i = 0; i < indicesCount; ++i) {
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int index = indices[i] << 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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}
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spSkeletonClipping_clipEnd(clipper, slot);
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}
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target.draw(*vertexArray, states);
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spSkeletonClipping_clipEnd2(clipper);
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if (vertexEffect != 0) vertexEffect->end(vertexEffect);
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}
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} /* namespace spine */
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