mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
96 lines
3.5 KiB
C++
96 lines
3.5 KiB
C++
#include <glbinding/glbinding.h>
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#include <glbinding/gl/gl.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <spine-glfw.h>
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int width = 800, height = 600;
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GLFWwindow* init_glfw() {
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return nullptr;
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(width, height, "spine-glfw", NULL, NULL);
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if (!window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return nullptr;
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}
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glfwMakeContextCurrent(window);
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glbinding::initialize(glfwGetProcAddress);
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return window;
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}
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int main() {
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// Initialize GLFW and glbinding
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GLFWwindow *window = init_glfw();
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if (!window) return -1;
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// We use a y-down coordinate system, see renderer_set_viewport_size()
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spine_bone_set_is_y_down(true);
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// Load the atlas and the skeleton data
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atlas_t *atlas = atlas_load("/Users/badlogic/workspaces/spine-runtimes/examples/spineboy/export/spineboy.atlas");
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spine_skeleton_data skeleton_data = skeleton_data_load("/Users/badlogic/workspaces/spine-runtimes/examples/spineboy/export/spineboy-pro.json", atlas);
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// Create a skeleton drawable from the data, set the skeleton's position to the bottom center of
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// the screen and scale it to make it smaller.
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spine_skeleton_drawable drawable = spine_skeleton_drawable_create(skeleton_data);
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spine_skeleton skeleton = spine_skeleton_drawable_get_skeleton(drawable);
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spine_skeleton_set_position(skeleton, width / 2, height - 100);
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spine_skeleton_set_scale(skeleton, 0.3, 0.3);
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// Set the "portal" animation on track 0 of the animation state, looping
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spine_animation_state animation_state = spine_skeleton_drawable_get_animation_state(drawable);
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spine_animation_state_set_animation_by_name(animation_state, 0, "portal", true);
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// Create the renderer and set the viewport size to match the window size. This sets up a
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// pixel perfect orthogonal projection for 2D rendering.
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renderer_t *renderer = renderer_create();
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renderer_set_viewport_size(renderer, width, height);
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// Rendering loop
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double lastTime = glfwGetTime();
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while (!glfwWindowShouldClose(window)) {
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// Calculate the delta time in seconds
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double currTime = glfwGetTime();
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float delta = currTime - lastTime;
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lastTime = currTime;
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// Update and apply the animation state to the skeleton
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spine_animation_state_update(animation_state, delta);
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spine_animation_state_apply(animation_state, skeleton);
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// Update the skeleton time (used for physics)
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spine_skeleton_update(skeleton, delta);
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// Calculate the new pose
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spine_skeleton_update_world_transform(skeleton, SPINE_PHYSICS_UPDATE);
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// Clear the screen
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gl::glClear(gl::GL_COLOR_BUFFER_BIT);
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// Render the skeleton in its current pose
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renderer_draw(renderer, drawable, atlas);
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// Present the rendering results and poll for events
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// Dispose everything
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renderer_dispose(renderer);
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spine_skeleton_drawable_dispose(drawable);
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spine_skeleton_data_dispose(skeleton_data);
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atlas_dispose(atlas);
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// Kill the window and GLFW
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glfwTerminate();
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return 0;
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}
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