mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-22 09:46:42 +08:00
* Fix culling of skeleton and clean up code * Optionally draw the bounding rectangle of skeletons * Add Visual Studio compiler support * Fix indentation * Fix indentation * Fix indentation * Revert some indentation changes
1099 lines
42 KiB
C++
1099 lines
42 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/SkeletonRenderer.h>
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#include <spine/extension.h>
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#include <spine/SkeletonBatch.h>
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#include <spine/SkeletonTwoColorBatch.h>
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#include <spine/AttachmentVertices.h>
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#include <spine/Cocos2dAttachmentLoader.h>
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#include <algorithm>
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USING_NS_CC;
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namespace spine {
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int computeTotalCoordCount(const spSkeleton& skeleton, int startSlotIndex, int endSlotIndex);
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cocos2d::Rect computeBoundingRect(const float* coords, int vertexCount);
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void interleaveCoordinates(float* dst, const float* src, int vertexCount, int dstStride);
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BlendFunc makeBlendFunc(int blendMode, bool premultipliedAlpha);
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void transformWorldVertices(float* dstCoord, int coordCount, const spSkeleton& skeleton, int startSlotIndex, int endSlotIndex);
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bool cullRectangle(const Mat4 &transform, const cocos2d::Rect& rect, const Camera& camera);
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Color4B spColorToColor4B(const spColor& color);
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bool slotIsOutRange(const spSlot& slot, int startSlotIndex, int endSlotIndex);
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// C Variable length array
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#ifdef _MSC_VER
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// VLA not supported, use _alloca
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#define VLA(type, arr, count) \
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type* arr = static_cast<type*>( _alloca(sizeof(type) * count) )
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#else
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#define VLA(type, arr, count) \
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type arr[count]
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#endif
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SkeletonRenderer* SkeletonRenderer::createWithSkeleton(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
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SkeletonRenderer* node = new SkeletonRenderer(skeleton, ownsSkeleton, ownsSkeletonData);
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node->autorelease();
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return node;
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}
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SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
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node->autorelease();
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return node;
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}
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SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
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node->autorelease();
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return node;
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}
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SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
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node->autorelease();
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return node;
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}
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void SkeletonRenderer::initialize () {
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_clipper = spSkeletonClipping_create();
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setOpacityModifyRGB(true);
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setupGLProgramState(false);
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spSkeleton_setToSetupPose(_skeleton);
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spSkeleton_updateWorldTransform(_skeleton);
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}
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void SkeletonRenderer::setupGLProgramState (bool twoColorTintEnabled) {
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if (twoColorTintEnabled) {
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setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
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return;
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}
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Texture2D *texture = nullptr;
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for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment) continue;
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switch (slot->attachment->type) {
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case SP_ATTACHMENT_REGION: {
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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texture = static_cast<AttachmentVertices*>(attachment->rendererObject)->_texture;
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break;
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}
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case SP_ATTACHMENT_MESH: {
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spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
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texture = static_cast<AttachmentVertices*>(attachment->rendererObject)->_texture;
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break;
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}
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default:
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continue;
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}
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if (texture != nullptr) {
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break;
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}
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}
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture));
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}
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void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsSkeletonData) {
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_skeleton = spSkeleton_create(skeletonData);
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_ownsSkeletonData = ownsSkeletonData;
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}
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SkeletonRenderer::SkeletonRenderer ()
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _timeScale(1), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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}
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SkeletonRenderer::SkeletonRenderer(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData)
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _timeScale(1), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithSkeleton(skeleton, ownsSkeleton, ownsSkeletonData);
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}
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SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _timeScale(1), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithData(skeletonData, ownsSkeletonData);
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _timeScale(1), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithJsonFile(skeletonDataFile, atlas, scale);
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _timeScale(1), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithJsonFile(skeletonDataFile, atlasFile, scale);
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}
