spine-runtimes/spine-ios/Sources/Spine/Extensions/RenderCommand+Vertices.swift
Denis Andrašec 0d5c3e3b18
Spine iOS (#2504)
* 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
2024-06-18 10:02:25 +02:00

49 lines
1.5 KiB
Swift

import SpineShadersStructs
import Foundation
extension RenderCommand {
func getVertices() -> [SpineVertex] {
var vertices = [SpineVertex]()
let indices = indices
let numVertices = numVertices
let positions = positions(numVertices: numVertices)
let uvs = uvs(numVertices: numVertices)
let colors = colors(numVertices: numVertices)
for i in 0..<indices.count {
let index = Int(indices[i])
let xIndex = 2 * index
let yIndex = xIndex + 1
let positionX = positions[xIndex]
let positionY = positions[yIndex]
let uvX = uvs[xIndex]
let uvY = uvs[yIndex]
let color = extractRGBA(from: colors[index])
let vertex = SpineVertex(
position: vector_float2(positionX, positionY),
color: color,
uv: vector_float2(uvX, uvY)
)
vertices.append(vertex)
}
return vertices
}
private func extractRGBA(from color: Int32) -> vector_float4 {
guard color != -1 else {
return vector_float4(1.0, 1.0, 1.0, 1.0)
}
let alpha = (color >> 24) & 0xFF
let red = (color >> 16) & 0xFF
let green = (color >> 8) & 0xFF
let blue = color & 0xFF
return vector_float4(Float(red)/255, Float(green)/255, Float(blue)/255, (Float(alpha)/255))
}
}