304 lines
10 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#define SPINE_SHORT_NAMES
#include <spine/spine-sfml.h>
#ifndef SPINE_MESH_VERTEX_COUNT_MAX
#define SPINE_MESH_VERTEX_COUNT_MAX 1000
#endif
using namespace sf;
sf::BlendMode normal = sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::OneMinusSrcAlpha);
sf::BlendMode additive = sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::One);
sf::BlendMode multiply = sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha);
sf::BlendMode screen = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor);
sf::BlendMode normalPma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcAlpha);
sf::BlendMode additivePma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::One);
sf::BlendMode multiplyPma = sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha);
sf::BlendMode screenPma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor);
namespace spine {
SkeletonDrawable::SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *stateData) :
timeScale(1),
vertexArray(new VertexArray(Triangles, skeletonData->getBones().size() * 4)),
vertexEffect(NULL), worldVertices(), clipper() {
Bone::setYDown(true);
worldVertices.ensureCapacity(SPINE_MESH_VERTEX_COUNT_MAX);
skeleton = new(__FILE__, __LINE__) Skeleton(skeletonData);
tempUvs.ensureCapacity(16);
tempColors.ensureCapacity(16);
ownsAnimationStateData = stateData == 0;
if (ownsAnimationStateData) stateData = new(__FILE__, __LINE__) AnimationStateData(skeletonData);
state = new(__FILE__, __LINE__) AnimationState(stateData);
quadIndices.add(0);
quadIndices.add(1);
quadIndices.add(2);
quadIndices.add(2);
quadIndices.add(3);
quadIndices.add(0);
}
SkeletonDrawable::~SkeletonDrawable() {
delete vertexArray;
if (ownsAnimationStateData) delete state->getData();
delete state;
delete skeleton;
}
void SkeletonDrawable::update(float deltaTime) {
skeleton->update(deltaTime);
state->update(deltaTime * timeScale);
state->apply(*skeleton);
skeleton->updateWorldTransform();
}
void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const {
vertexArray->clear();
states.texture = NULL;
// Early out if skeleton is invisible
if (skeleton->getColor().a == 0) return;
if (vertexEffect != NULL) vertexEffect->begin(*skeleton);
sf::Vertex vertex;
Texture *texture = NULL;
for (unsigned i = 0; i < skeleton->getSlots().size(); ++i) {
Slot &slot = *skeleton->getDrawOrder()[i];
Attachment *attachment = slot.getAttachment();
if (!attachment) continue;
// Early out if the slot color is 0
if (slot.getColor().a == 0) {
clipper.clipEnd(slot);
continue;
}
Vector<float> *vertices = &worldVertices;
int verticesCount = 0;
Vector<float> *uvs = NULL;
Vector<unsigned short> *indices = NULL;
int indicesCount = 0;
Color *attachmentColor;
if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
attachmentColor = &regionAttachment->getColor();
// Early out if the slot color is 0
if (attachmentColor->a == 0) {
clipper.clipEnd(slot);
continue;
}
worldVertices.setSize(8, 0);
regionAttachment->computeWorldVertices(slot.getBone(), worldVertices, 0, 2);
verticesCount = 4;
uvs = &regionAttachment->getUVs();
indices = &quadIndices;
indicesCount = 6;
texture = (Texture *) ((AtlasRegion *) regionAttachment->getRendererObject())->page->getRendererObject();
} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
MeshAttachment *mesh = (MeshAttachment *) attachment;
attachmentColor = &mesh->getColor();
// Early out if the slot color is 0
if (attachmentColor->a == 0) {
clipper.clipEnd(slot);
continue;
}
worldVertices.setSize(mesh->getWorldVerticesLength(), 0);
texture = (Texture *) ((AtlasRegion *) mesh->getRendererObject())->page->getRendererObject();
mesh->computeWorldVertices(slot, 0, mesh->getWorldVerticesLength(), worldVertices, 0, 2);
verticesCount = mesh->getWorldVerticesLength() >> 1;
uvs = &mesh->getUVs();
indices = &mesh->getTriangles();
indicesCount = mesh->getTriangles().size();
} else if (attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
