mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-19 16:26:40 +08:00
179 lines
6.6 KiB
C
179 lines
6.6 KiB
C
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "spine-sdl-c.h"
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#include <stdlib.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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static spine_skeleton_renderer renderer = NULL;
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static void ensure_renderer(void) {
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if (!renderer) {
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renderer = spine_skeleton_renderer_create();
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}
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}
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void spine_sdl_draw(spine_skeleton_drawable drawable, struct SDL_Renderer *sdl_renderer, bool premultipliedAlpha) {
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spine_skeleton skeleton = spine_skeleton_drawable_get_skeleton(drawable);
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spine_sdl_draw_skeleton(skeleton, sdl_renderer, premultipliedAlpha);
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}
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void spine_sdl_draw_skeleton(spine_skeleton skeleton, struct SDL_Renderer *sdl_renderer, bool premultipliedAlpha) {
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ensure_renderer();
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spine_render_command command = spine_skeleton_renderer_render(renderer, skeleton);
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// Pre-allocate vertex and index arrays
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int max_vertices = 1024;
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int max_indices = 1024 * 3;
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SDL_Vertex *vertices = (SDL_Vertex *) malloc(sizeof(SDL_Vertex) * max_vertices);
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int *indices = (int *) malloc(sizeof(int) * max_indices);
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while (command) {
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int num_vertices = spine_render_command_get_num_vertices(command);
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int num_indices = spine_render_command_get_num_indices(command);
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// Resize buffers if needed
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if (num_vertices > max_vertices) {
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max_vertices = num_vertices * 2;
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vertices = (SDL_Vertex *) realloc(vertices, sizeof(SDL_Vertex) * max_vertices);
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}
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if (num_indices > max_indices) {
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max_indices = num_indices * 2;
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indices = (int *) realloc(indices, sizeof(int) * max_indices);
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}
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// Get vertex data from render command
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float *positions = spine_render_command_get_positions(command);
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float *uvs = spine_render_command_get_uvs(command);
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uint32_t *colors = spine_render_command_get_colors(command);
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uint16_t *command_indices = spine_render_command_get_indices(command);
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SDL_Texture *texture = (SDL_Texture *) spine_render_command_get_texture(command);
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spine_blend_mode blend_mode = spine_render_command_get_blend_mode(command);
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// Fill SDL vertices
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for (int i = 0; i < num_vertices; i++) {
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vertices[i].position.x = positions[i * 2];
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vertices[i].position.y = positions[i * 2 + 1];
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vertices[i].tex_coord.x = uvs[i * 2];
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vertices[i].tex_coord.y = uvs[i * 2 + 1];
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// Convert color from packed uint32 to SDL_Color
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uint32_t color = colors[i];
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vertices[i].color.r = (color >> 24) & 0xFF;
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vertices[i].color.g = (color >> 16) & 0xFF;
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vertices[i].color.b = (color >> 8) & 0xFF;
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vertices[i].color.a = color & 0xFF;
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}
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// Copy indices
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for (int i = 0; i < num_indices; i++) {
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indices[i] = command_indices[i];
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}
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// Set blend mode
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if (!premultipliedAlpha) {
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switch (blend_mode) {
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case SPINE_BLEND_MODE_NORMAL:
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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break;
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case SPINE_BLEND_MODE_MULTIPLY:
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
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break;
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case SPINE_BLEND_MODE_ADDITIVE:
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD);
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break;
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case SPINE_BLEND_MODE_SCREEN:
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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break;
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}
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} else {
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SDL_BlendMode target;
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switch (blend_mode) {
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case SPINE_BLEND_MODE_NORMAL:
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, target);
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break;
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case SPINE_BLEND_MODE_MULTIPLY:
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
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break;
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case SPINE_BLEND_MODE_ADDITIVE:
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE,
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SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, target);
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break;
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case SPINE_BLEND_MODE_SCREEN:
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, target);
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break;
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}
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}
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// Draw the geometry
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SDL_RenderGeometry(sdl_renderer, texture, vertices, num_vertices, indices, num_indices);
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// Move to next command
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spine_render_command next = spine_render_command_get_next(command);
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command = next;
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}
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free(vertices);
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free(indices);
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}
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// Texture loading functions for atlas
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void *load_texture(const char *path, SDL_Renderer *renderer) {
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int width, height, components;
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stbi_uc *imageData = stbi_load(path, &width, &height, &components, 4);
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if (!imageData) return NULL;
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SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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if (!texture) {
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stbi_image_free(imageData);
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return NULL;
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}
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if (SDL_UpdateTexture(texture, NULL, imageData, width * 4)) {
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SDL_DestroyTexture(texture);
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stbi_image_free(imageData);
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return NULL;
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}
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stbi_image_free(imageData);
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return texture;
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}
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void unload_texture(void *texture) {
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SDL_DestroyTexture((SDL_Texture *) texture);
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}
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