spine-runtimes/spine-cpp/src/spine/SkeletonRenderer.cpp
2025-07-15 22:56:12 +02:00

245 lines
9.5 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <spine/SkeletonRenderer.h>
#include <spine/Skeleton.h>
#include <spine/Slot.h>
#include <spine/SlotData.h>
#include <spine/RegionAttachment.h>
#include <spine/MeshAttachment.h>
#include <spine/ClippingAttachment.h>
#include <spine/Bone.h>
using namespace spine;
SkeletonRenderer::SkeletonRenderer() : _allocator(4096), _worldVertices(), _quadIndices(), _clipping(), _renderCommands() {
_quadIndices.add(0);
_quadIndices.add(1);
_quadIndices.add(2);
_quadIndices.add(2);
_quadIndices.add(3);
_quadIndices.add(0);
}
SkeletonRenderer::~SkeletonRenderer() {
}
static RenderCommand *createRenderCommand(BlockAllocator &allocator, int numVertices, int32_t numIndices, BlendMode blendMode, void *texture) {
RenderCommand *cmd = allocator.allocate<RenderCommand>(1);
cmd->positions = allocator.allocate<float>(numVertices << 1);
cmd->uvs = allocator.allocate<float>(numVertices << 1);
cmd->colors = allocator.allocate<uint32_t>(numVertices);
cmd->darkColors = allocator.allocate<uint32_t>(numVertices);
cmd->numVertices = numVertices;
cmd->indices = allocator.allocate<uint16_t>(numIndices);
cmd->numIndices = numIndices;
cmd->blendMode = blendMode;
cmd->texture = texture;
cmd->next = nullptr;
return cmd;
}
static RenderCommand *batchSubCommands(BlockAllocator &allocator, Array<RenderCommand *> &commands, int first, int last, int numVertices,
int numIndices) {
RenderCommand *batched = createRenderCommand(allocator, numVertices, numIndices, commands[first]->blendMode, commands[first]->texture);
float *positions = batched->positions;
float *uvs = batched->uvs;
uint32_t *colors = batched->colors;
uint32_t *darkColors = batched->darkColors;
uint16_t *indices = batched->indices;
int indicesOffset = 0;
for (int i = first; i <= last; i++) {
RenderCommand *cmd = commands[i];
memcpy(positions, cmd->positions, sizeof(float) * 2 * cmd->numVertices);
memcpy(uvs, cmd->uvs, sizeof(float) * 2 * cmd->numVertices);
memcpy(colors, cmd->colors, sizeof(int32_t) * cmd->numVertices);
memcpy(darkColors, cmd->darkColors, sizeof(int32_t) * cmd->numVertices);
for (int ii = 0; ii < cmd->numIndices; ii++) indices[ii] = cmd->indices[ii] + indicesOffset;
indicesOffset += cmd->numVertices;
positions += 2 * cmd->numVertices;
uvs += 2 * cmd->numVertices;
colors += cmd->numVertices;
darkColors += cmd->numVertices;
indices += cmd->numIndices;
}
return batched;
}
static RenderCommand *batchCommands(BlockAllocator &allocator, Array<RenderCommand *> &commands) {
if (commands.size() == 0) return nullptr;
RenderCommand *root = nullptr;
RenderCommand *last = nullptr;
RenderCommand *first = commands[0];
int startIndex = 0;
int i = 1;
int numVertices = first->numVertices;
int numIndices = first->numIndices;
while (i <= (int) commands.size()) {
RenderCommand *cmd = i < (int) commands.size() ? commands[i] : nullptr;
if (cmd && cmd->numVertices == 0 && cmd->numIndices == 0) {
i++;
continue;
}
if (cmd != nullptr && cmd->texture == first->texture && cmd->blendMode == first->blendMode && cmd->colors[0] == first->colors[0] &&
cmd->darkColors[0] == first->darkColors[0] && numIndices + cmd->numIndices < 0xffff) {
numVertices += cmd->numVertices;
numIndices += cmd->numIndices;
} else {
RenderCommand *batched = batchSubCommands(allocator, commands, startIndex, i - 1, numVertices, numIndices);
if (!last) {
root = last = batched;
} else {
last->next = batched;
last = batched;
}
if (i == (int) commands.size()) break;
first = commands[i];