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SkeletonRenderer::~SkeletonRenderer () {
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if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
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if (_ownsSkeleton) spSkeleton_dispose(_skeleton);
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if (_atlas) spAtlas_dispose(_atlas);
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if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
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spSkeletonClipping_dispose(_clipper);
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}
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void SkeletonRenderer::initWithSkeleton(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
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_skeleton = skeleton;
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_ownsSkeleton = ownsSkeleton;
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_ownsSkeletonData = ownsSkeletonData;
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initialize();
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}
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void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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_ownsSkeleton = true;
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setSkeletonData(skeletonData, ownsSkeletonData);
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initialize();
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}
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void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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_atlas = atlas;
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
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json->scale = scale;
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spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
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CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
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spSkeletonJson_dispose(json);
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_ownsSkeleton = true;
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setSkeletonData(skeletonData, true);
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initialize();
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}
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void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
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CCASSERT(_atlas, "Error reading atlas file.");
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
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json->scale = scale;
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spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
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CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
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spSkeletonJson_dispose(json);
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_ownsSkeleton = true;
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setSkeletonData(skeletonData, true);
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initialize();
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}
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void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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_atlas = atlas;
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
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binary->scale = scale;
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spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
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CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
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spSkeletonBinary_dispose(binary);
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_ownsSkeleton = true;
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setSkeletonData(skeletonData, true);
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initialize();
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}
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void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
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CCASSERT(_atlas, "Error reading atlas file.");
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
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binary->scale = scale;
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spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
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CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
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spSkeletonBinary_dispose(binary);
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_ownsSkeleton = true;
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setSkeletonData(skeletonData, true);
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initialize();
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}
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void SkeletonRenderer::update (float deltaTime) {
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Node::update(deltaTime);
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if (_ownsSkeleton) spSkeleton_update(_skeleton, deltaTime * _timeScale);
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}
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void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
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assert(_skeleton);
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// Early exit if the skeleton is invisible
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if (getDisplayedOpacity() == 0 || _skeleton->color.a == 0){
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return;
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}
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const int coordCount = computeTotalCoordCount(*_skeleton, _startSlotIndex, _endSlotIndex);
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if (coordCount == 0)
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{
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return;
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}
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assert(coordCount % 2 == 0);
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VLA(float, worldCoords, coordCount);
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transformWorldVertices(worldCoords, coordCount, *_skeleton, _startSlotIndex, _endSlotIndex);
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#if CC_USE_CULLING
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const Camera* camera = Camera::getVisitingCamera();
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const cocos2d::Rect brect = computeBoundingRect(worldCoords, coordCount / 2);
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_boundingRect = brect;
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if (camera && cullRectangle(transform, brect, *camera))
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{
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return;
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}
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#endif
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const float* worldCoordPtr = worldCoords;
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SkeletonBatch* batch = SkeletonBatch::getInstance();
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SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
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const bool hasSingleTint = (isTwoColorTint() == false);
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if (_effect) {
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_effect->begin(_effect, _skeleton);
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}
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const Color3B displayedColor = getDisplayedColor();
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spColor nodeColor;
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nodeColor.r = displayedColor.r / 255.f;
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nodeColor.g = displayedColor.g / 255.f;