ClippingAttachment *clip = (ClippingAttachment *) slot.getAttachment();
clipper.clipStart(slot, clip);
continue;
} else continue;
Uint8 r = static_cast<Uint8>(skeleton->getColor().r * slot.getColor().r * attachmentColor->r * 255);
Uint8 g = static_cast<Uint8>(skeleton->getColor().g * slot.getColor().g * attachmentColor->g * 255);
Uint8 b = static_cast<Uint8>(skeleton->getColor().b * slot.getColor().b * attachmentColor->b * 255);
Uint8 a = static_cast<Uint8>(skeleton->getColor().a * slot.getColor().a * attachmentColor->a * 255);
vertex.color.r = r;
vertex.color.g = g;
vertex.color.b = b;
vertex.color.a = a;
Color light;
light.r = r / 255.0f;
light.g = g / 255.0f;
light.b = b / 255.0f;
light.a = a / 255.0f;
sf::BlendMode blend;
if (!usePremultipliedAlpha) {
switch (slot.getData().getBlendMode()) {
case BlendMode_Normal:
blend = normal;
break;
case BlendMode_Additive:
blend = additive;
break;
case BlendMode_Multiply:
blend = multiply;
break;
case BlendMode_Screen:
blend = screen;
break;
default:
blend = normal;
}
} else {
switch (slot.getData().getBlendMode()) {
case BlendMode_Normal:
blend = normalPma;
break;
case BlendMode_Additive:
blend = additivePma;
break;
case BlendMode_Multiply:
blend = multiplyPma;
break;
case BlendMode_Screen:
blend = screenPma;
break;
default:
blend = normalPma;
}
}
if (states.texture == 0) states.texture = texture;
if (states.blendMode != blend || states.texture != texture) {
target.draw(*vertexArray, states);
vertexArray->clear();
states.blendMode = blend;
states.texture = texture;
}
if (clipper.isClipping()) {
clipper.clipTriangles(worldVertices, *indices, *uvs, 2);
vertices = &clipper.getClippedVertices();
verticesCount = clipper.getClippedVertices().size() >> 1;
uvs = &clipper.getClippedUVs();
indices = &clipper.getClippedTriangles();
indicesCount = clipper.getClippedTriangles().size();
}
Vector2u size = texture->getSize();
if (vertexEffect != 0) {
tempUvs.clear();
tempColors.clear();
for (int ii = 0; ii < verticesCount; ii++) {
Color vertexColor = light;
Color dark;
dark.r = dark.g = dark.b = dark.a = 0;
int index = ii << 1;
float x = (*vertices)[index];
float y = (*vertices)[index + 1];
float u = (*uvs)[index];
float v = (*uvs)[index + 1];
vertexEffect->transform(x, y, u, v, vertexColor, dark);
(*vertices)[index] = x;
(*vertices)[index + 1] = y;
tempUvs.add(u);
tempUvs.add(v);
tempColors.add(vertexColor);
}
for (int ii = 0; ii < indicesCount; ++ii) {
int index = (*indices)[ii] << 1;
vertex.position.x = (*vertices)[index];
vertex.position.y = (*vertices)[index + 1];
vertex.texCoords.x = (*uvs)[index] * size.x;
vertex.texCoords.y = (*uvs)[index + 1] * size.y;
Color vertexColor = tempColors[index >> 1];
vertex.color.r = static_cast<Uint8>(vertexColor.r * 255);
vertex.color.g = static_cast<Uint8>(vertexColor.g * 255);
vertex.color.b = static_cast<Uint8>(vertexColor.b * 255);
vertex.color.a = static_cast<Uint8>(vertexColor.a * 255);
vertexArray->append(vertex);
}
} else {
for (int ii = 0; ii < indicesCount; ++ii) {
int index = (*indices)[ii] << 1;
vertex.position.x = (*vertices)[index];
vertex.position.y = (*vertices)[index + 1];
vertex.texCoords.x = (*uvs)[index] * size.x;
vertex.texCoords.y = (*uvs)[index + 1] * size.y;
vertexArray->append(vertex);
}
}
clipper.clipEnd(slot);
}
target.draw(*vertexArray, states);
clipper.clipEnd();
if (vertexEffect != 0) vertexEffect->end();
}
void SFMLTextureLoader::load(AtlasPage &page, const String &path) {
Texture *texture = new Texture();
if (!texture->loadFromFile(path.buffer())) return;
if (page.magFilter == TextureFilter_Linear) texture->setSmooth(true);
if (page.uWrap == TextureWrap_Repeat && page.vWrap == TextureWrap_Repeat) texture->setRepeated(true);
page.setRendererObject(texture);
Vector2u size = texture->getSize();
page.width = size.x;
page.height = size.y;
}
void SFMLTextureLoader::unload(void *texture) {
delete (Texture *) texture;
}
SpineExtension *getDefaultExtension() {
return new DefaultSpineExtension();
}
}