mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-05 06:44:56 +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 July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "spine-sdl-cpp.h"
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#include <SDL.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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#include <spine/Debug.h>
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using namespace spine;
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SkeletonRenderer *skeletonRenderer = nullptr;
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SkeletonDrawable::SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *animationStateData) {
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Bone::setYDown(true);
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skeleton = new (__FILE__, __LINE__) Skeleton(skeletonData);
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ownsAnimationStateData = animationStateData == 0;
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if (ownsAnimationStateData) animationStateData = new (__FILE__, __LINE__) AnimationStateData(skeletonData);
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animationState = new (__FILE__, __LINE__) AnimationState(animationStateData);
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}
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SkeletonDrawable::~SkeletonDrawable() {
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if (ownsAnimationStateData) delete animationState->getData();
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delete animationState;
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delete skeleton;
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}
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void SkeletonDrawable::update(float delta, Physics physics) {
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animationState->update(delta);
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animationState->apply(*skeleton);
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skeleton->update(delta);
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skeleton->updateWorldTransform(physics);
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}
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inline void toSDLColor(uint32_t color, SDL_Color *sdlColor) {
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sdlColor->a = (color >> 24) & 0xFF;
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sdlColor->r = (color >> 16) & 0xFF;
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sdlColor->g = (color >> 8) & 0xFF;
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sdlColor->b = color & 0xFF;
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}
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void SkeletonDrawable::draw(SDL_Renderer *renderer) {
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if (!skeletonRenderer) skeletonRenderer = new (__FILE__, __LINE__) SkeletonRenderer();
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RenderCommand *command = skeletonRenderer->render(*skeleton);
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while (command) {
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float *positions = command->positions;
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float *uvs = command->uvs;
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uint32_t *colors = command->colors;
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sdlVertices.clear();
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for (int ii = 0; ii < command->numVertices << 1; ii += 2) {
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SDL_Vertex sdlVertex;
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sdlVertex.position.x = positions[ii];
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sdlVertex.position.y = positions[ii + 1];
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sdlVertex.tex_coord.x = uvs[ii];
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sdlVertex.tex_coord.y = uvs[ii + 1];
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toSDLColor(colors[ii >> 1], &sdlVertex.color);
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sdlVertices.add(sdlVertex);
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}
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sdlIndices.clear();
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uint16_t *indices = command->indices;
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for (int ii = 0; ii < command->numIndices; ii++)
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sdlIndices.add(indices[ii]);
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BlendMode blendMode = command->blendMode;
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SDL_Texture *texture = (SDL_Texture *) command->texture;
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if (!usePremultipliedAlpha) {
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switch (blendMode) {
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case BlendMode_Normal:
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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break;
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case BlendMode_Multiply:
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
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break;
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case BlendMode_Additive:
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD);
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break;
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case BlendMode_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 (blendMode) {
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case BlendMode_Normal:
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, 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 BlendMode_Multiply:
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
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break;
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case BlendMode_Additive:
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD);
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break;
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case BlendMode_Screen:
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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break;
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}
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}
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SDL_RenderGeometry(renderer, texture, sdlVertices.buffer(), sdlVertices.size(), sdlIndices.buffer(),
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command->numIndices);
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command = command->next;
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}
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}
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SDL_Texture *loadTexture(SDL_Renderer *renderer, const String &path) {
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int width, height, components;
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stbi_uc *imageData = stbi_load(path.buffer(), &width, &height, &components, 4);
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if (!imageData) return nullptr;
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SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width,
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height);
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if (!texture) {
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stbi_image_free(imageData);
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return nullptr;
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}
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if (SDL_UpdateTexture(texture, nullptr, imageData, width * 4)) {
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stbi_image_free(imageData);
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return nullptr;
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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 SDLTextureLoader::load(AtlasPage &page, const String &path) {
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SDL_Texture *texture = loadTexture(renderer, path);
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if (!texture) return;
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page.texture = texture;
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SDL_QueryTexture(texture, nullptr, nullptr, &page.width, &page.height);
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switch (page.magFilter) {
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case TextureFilter_Nearest:
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SDL_SetTextureScaleMode(texture, SDL_ScaleModeNearest);
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break;
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case TextureFilter_Linear:
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SDL_SetTextureScaleMode(texture, SDL_ScaleModeLinear);
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break;
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default:
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SDL_SetTextureScaleMode(texture, SDL_ScaleModeBest);
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}
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}
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void SDLTextureLoader::unload(void *texture) {
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SDL_DestroyTexture((SDL_Texture *) texture);
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}
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SpineExtension *spine::getDefaultExtension() {
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return new DefaultSpineExtension();
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}
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