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nodeColor.b = displayedColor.b / 255.f;
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nodeColor.a = getDisplayedOpacity() / 255.f;
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spColor color;
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spColor darkColor;
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const float darkPremultipliedAlpha = _premultipliedAlpha ? 1.f : 0;
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AttachmentVertices* attachmentVertices = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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if (slotIsOutRange(*slot, _startSlotIndex, _endSlotIndex)) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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// Early exit if slot is invisible
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if (slot->color.a == 0) {
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continue;
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}
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cocos2d::TrianglesCommand::Triangles triangles;
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TwoColorTriangles trianglesTwoColor;
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switch (slot->attachment->type) {
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case SP_ATTACHMENT_REGION: {
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spRegionAttachment* attachment = reinterpret_cast<spRegionAttachment*>(slot->attachment);
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// Early exit if attachment is invisible
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if (attachment->color.a == 0) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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attachmentVertices = getAttachmentVertices(attachment);
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float* dstTriangleVertices = nullptr;
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int dstStride = 0; // in floats
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if (hasSingleTint) {
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triangles.indices = attachmentVertices->_triangles->indices;
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triangles.indexCount = attachmentVertices->_triangles->indexCount;
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triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
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triangles.vertCount = attachmentVertices->_triangles->vertCount;
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assert(triangles.vertCount == 4);
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std::memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
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dstStride = sizeof(V3F_C4B_T2F) / sizeof(float);
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dstTriangleVertices = reinterpret_cast<float*>(triangles.verts);
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} else {
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trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
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trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
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trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
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trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
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assert(trianglesTwoColor.vertCount == 4);
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for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
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trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
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}
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dstTriangleVertices = reinterpret_cast<float*>(trianglesTwoColor.verts);
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dstStride = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
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}
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// Copy world vertices to triangle vertices
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interleaveCoordinates(dstTriangleVertices, worldCoordPtr, 4, dstStride);
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worldCoordPtr += 8;
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color = attachment->color;
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break;
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}
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case SP_ATTACHMENT_MESH: {
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spMeshAttachment* attachment = reinterpret_cast<spMeshAttachment*>(slot->attachment);
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// Early exit if attachment is invisible
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if (attachment->color.a == 0) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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attachmentVertices = getAttachmentVertices(attachment);
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float* dstTriangleVertices = nullptr;
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int dstStride = 0; // in floats
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int dstVertexCount = 0;
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if (hasSingleTint) {
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triangles.indices = attachmentVertices->_triangles->indices;
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triangles.indexCount = attachmentVertices->_triangles->indexCount;
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triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
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triangles.vertCount = attachmentVertices->_triangles->vertCount;
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std::memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
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dstTriangleVertices = (float*)triangles.verts;
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dstStride = sizeof(V3F_C4B_T2F) / sizeof(float);
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dstVertexCount = triangles.vertCount;
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} else {
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trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
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trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
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trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
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trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
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for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
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trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
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}
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dstTriangleVertices = (float*)trianglesTwoColor.verts;
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dstStride = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
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dstVertexCount = trianglesTwoColor.vertCount;
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}
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// Copy world vertices to triangle vertices
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assert(dstVertexCount * 2 == attachment->super.worldVerticesLength);
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interleaveCoordinates(dstTriangleVertices, worldCoordPtr, dstVertexCount, dstStride);
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worldCoordPtr += dstVertexCount * 2;
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color = attachment->color;
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break;
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}
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case SP_ATTACHMENT_CLIPPING: {
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spClippingAttachment* clip = reinterpret_cast<spClippingAttachment*>(slot->attachment);
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spSkeletonClipping_clipStart(_clipper, slot, clip);
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continue;