startIndex = i;
numVertices = first->numVertices;
numIndices = first->numIndices;
}
i++;
}
return root;
}
RenderCommand *SkeletonRenderer::render(Skeleton &skeleton) {
_allocator.compress();
_renderCommands.clear();
SkeletonClipping &clipper = _clipping;
for (unsigned i = 0; i < skeleton.getSlots().size(); ++i) {
Slot &slot = *skeleton.getDrawOrder()[i];
Attachment *attachment = slot.getAppliedPose().getAttachment();
if (!attachment) {
clipper.clipEnd(slot);
continue;
}
// Early out if the slot color is 0 or the bone is not active
if ((slot.getAppliedPose().getColor().a == 0 || !slot.getBone().isActive()) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
clipper.clipEnd(slot);
continue;
}
Array<float> *worldVertices = &_worldVertices;
Array<unsigned short> *quadIndices = &_quadIndices;
Array<float> *vertices = worldVertices;
int32_t verticesCount;
Array<float> *uvs;
Array<unsigned short> *indices;
int32_t indicesCount;
Color *attachmentColor;
void *texture;
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, *worldVertices, 0, 2);
verticesCount = 4;
uvs = &regionAttachment->getUVs();
indices = quadIndices;
indicesCount = 6;
texture = regionAttachment->getRegion()->_rendererObject;
} 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);
mesh->computeWorldVertices(skeleton, slot, 0, mesh->getWorldVerticesLength(), worldVertices->buffer(), 0, 2);
verticesCount = (int32_t) (mesh->getWorldVerticesLength() >> 1);
uvs = &mesh->getUVs();
indices = &mesh->getTriangles();
indicesCount = (int32_t) indices->size();
texture = mesh->getRegion()->_rendererObject;
} else if (attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
ClippingAttachment *clip = (ClippingAttachment *) slot.getAppliedPose().getAttachment();
clipper.clipStart(skeleton, slot, clip);
continue;
} else
continue;
uint8_t r = static_cast<uint8_t>(skeleton.getColor().r * slot.getAppliedPose().getColor().r * attachmentColor->r * 255);
uint8_t g = static_cast<uint8_t>(skeleton.getColor().g * slot.getAppliedPose().getColor().g * attachmentColor->g * 255);
uint8_t b = static_cast<uint8_t>(skeleton.getColor().b * slot.getAppliedPose().getColor().b * attachmentColor->b * 255);
uint8_t a = static_cast<uint8_t>(skeleton.getColor().a * slot.getAppliedPose().getColor().a * attachmentColor->a * 255);
uint32_t color = (a << 24) | (r << 16) | (g << 8) | b;
uint32_t darkColor = 0xff000000;
if (slot.getAppliedPose().hasDarkColor()) {
Color &slotDarkColor = slot.getAppliedPose().getDarkColor();
darkColor = 0xff000000 | (static_cast<uint8_t>(slotDarkColor.r * 255) << 16) | (static_cast<uint8_t>(slotDarkColor.g * 255) << 8) |
static_cast<uint8_t>(slotDarkColor.b * 255);
}
if (clipper.isClipping()) {
clipper.clipTriangles(*worldVertices, *indices, *uvs, 2);
vertices = &clipper.getClippedVertices();
verticesCount = (int32_t) (clipper.getClippedVertices().size() >> 1);
uvs = &clipper.getClippedUVs();
indices = &clipper.getClippedTriangles();
indicesCount = (int32_t) (clipper.getClippedTriangles().size());
}
RenderCommand *cmd = createRenderCommand(_allocator, verticesCount, indicesCount, slot.getData().getBlendMode(), texture);
_renderCommands.add(cmd);
memcpy(cmd->positions, vertices->buffer(), (verticesCount << 1) * sizeof(float));
memcpy(cmd->uvs, uvs->buffer(), (verticesCount << 1) * sizeof(float));
for (int ii = 0; ii < verticesCount; ii++) {
cmd->colors[ii] = color;
cmd->darkColors[ii] = darkColor;
}
memcpy(cmd->indices, indices->buffer(), indices->size() * sizeof(uint16_t));
clipper.clipEnd(slot);
}
clipper.clipEnd();
return batchCommands(_allocator, _renderCommands);
}