mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-08 11:46:53 +08:00
341 lines
11 KiB
Lua
341 lines
11 KiB
Lua
-------------------------------------------------------------------------------
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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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local setmetatable = setmetatable
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spine = {}
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spine.utils = require "spine-lua.utils"
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spine.SkeletonJson = require "spine-lua.SkeletonJson"
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spine.SkeletonData = require "spine-lua.SkeletonData"
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spine.BoneData = require "spine-lua.BoneData"
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spine.SlotData = require "spine-lua.SlotData"
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spine.IkConstraintData = require "spine-lua.IkConstraintData"
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spine.Skin = require "spine-lua.Skin"
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spine.Attachment = require "spine-lua.attachments.Attachment"
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spine.BoundingBoxAttachment = require "spine-lua.attachments.BoundingBoxAttachment"
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spine.RegionAttachment = require "spine-lua.attachments.RegionAttachment"
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spine.MeshAttachment = require "spine-lua.attachments.MeshAttachment"
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spine.VertexAttachment = require "spine-lua.attachments.VertexAttachment"
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spine.PathAttachment = require "spine-lua.attachments.PathAttachment"
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spine.PointAttachment = require "spine-lua.attachments.PointAttachment"
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spine.Skeleton = require "spine-lua.Skeleton"
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spine.Bone = require "spine-lua.Bone"
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spine.Slot = require "spine-lua.Slot"
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spine.IkConstraint = require "spine-lua.IkConstraint"
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spine.AttachmentType = require "spine-lua.attachments.AttachmentType"
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spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
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spine.Animation = require "spine-lua.Animation"
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spine.AnimationStateData = require "spine-lua.AnimationStateData"
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spine.AnimationState = require "spine-lua.AnimationState"
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spine.EventData = require "spine-lua.EventData"
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spine.Event = require "spine-lua.Event"
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spine.SkeletonBounds = require "spine-lua.SkeletonBounds"
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spine.BlendMode = require "spine-lua.BlendMode"
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spine.TextureAtlas = require "spine-lua.TextureAtlas"
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spine.TextureRegion = require "spine-lua.TextureRegion"
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spine.TextureAtlasRegion = require "spine-lua.TextureAtlasRegion"
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spine.AtlasAttachmentLoader = require "spine-lua.AtlasAttachmentLoader"
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spine.Color = require "spine-lua.Color"
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spine.utils.readFile = function (fileName, base)
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local path = fileName
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if base then path = base .. '/' .. path end
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return love.filesystem.read(path)
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end
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local json = require "spine-love.dkjson"
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spine.utils.readJSON = function (text)
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return json.decode(text)
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end
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local PolygonBatcher = {}
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PolygonBatcher.__index = PolygonBatcher
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function PolygonBatcher.new(vertexCount)
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local self = {
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mesh = love.graphics.newMesh(vertexCount, "triangles", "dynamic"),
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maxVerticesLength = vertexCount,
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maxIndicesLength = vertexCount * 3,
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verticesLength = 0,
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indicesLength = 0,
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lastTexture = nil,
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isDrawing = false,
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drawCalls = 0,
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vertex = { 0, 0, 0, 0, 0, 0, 0, 0 },
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indices = nil
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}
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local indices = {}
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local i = 1
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local maxIndicesLength = self.maxIndicesLength
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while i <= maxIndicesLength do
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indices[i] = 1
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i = i + 1
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end
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self.indices = indices;
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setmetatable(self, PolygonBatcher)
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return self
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end
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function PolygonBatcher:begin ()
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if self.isDrawing then error("PolygonBatcher is already drawing. Call PolygonBatcher:stop() before calling PolygonBatcher:begin().", 2) end
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self.lastTexture = nil
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self.isDrawing = true
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self.drawCalls = 0
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end
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function PolygonBatcher:draw (texture, vertices, numVertices, indices)
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local numIndices = #indices
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local mesh = self.mesh
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if texture ~= self.lastTexture then
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self:flush()
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self.lastTexture = texture
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mesh:setTexture(texture)
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elseif self.verticesLength + numVertices >= self.maxVerticesLength or self.indicesLength + numIndices > self.maxIndicesLength then
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self:flush()
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end
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local i = 1
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local indexStart = self.indicesLength + 1
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local offset = self.verticesLength
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local indexEnd = indexStart + numIndices
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local meshIndices = self.indices
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while indexStart < indexEnd do
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meshIndices[indexStart] = indices[i] + offset
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indexStart = indexStart + 1
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i = i + 1
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end
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self.indicesLength = self.indicesLength + numIndices
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i = 1
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local vertexStart = self.verticesLength + 1
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local vertexEnd = vertexStart + numVertices
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local vertex = self.vertex
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while vertexStart < vertexEnd do
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vertex[1] = vertices[i]
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vertex[2] = vertices[i+1]
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vertex[3] = vertices[i+2]
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vertex[4] = vertices[i+3]
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vertex[5] = vertices[i+4] * 255
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vertex[6] = vertices[i+5] * 255
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vertex[7] = vertices[i+6] * 255
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vertex[8] = vertices[i+7] * 255
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mesh:setVertex(vertexStart, vertex)
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vertexStart = vertexStart + 1
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i = i + 8
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end
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self.verticesLength = self.verticesLength + numVertices
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end
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function PolygonBatcher:flush ()
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if self.verticesLength == 0 then return end
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local mesh = self.mesh
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mesh:setVertexMap(self.indices)
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mesh:setDrawRange(1, self.indicesLength)
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love.graphics.draw(mesh, 0, 0)
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self.verticesLength = 0
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self.indicesLength = 0
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self.drawCalls = self.drawCalls + 1
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end
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function PolygonBatcher:stop ()
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if not self.isDrawing then error("PolygonBatcher is not drawing. Call PolygonBatcher:begin() first.", 2) end
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if self.verticesLength > 0 then self:flush() end
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self.lastTexture = nil