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}
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default:
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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if (slot->darkColor) {
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darkColor = *slot->darkColor;
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} else {
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darkColor.r = 0;
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darkColor.g = 0;
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darkColor.b = 0;
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}
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darkColor.a = darkPremultipliedAlpha;
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color.a *= nodeColor.a * _skeleton->color.a * slot->color.a;
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// skip rendering if the color of this attachment is 0
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if (color.a == 0){
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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color.r *= nodeColor.r * _skeleton->color.r * slot->color.r;
|
|
color.g *= nodeColor.g * _skeleton->color.g * slot->color.g;
|
|
color.b *= nodeColor.b * _skeleton->color.b * slot->color.b;
|
|
if (_premultipliedAlpha)
|
|
{
|
|
color.r *= color.a;
|
|
color.g *= color.a;
|
|
color.b *= color.a;
|
|
}
|
|
|
|
const cocos2d::Color4B color4B = spColorToColor4B(color);
|
|
const cocos2d::Color4B darkColor4B = spColorToColor4B(darkColor);
|
|
const BlendFunc blendFunc = makeBlendFunc(slot->data->blendMode, _premultipliedAlpha);
|
|
|
|
if (hasSingleTint) {
|
|
if (spSkeletonClipping_isClipping(_clipper)) {
|
|
spSkeletonClipping_clipTriangles(_clipper, (float*)&triangles.verts[0].vertices, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, triangles.indices, triangles.indexCount, (float*)&triangles.verts[0].texCoords, 6);
|
|
batch->deallocateVertices(triangles.vertCount);
|
|
|
|
if (_clipper->clippedTriangles->size == 0){
|
|
spSkeletonClipping_clipEnd(_clipper, slot);
|
|
continue;
|
|
}
|
|
|
|
triangles.vertCount = _clipper->clippedVertices->size >> 1;
|
|
triangles.verts = batch->allocateVertices(triangles.vertCount);
|
|
triangles.indexCount = _clipper->clippedTriangles->size;
|
|
triangles.indices =
|
|
batch->allocateIndices(triangles.indexCount);
|
|
std::memcpy(triangles.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
|
|
|
|
cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
|
|
|
|
const float* verts = _clipper->clippedVertices->items;
|
|
const float* uvs = _clipper->clippedUVs->items;
|
|
if (_effect) {
|
|
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
spColor darkTmp;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2, ++vertex) {
|
|
spColor lightCopy = color;
|
|
vertex->vertices.x = verts[vv];
|
|
vertex->vertices.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkTmp);
|
|
vertex->colors = spColorToColor4B(lightCopy);
|
|
}
|
|
} else {
|
|
const cocos2d::Color4B color4B = spColorToColor4B(color);
|
|
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2, ++vertex) {
|
|
vertex->vertices.x = verts[vv];
|
|
vertex->vertices.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
vertex->colors = color4B;
|
|
}
|
|
}
|
|
} else {
|
|
// Not clipping
|
|
|
|
cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
|
|
|
|
if (_effect) {
|
|
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
spColor darkTmp;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
spColor lightCopy = color;
|
|
_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkTmp);
|
|
vertex->colors = spColorToColor4B(lightCopy);
|
|
}
|
|
} else {
|
|
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
vertex->colors = color4B;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// Two tints
|
|
|
|
if (spSkeletonClipping_isClipping(_clipper)) {
|
|
spSkeletonClipping_clipTriangles(_clipper, (float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, 7);
|
|
twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
|
|
|
|
if (_clipper->clippedTriangles->size == 0){
|
|
spSkeletonClipping_clipEnd(_clipper, slot);
|
|
continue;
|
|
}
|
|
|
|
trianglesTwoColor.vertCount = _clipper->clippedVertices->size >> 1;
|
|
trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
|
|
trianglesTwoColor.indexCount = _clipper->clippedTriangles->size;
|
|
trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
|
|
std::memcpy(trianglesTwoColor.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
|
|
|
|
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
|
|
|
|
const float* verts = _clipper->clippedVertices->items;
|
|
const float* uvs = _clipper->clippedUVs->items;
|
|
|
|
if (_effect) {
|
|
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
|
|
spColor lightCopy = color;
|
|
spColor darkCopy = darkColor;
|
|
vertex->position.x = verts[vv];
|
|
vertex->position.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
|
|
vertex->color = spColorToColor4B(lightCopy);
|
|
vertex->color2 = spColorToColor4B(darkCopy);
|
|
}
|
|
} else {
|
|
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
|
|
vertex->position.x = verts[vv];
|
|
vertex->position.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
vertex->color = color4B;
|
|
vertex->color2 = darkColor4B;
|
|
}
|
|
}
|
|
} else {
|
|
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
|
|
|
|
if (_effect) {
|
|
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
spColor lightCopy = color;
|
|
spColor darkCopy = darkColor;
|
|
_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
|
|
vertex->color = spColorToColor4B(lightCopy);
|
|
vertex->color2 = spColorToColor4B(darkCopy);
|
|
}
|
|
} else {
|
|
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
vertex->color = color4B;
|
|
vertex->color2 = darkColor4B;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
spSkeletonClipping_clipEnd(_clipper, slot);
|
|
}
|
|
spSkeletonClipping_clipEnd2(_clipper);
|
|
|
|
if (lastTwoColorTrianglesCommand) {
|
|
Node* parent = this->getParent();
|
|
|
|
// We need to decide if we can postpone flushing the current
|
|
// batch. We can postpone if the next sibling node is a
|
|
// two color tinted skeleton with the same global-z.
|
|
// The parent->getChildrenCount() > 100 check is a hack
|
|
// as checking for a sibling is an O(n) operation, and if
|
|
// all children of this nodes parent are skeletons, we
|
|
// are in O(n2) territory.
|
|
if (!parent || parent->getChildrenCount() > 100 || getChildrenCount() != 0) {
|
|
lastTwoColorTrianglesCommand->setForceFlush(true);
|
|
} else {
|
|
Vector<Node*>& children = parent->getChildren();
|
|
Node* sibling = nullptr;
|
|
for (ssize_t i = 0; i < children.size(); i++) {
|
|
if (children.at(i) == this) {
|
|
if (i < children.size() - 1) {
|
|
sibling = children.at(i+1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!sibling) {
|
|
lastTwoColorTrianglesCommand->setForceFlush(true);
|
|
} else {
|
|
SkeletonRenderer* siblingSkeleton = dynamic_cast<SkeletonRenderer*>(sibling);
|
|
if (!siblingSkeleton || // flush is next sibling isn't a SkeletonRenderer
|
|
!siblingSkeleton->isTwoColorTint() || // flush if next sibling isn't two color tinted
|
|
!siblingSkeleton->isVisible() || // flush if next sibling is two color tinted but not visible
|
|
(siblingSkeleton->getGlobalZOrder() != this->getGlobalZOrder())) { // flush if next sibling is two color tinted but z-order differs
|
|
lastTwoColorTrianglesCommand->setForceFlush(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_effect) {
|
|
_effect->end(_effect);
|
|
}
|
|
|
|
if (_debugBoundingRect || _debugSlots || _debugBones || _debugMeshes) {
|
|
drawDebug(renderer, transform, transformFlags);
|
|
}
|
|
}
|
|
|
|
void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) {
|
|
|
|
Director* director = Director::getInstance();
|
|
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
|
|
|
|
DrawNode* drawNode = DrawNode::create();
|
|
|
|
// Draw bounding rectangle
|
|
if (_debugBoundingRect) {
|
|
glLineWidth(2);
|
|
const cocos2d::Rect brect = getBoundingBox();
|
|
const Vec2 points[4] =
|
|
{
|
|
brect.origin,
|
|
{ brect.origin.x + brect.size.width, brect.origin.y },
|
|
{ brect.origin.x + brect.size.width, brect.origin.y + brect.size.height },
|
|
{ brect.origin.x, brect.origin.y + brect.size.height }
|
|
};
|
|
drawNode->drawPoly(points, 4, true, Color4F::GREEN);
|
|
}
|
|
|
|
if (_debugSlots) {
|
|
// Slots.
