mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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* Add `spine-iOS` SPM package & example app (#1) * Basic Mesh Rendering (#2) * Spine C++ Swift Wrapper (#3) * Load `Atlas` & `SkeletonData` (#4) Load & dispose `Atlas` & `SkeletonData` from bundled files. * Generate Swift classes from `spine-cpp-lite.h` (#5) * Draw `SkeletonData` render commands (#6) - Use `SkeletonData` render commands in the renderer - Simple loop for animation support * Add `BoundsProvider` (#7) - Implement & support `BoundsProvider` classes - Introduce alignment and content mode - Update c to swift script to return optional for find prefixed methods * Support `SpineController` & `Event` callbacks (#8) - Support SpineController callbacks - Support Event callbacks - Apply tint color in renderer * Support `DressUp` sample (#9) - Add `DressUp` sample - Move SpineViewController to SpineUIView - Implement SpineUIView export to image * Remove unused file * Add `Physics` sample (#10) - Add `Physics` sample - Fix offsets in `IKFollowing` sample - Fix `SpineView` background color * Add `DebugRendering` sample (#11) - Add `DebugRendering` sample - Make `SpineUIView` transparent * Move remaining files to SPM package (#12) - Move remaining files to SPM package - Rename `SpineWrapper` to `SpineCppLite` * Load assets from different sources (#13) - Load from bundle, file, http & drawable - Apply correct blend mode & pma in renderer * Add `Obj-C` + `UIKit` sample (#14) - Add `Obj-C` + `UIKit` sample - Update `Spine` to be usable in Obj-C code base * Support CocoaPods (#15) * Metal Best Practices (#16) - Tripple Buffering - Buffer Bindings - Shared Objects * Annotate functions that should return optional (#17) * Add option to disable drawing when out of viewport (#18) - Add option to disable drawing when out of viewport - Move update clock to controller so multiple views can share it * Add docs for public Spine classes/methods (#19) * Fix various regressions (#20) - Fix retain `SpineController` retain cycle - Fix issue wehre images were not rendered
49 lines
1.5 KiB
Swift
49 lines
1.5 KiB
Swift
import SpineShadersStructs
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import Foundation
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extension RenderCommand {
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func getVertices() -> [SpineVertex] {
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var vertices = [SpineVertex]()
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let indices = indices
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let numVertices = numVertices
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let positions = positions(numVertices: numVertices)
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let uvs = uvs(numVertices: numVertices)
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let colors = colors(numVertices: numVertices)
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for i in 0..<indices.count {
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let index = Int(indices[i])
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let xIndex = 2 * index
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let yIndex = xIndex + 1
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let positionX = positions[xIndex]
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let positionY = positions[yIndex]
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let uvX = uvs[xIndex]
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let uvY = uvs[yIndex]
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let color = extractRGBA(from: colors[index])
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let vertex = SpineVertex(
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position: vector_float2(positionX, positionY),
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color: color,
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uv: vector_float2(uvX, uvY)
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)
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vertices.append(vertex)
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}
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return vertices
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}
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private func extractRGBA(from color: Int32) -> vector_float4 {
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guard color != -1 else {
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return vector_float4(1.0, 1.0, 1.0, 1.0)
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}
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let alpha = (color >> 24) & 0xFF
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let red = (color >> 16) & 0xFF
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let green = (color >> 8) & 0xFF
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let blue = color & 0xFF
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return vector_float4(Float(red)/255, Float(green)/255, Float(blue)/255, (Float(alpha)/255))
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}
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}
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