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self.isDrawing = false
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end
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local SkeletonRenderer = {}
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SkeletonRenderer.__index = SkeletonRenderer
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SkeletonRenderer.QUAD_TRIANGLES = { 1, 2, 3, 3, 4, 1 }
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function SkeletonRenderer.new ()
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local self = {
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batcher = PolygonBatcher.new(3 * 500),
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premultipliedAlpha = false
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}
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setmetatable(self, SkeletonRenderer)
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return self
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end
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local worldVertices = spine.utils.newNumberArray(10000 * 8)
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local tmpColor = spine.Color.newWith(0, 0, 0, 0)
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function SkeletonRenderer:draw (skeleton)
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local batcher = self.batcher
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local premultipliedAlpha = self.premultipliedAlpha
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local lastLoveBlendMode = love.graphics.getBlendMode()
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love.graphics.setBlendMode("alpha")
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local lastBlendMode = spine.BlendMode.normal
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batcher:begin()
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local drawOrder = skeleton.drawOrder
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for i, slot in ipairs(drawOrder) do
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local attachment = slot.attachment
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local vertices = nil
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local indics = nil
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local texture = nil
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local color = tmpColor
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if attachment then
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if attachment.type == spine.AttachmentType.region then
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numVertices = 4
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vertices = self:computeRegionVertices(slot, attachment, premultipliedAlpha, color)
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indices = SkeletonRenderer.QUAD_TRIANGLES
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texture = attachment.region.renderObject.texture
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elseif attachment.type == spine.AttachmentType.mesh then
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numVertices = attachment.worldVerticesLength / 2
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vertices = self:computeMeshVertices(slot, attachment, premultipliedAlpha, color)
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indices = attachment.triangles
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texture = attachment.region.renderObject.texture
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end
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if texture then
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local slotBlendMode = slot.data.blendMode
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if lastBlendMode ~= slotBlendMode then
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if slotBlendMode == spine.BlendMode.normal then
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love.graphics.setBlendMode("alpha")
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elseif slotBlendMode == spine.BlendMode.additive then
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love.graphics.setBlendMode("additive")
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elseif slotBlendMode == spine.BlendMode.multiply then
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love.graphics.setBlendMode("multiply")
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elseif slotBlendMode == spine.BlendMode.screen then
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love.graphics.setBlendMode("screen")
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end
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lastBlendMode = slotBlendMode
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batcher:stop()
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batcher:begin()
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end
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batcher:draw(texture, vertices, numVertices, indices)
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end
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end
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end
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batcher:stop()
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love.graphics.setBlendMode(lastLoveBlendMode)
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end
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function SkeletonRenderer:computeRegionVertices(slot, region, pma, color)
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local skeleton = slot.bone.skeleton
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local skeletonColor = skeleton.color
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local slotColor = slot.color
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local regionColor = region.color
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local alpha = skeletonColor.a * slotColor.a * regionColor.a
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local multiplier = alpha
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if pma then multiplier = 1 end
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color:set(skeletonColor.r * slotColor.r * regionColor.r * multiplier,
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skeletonColor.g * slotColor.g * regionColor.g * multiplier,
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skeletonColor.b * slotColor.b * regionColor.b * multiplier,
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alpha)
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local vertices = worldVertices
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region:computeWorldVertices(slot.bone, vertices, 0, 8)
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local uvs = region.uvs
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vertices[3] = uvs[1]
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vertices[4] = uvs[2]
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vertices[5] = color.r
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vertices[6] = color.g
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vertices[7] = color.b
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vertices[8] = color.a
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vertices[11] = uvs[3]
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vertices[12] = uvs[4]
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vertices[13] = color.r
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vertices[14] = color.g
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vertices[15] = color.b
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vertices[16] = color.a
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vertices[19] = uvs[5]
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vertices[20] = uvs[6]
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vertices[21] = color.r
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vertices[22] = color.g
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vertices[23] = color.b
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vertices[24] = color.a
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vertices[27] = uvs[7]
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vertices[28] = uvs[8]
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vertices[29] = color.r
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vertices[30] = color.g
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vertices[31] = color.b
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vertices[32] = color.a
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return vertices
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end
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function SkeletonRenderer:computeMeshVertices(slot, mesh, pma, color)
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local skeleton = slot.bone.skeleton
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local skeletonColor = skeleton.color
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local slotColor = slot.color
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local meshColor = mesh.color
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local alpha = skeletonColor.a * slotColor.a * meshColor.a
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local multiplier = alpha
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if pma then multiplier = 1 end
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color:set(skeletonColor.r * slotColor.r * meshColor.r * multiplier,
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skeletonColor.g * slotColor.g * meshColor.g * multiplier,
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skeletonColor.b * slotColor.b * meshColor.b * multiplier,
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alpha)
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local numVertices = mesh.worldVerticesLength / 2
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local vertices = worldVertices
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mesh:computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 8)
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local uvs = mesh.uvs
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local i = 1
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local n = numVertices + 1
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local u = 1
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local v = 3
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while i < n do
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vertices[v] = uvs[u]
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vertices[v + 1] = uvs[u + 1]
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vertices[v + 2] = color.r
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vertices[v + 3] = color.g
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vertices[v + 4] = color.b
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vertices[v + 5] = color.a
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i = i + 1
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u = u + 2
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v = v + 8
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end
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return vertices
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end
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spine.PolygonBatcher = PolygonBatcher
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spine.SkeletonRenderer = SkeletonRenderer
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return spine
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