|
|
// DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
|
|
glLineWidth(1);
|
|
V3F_C4B_T2F_Quad quad;
|
|
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
|
|
spSlot* slot = _skeleton->drawOrder[i];
|
|
if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) {
|
|
continue;
|
|
}
|
|
if (slotIsOutRange(*slot, _startSlotIndex, _endSlotIndex)) {
|
|
continue;
|
|
}
|
|
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
|
|
float worldVertices[8];
|
|
spRegionAttachment_computeWorldVertices(attachment, slot->bone, worldVertices, 0, 2);
|
|
const Vec2 points[4] =
|
|
{
|
|
{ worldVertices[0], worldVertices[1] },
|
|
{ worldVertices[2], worldVertices[3] },
|
|
{ worldVertices[4], worldVertices[5] },
|
|
{ worldVertices[6], worldVertices[7] }
|
|
};
|
|
drawNode->drawPoly(points, 4, true, Color4F::BLUE);
|
|
}
|
|
}
|
|
|
|
if (_debugBones) {
|
|
// Bone lengths.
|
|
glLineWidth(2);
|
|
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
|
|
const spBone *bone = _skeleton->bones[i];
|
|
float x = bone->data->length * bone->a + bone->worldX;
|
|
float y = bone->data->length * bone->c + bone->worldY;
|
|
drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
|
|
}
|
|
// Bone origins.
|
|
auto color = Color4F::BLUE; // Root bone is blue.
|
|
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
|
|
const spBone *bone = _skeleton->bones[i];
|
|
drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
|
|
if (i == 0) color = Color4F::GREEN;
|
|
}
|
|
}
|
|
|
|
if (_debugMeshes) {
|
|
// Meshes.
|
|
glLineWidth(1);
|
|
for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
|
|
spSlot* slot = _skeleton->drawOrder[i];
|
|
if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
|
|
spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
|
|
VLA(float, worldCoord, attachment->super.worldVerticesLength);
|
|
spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, worldCoord, 0, 2);
|
|
for (int t = 0; t < attachment->trianglesCount; t += 3) {
|
|
// Fetch triangle indices
|
|
const int idx0 = attachment->triangles[t + 0];
|
|
const int idx1 = attachment->triangles[t + 1];
|
|
const int idx2 = attachment->triangles[t + 2];
|
|
const Vec2 v[3] =
|
|
{
|
|
worldCoord + (idx0 * 2),
|
|
worldCoord + (idx1 * 2),
|
|
worldCoord + (idx2 * 2)
|
|
};
|
|
drawNode->drawPoly(v, 3, true, Color4F::YELLOW);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
drawNode->draw(renderer, transform, transformFlags);
|
|
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
}
|
|
|
|
AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spRegionAttachment* attachment) const {
|
|
return (AttachmentVertices*)attachment->rendererObject;
|
|
}
|
|
|
|
AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* attachment) const {
|
|
return (AttachmentVertices*)attachment->rendererObject;
|
|
}
|
|
|
|
cocos2d::Rect SkeletonRenderer::getBoundingBox () const {
|
|
return _boundingRect;
|
|
}
|
|
|
|
// --- Convenience methods for Skeleton_* functions.
