mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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116 lines
4.6 KiB
Java
116 lines
4.6 KiB
Java
/******************************************************************************
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* Spine Runtime Software License - Version 1.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Essential, Professional, Enterprise, or Education License must
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* be purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package com.esotericsoftware.spine;
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import com.esotericsoftware.spine.attachments.Attachment;
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import com.esotericsoftware.spine.attachments.RegionAttachment;
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import com.badlogic.gdx.graphics.GL11;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.Batch;
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import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
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import com.badlogic.gdx.utils.Array;
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public class SkeletonRenderer {
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static private final short[] quadTriangle = {0, 1, 2, 2, 3, 0};
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private boolean premultipliedAlpha;
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public void draw (PolygonSpriteBatch batch, Skeleton skeleton) {
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boolean premultipliedAlpha = this.premultipliedAlpha;
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int srcFunc = premultipliedAlpha ? GL11.GL_ONE : GL11.GL_SRC_ALPHA;
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batch.setBlendFunction(srcFunc, GL11.GL_ONE_MINUS_SRC_ALPHA);
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boolean additive = false;
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float[] vertices;
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short[] triangles;
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Texture texture;
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Array<Slot> drawOrder = skeleton.drawOrder;
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for (int i = 0, n = drawOrder.size; i < n; i++) {
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Slot slot = drawOrder.get(i);
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Attachment attachment = slot.attachment;
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if (attachment instanceof RegionAttachment) {
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RegionAttachment region = (RegionAttachment)attachment;
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region.updateWorldVertices(slot, premultipliedAlpha);
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vertices = region.getWorldVertices();
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triangles = quadTriangle;
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texture = region.getRegion().getTexture();
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} else
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continue;
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if (slot.data.getAdditiveBlending() != additive) {
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additive = !additive;
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if (additive)
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batch.setBlendFunction(srcFunc, GL11.GL_ONE);
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else
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batch.setBlendFunction(srcFunc, GL11.GL_ONE_MINUS_SRC_ALPHA);
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}
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batch.draw(texture, vertices, 0, vertices.length, triangles, 0, triangles.length);
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}
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}
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public void draw (Batch batch, Skeleton skeleton) {
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boolean premultipliedAlpha = this.premultipliedAlpha;
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int srcFunc = premultipliedAlpha ? GL11.GL_ONE : GL11.GL_SRC_ALPHA;
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batch.setBlendFunction(srcFunc, GL11.GL_ONE_MINUS_SRC_ALPHA);
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boolean additive = false;
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Array<Slot> drawOrder = skeleton.drawOrder;
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for (int i = 0, n = drawOrder.size; i < n; i++) {
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Slot slot = drawOrder.get(i);
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Attachment attachment = slot.attachment;
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if (attachment instanceof RegionAttachment) {
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RegionAttachment regionAttachment = (RegionAttachment)attachment;
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regionAttachment.updateWorldVertices(slot, premultipliedAlpha);
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float[] vertices = regionAttachment.getWorldVertices();
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if (slot.data.getAdditiveBlending() != additive) {
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additive = !additive;
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if (additive)
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batch.setBlendFunction(srcFunc, GL11.GL_ONE);
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else
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batch.setBlendFunction(srcFunc, GL11.GL_ONE_MINUS_SRC_ALPHA);
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}
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batch.draw(regionAttachment.getRegion().getTexture(), vertices, 0, 20);
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}
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}
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}
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public void setPremultipliedAlpha (boolean premultipliedAlpha) {
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this.premultipliedAlpha = premultipliedAlpha;
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}
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}
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