|
|
|
|
void SkeletonRenderer::updateWorldTransform () {
|
|
spSkeleton_updateWorldTransform(_skeleton);
|
|
}
|
|
|
|
void SkeletonRenderer::setToSetupPose () {
|
|
spSkeleton_setToSetupPose(_skeleton);
|
|
}
|
|
void SkeletonRenderer::setBonesToSetupPose () {
|
|
spSkeleton_setBonesToSetupPose(_skeleton);
|
|
}
|
|
void SkeletonRenderer::setSlotsToSetupPose () {
|
|
spSkeleton_setSlotsToSetupPose(_skeleton);
|
|
}
|
|
|
|
spBone* SkeletonRenderer::findBone (const std::string& boneName) const {
|
|
return spSkeleton_findBone(_skeleton, boneName.c_str());
|
|
}
|
|
|
|
spSlot* SkeletonRenderer::findSlot (const std::string& slotName) const {
|
|
return spSkeleton_findSlot(_skeleton, slotName.c_str());
|
|
}
|
|
|
|
bool SkeletonRenderer::setSkin (const std::string& skinName) {
|
|
return spSkeleton_setSkinByName(_skeleton, skinName.empty() ? 0 : skinName.c_str()) ? true : false;
|
|
}
|
|
bool SkeletonRenderer::setSkin (const char* skinName) {
|
|
return spSkeleton_setSkinByName(_skeleton, skinName) ? true : false;
|
|
}
|
|
|
|
spAttachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
|
|
return spSkeleton_getAttachmentForSlotName(_skeleton, slotName.c_str(), attachmentName.c_str());
|
|
}
|
|
bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
|
|
return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str()) ? true : false;
|
|
}
|
|
bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
|
|
return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName) ? true : false;
|
|
}
|
|
|
|
void SkeletonRenderer::setTwoColorTint(bool enabled) {
|
|
setupGLProgramState(enabled);
|
|
}
|
|
|
|
bool SkeletonRenderer::isTwoColorTint() {
|
|
return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
|
|
}
|
|
|
|
void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
|
|
this->_effect = effect;
|
|
}
|
|
|
|
void SkeletonRenderer::setSlotsRange(int startSlotIndex, int endSlotIndex) {
|
|
_startSlotIndex = startSlotIndex == -1 ? 0 : startSlotIndex;
|
|
_endSlotIndex = endSlotIndex == -1 ? std::numeric_limits<int>::max() : endSlotIndex;
|
|
}
|
|
|
|
spSkeleton* SkeletonRenderer::getSkeleton () const {
|
|
return _skeleton;
|
|
}
|
|
|
|
void SkeletonRenderer::setTimeScale (float scale) {
|
|
_timeScale = scale;
|
|
}
|
|
float SkeletonRenderer::getTimeScale () const {
|
|
return _timeScale;
|
|
}
|
|
|
|
void SkeletonRenderer::setDebugSlotsEnabled (bool enabled) {
|
|
_debugSlots = enabled;
|
|
}
|
|
bool SkeletonRenderer::getDebugSlotsEnabled () const {
|
|
return _debugSlots;
|
|
}
|
|
|
|
void SkeletonRenderer::setDebugBonesEnabled (bool enabled) {
|
|
_debugBones = enabled;
|
|
}
|
|
bool SkeletonRenderer::getDebugBonesEnabled () const {
|
|
return _debugBones;
|
|
}
|
|
|
|
void SkeletonRenderer::setDebugMeshesEnabled (bool enabled) {
|
|
_debugMeshes = enabled;
|
|
}
|
|
bool SkeletonRenderer::getDebugMeshesEnabled () const {
|
|
return _debugMeshes;
|
|
}
|
|
|
|
void SkeletonRenderer::setDebugBoundingRectEnabled(bool enabled) {
|
|
_debugBoundingRect = enabled;
|
|
}
|
|
|
|
bool SkeletonRenderer::getDebugBoundingRectEnabled() const {
|
|
return _debugBoundingRect;
|
|
}
|
|
|
|
void SkeletonRenderer::onEnter () {
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
|
|
#endif
|
|
Node::onEnter();
|
|
scheduleUpdate();
|
|
}
|
|
|
|
void SkeletonRenderer::onExit () {
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnExit)) return;
|
|
#endif
|
|
Node::onExit();
|
|
unscheduleUpdate();
|
|
}
|
|
|
|
// --- CCBlendProtocol
|
|
|
|
const BlendFunc& SkeletonRenderer::getBlendFunc () const {
|
|
return _blendFunc;
|
|
}
|
|
|
|
void SkeletonRenderer::setBlendFunc (const BlendFunc &blendFunc) {
|
|
_blendFunc = blendFunc;
|
|
}
|
|
|
|
void SkeletonRenderer::setOpacityModifyRGB (bool value) {
|
|
_premultipliedAlpha = value;
|
|
}
|
|
|
|
bool SkeletonRenderer::isOpacityModifyRGB () const {
|
|
return _premultipliedAlpha;
|
|
}
|
|
|
|
|
|
cocos2d::Rect computeBoundingRect(const float* coords, int vertexCount)
|
|
{
|
|
assert(coords);
|
|
assert(vertexCount > 0);
|
|
|
|
const float* v = coords;
|
|
float minX = v[0];
|
|
float minY = v[1];
|
|
float maxX = minX;
|
|
float maxY = minY;
|
|
for (int i = 1; i < vertexCount; ++i)
|
|
{
|
|
v += 2;
|
|
float x = v[0];
|
|
float y = v[1];
|
|
minX = std::min(minX, x);
|
|
minY = std::min(minY, y);
|
|
maxX = std::max(maxX, x);
|
|
maxY = std::max(maxY, y);
|
|
}
|
|
return { minX, minY, maxX - minX, maxY - minY };
|
|
}
|
|
|
|
bool slotIsOutRange(const spSlot& slot, int startSlotIndex, int endSlotIndex)
|
|
{
|
|
return startSlotIndex > slot.data->index || endSlotIndex < slot.data->index;
|
|
}
|
|
|
|
int computeTotalCoordCount(const spSkeleton& skeleton, int startSlotIndex, int endSlotIndex)
|
|
{
|
|
int coordCount = 0;
|
|
for (int i = 0; i < skeleton.slotsCount; ++i)
|
|
{
|
|
const spSlot& slot = *skeleton.slots[i];
|
|
if (!slot.attachment)
|
|
{
|
|
continue;
|
|
}
|
|
if (slotIsOutRange(slot, startSlotIndex, endSlotIndex))
|
|
{
|
|
continue;
|
|
}
|
|
// Early exit if slot is invisible
|
|
if (slot.color.a == 0) {
|
|
continue;
|
|
}
|
|
if (slot.attachment->type == SP_ATTACHMENT_REGION)
|
|
{
|
|
// Early exit if attachment is invisible
|
|
spRegionAttachment* attachment = reinterpret_cast<spRegionAttachment*>(slot.attachment);
|
|
if (attachment->color.a == 0) {
|
|
continue;
|
|
}
|
|
coordCount += 8;
|
|
}
|
|
else if (slot.attachment->type == SP_ATTACHMENT_MESH)
|
|
{
|
|
const spMeshAttachment* mesh = reinterpret_cast<const spMeshAttachment*>(slot.attachment);
|
|
// Early exit if attachment is invisible
|
|
if (mesh->color.a == 0) {
|
|
continue;
|
|
}
|
|
coordCount += mesh->super.worldVerticesLength;
|
|
}
|
|
}
|
|
return coordCount;
|
|
}
|
|
|
|
|
|
void transformWorldVertices(float* dstCoord, int coordCount, const spSkeleton& skeleton, int startSlotIndex, int endSlotIndex)
|
|
{
|
|
float* dstPtr = dstCoord;
|
|
#ifndef NDEBUG
|
|
float* const dstEnd = dstCoord + coordCount;
|
|
#endif
|
|
for (int i = 0; i < skeleton.slotsCount; ++i)
|
|
{
|
|
/*const*/ spSlot& slot = *skeleton.drawOrder[i]; // match the draw order of SkeletonRenderer::Draw
|
|
if (!slot.attachment)
|
|
{
|
|
continue;
|
|
}
|
|
if (slotIsOutRange(slot, startSlotIndex, endSlotIndex))
|
|
{
|
|
continue;
|
|
}
|
|
// Early exit if slot is invisible
|
|
if (slot.color.a == 0) {
|
|
continue;
|
|
}
|
|
if (slot.attachment->type == SP_ATTACHMENT_REGION)
|
|
{
|
|
spRegionAttachment* attachment = reinterpret_cast<spRegionAttachment*>(slot.attachment);
|
|
// Early exit if attachment is invisible
|
|
if (attachment->color.a == 0) {
|
|
continue;
|
|
}
|
|
assert(dstPtr + 8 <= dstEnd);
|
|
spRegionAttachment_computeWorldVertices(attachment, slot.bone, dstPtr, 0, 2);
|
|
dstPtr += 8;
|
|
}
|
|
else if (slot.attachment->type == SP_ATTACHMENT_MESH)
|
|
{
|
|
spMeshAttachment* mesh = reinterpret_cast<spMeshAttachment*>(slot.attachment);
|
|
// Early exit if attachment is invisible
|
|
if (mesh->color.a == 0) {
|
|
continue;
|
|
}
|
|
assert(dstPtr + mesh->super.worldVerticesLength <= dstEnd);
|
|
spVertexAttachment_computeWorldVertices(SUPER(mesh), &slot, 0, mesh->super.worldVerticesLength, dstPtr, 0, 2);
|
|
dstPtr += mesh->super.worldVerticesLength;
|
|
}
|
|
}
|
|
assert(dstPtr == dstEnd);
|
|
}
|
|
|
|
void interleaveCoordinates(float* __restrict dst, const float* __restrict src, int count, int dstStride)
|
|
{
|
|
if (dstStride == 2)
|
|
{
|
|
std::memcpy(dst, src, sizeof(float) * count * 2);
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < count; ++i)
|
|
{
|
|
dst[0] = src[0];
|
|
dst[1] = src[1];
|
|
dst += dstStride;
|
|
src += 2;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
BlendFunc makeBlendFunc(int blendMode, bool premultipliedAlpha)
|
|
{
|
|
BlendFunc blendFunc;
|
|
switch (blendMode) {
|
|
case SP_BLEND_MODE_ADDITIVE:
|
|
blendFunc.src = premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
|
|
blendFunc.dst = GL_ONE;
|
|
break;
|
|
case SP_BLEND_MODE_MULTIPLY:
|
|
blendFunc.src = GL_DST_COLOR;
|
|
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
case SP_BLEND_MODE_SCREEN:
|
|
blendFunc.src = GL_ONE;
|
|
blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
|
|
break;
|
|
default:
|
|
blendFunc.src = premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
|
|
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
}
|
|
return blendFunc;
|
|
}
|
|
|
|
|
|
bool cullRectangle(const Mat4 &transform, const cocos2d::Rect& rect, const Camera& camera)
|
|
{
|
|
// Compute rectangle center and half extents in local space
|
|
// TODO: Pass the bounding rectangle with this representation directly
|
|
const float halfRectWidth = rect.size.width * 0.5f;
|
|
const float halfRectHeight = rect.size.height * 0.5f;
|
|
const float l_cx = rect.origin.x + halfRectWidth;
|
|
const float l_cy = rect.origin.y + halfRectHeight;
|
|
|
|
// Transform rectangle center to world space
|
|
const float w_cx = (l_cx * transform.m[0] + l_cy * transform.m[4]) + transform.m[12];
|
|
const float w_cy = (l_cx * transform.m[1] + l_cy * transform.m[5]) + transform.m[13];
|
|
|
|
// Compute rectangle half extents in world space
|
|
const float w_ex = std::abs(halfRectWidth * transform.m[0]) + std::abs(halfRectHeight * transform.m[4]);
|
|
const float w_ey = std::abs(halfRectWidth * transform.m[1]) + std::abs(halfRectHeight * transform.m[5]);
|
|
|
|
// Transform rectangle to clip space
|
|
const Mat4& viewMatrix = camera.getViewMatrix();
|
|
const Mat4& projectionMatrix = camera.getProjectionMatrix();
|
|
const float c_cx = (w_cx + viewMatrix.m[12]) * projectionMatrix.m[0];
|
|
const float c_cy = (w_cy + viewMatrix.m[13]) * projectionMatrix.m[5];
|
|
const float c_ex = w_ex * projectionMatrix.m[0];
|
|
const float c_ey = w_ey * projectionMatrix.m[5];
|
|
// The rectangle has z == 0 in world space
|
|
// cw = projectionMatrix[11] * vz = -vz = wz -viewMatrix.m[14] = -viewMatrix.m[14]
|
|
const float c_w = -viewMatrix.m[14]; // w in clip space
|
|
|
|
// For each edge, test the rectangle corner closest to it
|
|
// If its distance to the edge is negative, the whole rectangle is outside the screen
|
|
// Note: the test is conservative and can return false positives in some cases
|
|
// The test is done in clip space [-1, +1]
|
|
// e.g. left culling <==> (c_cx + c_ex) / cw < -1 <==> (c_cx + c_ex) < -cw
|
|
|
|
// Left
|
|
if (c_cx + c_ex < -c_w)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Right
|
|
if (c_cx - c_ex > c_w)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Bottom
|
|
if (c_cy + c_ey < -c_w)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Top
|
|
if (c_cy - c_ey > c_w)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
Color4B spColorToColor4B(const spColor& color)
|
|
{
|
|
return { (GLubyte)(color.r * 255.f), (GLubyte)(color.g * 255.f), (GLubyte)(color.b * 255.f), (GLubyte)(color.a * 255.f) };
|
|
}
|
|
|
|
}
|