mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
213 lines
7.7 KiB
C++
213 lines
7.7 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, 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 (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/spine-sfml.h>
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#ifndef SPINE_MESH_VERTEX_COUNT_MAX
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#define SPINE_MESH_VERTEX_COUNT_MAX 1000
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#endif
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using namespace sf;
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void _AtlasPage_createTexture (AtlasPage* self, const char* path){
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Texture* texture = new Texture();
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if (!texture->loadFromFile(path)) return;
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if (self->magFilter == SP_ATLAS_LINEAR) texture->setSmooth(true);
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if (self->uWrap == SP_ATLAS_REPEAT && self->vWrap == SP_ATLAS_REPEAT) texture->setRepeated(true);
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self->rendererObject = texture;
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Vector2u size = texture->getSize();
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self->width = size.x;
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self->height = size.y;
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}
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void _AtlasPage_disposeTexture (AtlasPage* self){
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delete (Texture*)self->rendererObject;
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}
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char* _Util_readFile (const char* path, int* length){
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return _readFile(path, length);
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}
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/**/
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namespace spine {
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SkeletonDrawable::SkeletonDrawable (SkeletonData* skeletonData, AnimationStateData* stateData) :
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timeScale(1),
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vertexArray(new VertexArray(Triangles, skeletonData->bonesCount * 4)),
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worldVertices(0) {
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Bone_setYDown(true);
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worldVertices = MALLOC(float, SPINE_MESH_VERTEX_COUNT_MAX);
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skeleton = Skeleton_create(skeletonData);
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ownsAnimationStateData = stateData == 0;
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if (ownsAnimationStateData) stateData = AnimationStateData_create(skeletonData);
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state = AnimationState_create(stateData);
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}
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SkeletonDrawable::~SkeletonDrawable () {
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delete vertexArray;
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FREE(worldVertices);
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if (ownsAnimationStateData) AnimationStateData_dispose(state->data);
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AnimationState_dispose(state);
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Skeleton_dispose(skeleton);
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}
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void SkeletonDrawable::update (float deltaTime) {
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Skeleton_update(skeleton, deltaTime);
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AnimationState_update(state, deltaTime * timeScale);
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AnimationState_apply(state, skeleton);
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Skeleton_updateWorldTransform(skeleton);
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}
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void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
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vertexArray->clear();
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sf::Vertex vertices[4];
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sf::Vertex vertex;
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for (int i = 0; i < skeleton->slotsCount; ++i) {
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Slot* slot = skeleton->drawOrder[i];
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Attachment* attachment = slot->attachment;
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if (!attachment) continue;
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sf::BlendMode blend;
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switch (slot->data->blendMode) {
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case BLEND_MODE_ADDITIVE:
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blend = BlendAdd;
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break;
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case BLEND_MODE_MULTIPLY:
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blend = BlendMultiply;
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break;
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case BLEND_MODE_SCREEN: // Unsupported, fall through.
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default:
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blend = BlendAlpha;
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}
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if (states.blendMode != blend) {
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target.draw(*vertexArray, states);
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vertexArray->clear();
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states.blendMode = blend;
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}
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Texture* texture = 0;
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if (attachment->type == ATTACHMENT_REGION) {
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RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
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texture = (Texture*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
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RegionAttachment_computeWorldVertices(regionAttachment, slot->bone, worldVertices);
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Uint8 r = static_cast<Uint8>(skeleton->r * slot->r * 255);
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Uint8 g = static_cast<Uint8>(skeleton->g * slot->g * 255);
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Uint8 b = static_cast<Uint8>(skeleton->b * slot->b * 255);
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Uint8 a = static_cast<Uint8>(skeleton->a * slot->a * 255);
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Vector2u size = texture->getSize();
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vertices[0].color.r = r;
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vertices[0].color.g = g;
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vertices[0].color.b = b;
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vertices[0].color.a = a;
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vertices[0].position.x = worldVertices[VERTEX_X1];
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vertices[0].position.y = worldVertices[VERTEX_Y1];
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vertices[0].texCoords.x = regionAttachment->uvs[VERTEX_X1] * size.x;
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vertices[0].texCoords.y = regionAttachment->uvs[VERTEX_Y1] * size.y;
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vertices[1].color.r = r;
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vertices[1].color.g = g;
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vertices[1].color.b = b;
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vertices[1].color.a = a;
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vertices[1].position.x = worldVertices[VERTEX_X2];
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vertices[1].position.y = worldVertices[VERTEX_Y2];
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vertices[1].texCoords.x = regionAttachment->uvs[VERTEX_X2] * size.x;
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vertices[1].texCoords.y = regionAttachment->uvs[VERTEX_Y2] * size.y;
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vertices[2].color.r = r;
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vertices[2].color.g = g;
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vertices[2].color.b = b;
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vertices[2].color.a = a;
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vertices[2].position.x = worldVertices[VERTEX_X3];
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vertices[2].position.y = worldVertices[VERTEX_Y3];
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vertices[2].texCoords.x = regionAttachment->uvs[VERTEX_X3] * size.x;
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vertices[2].texCoords.y = regionAttachment->uvs[VERTEX_Y3] * size.y;
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vertices[3].color.r = r;
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vertices[3].color.g = g;
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vertices[3].color.b = b;
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vertices[3].color.a = a;
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vertices[3].position.x = worldVertices[VERTEX_X4];
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vertices[3].position.y = worldVertices[VERTEX_Y4];
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vertices[3].texCoords.x = regionAttachment->uvs[VERTEX_X4] * size.x;
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vertices[3].texCoords.y = regionAttachment->uvs[VERTEX_Y4] * size.y;
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vertexArray->append(vertices[0]);
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vertexArray->append(vertices[1]);
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vertexArray->append(vertices[2]);
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vertexArray->append(vertices[0]);
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vertexArray->append(vertices[2]);
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vertexArray->append(vertices[3]);
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} else if (attachment->type == ATTACHMENT_MESH) {
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MeshAttachment* mesh = (MeshAttachment*)attachment;
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if (mesh->super.worldVerticesLength > SPINE_MESH_VERTEX_COUNT_MAX) continue;
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texture = (Texture*)((AtlasRegion*)mesh->rendererObject)->page->rendererObject;
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MeshAttachment_computeWorldVertices(mesh, slot, worldVertices);
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Uint8 r = static_cast<Uint8>(skeleton->r * slot->r * 255);
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Uint8 g = static_cast<Uint8>(skeleton->g * slot->g * 255);
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Uint8 b = static_cast<Uint8>(skeleton->b * slot->b * 255);
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Uint8 a = static_cast<Uint8>(skeleton->a * slot->a * 255);
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vertex.color.r = r;
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vertex.color.g = g;
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vertex.color.b = b;
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vertex.color.a = a;
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Vector2u size = texture->getSize();
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for (int i = 0; i < mesh->trianglesCount; ++i) {
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int index = mesh->triangles[i] << 1;
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vertex.position.x = worldVertices[index];
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vertex.position.y = worldVertices[index + 1];
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vertex.texCoords.x = mesh->uvs[index] * size.x;
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vertex.texCoords.y = mesh->uvs[index + 1] * size.y;
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vertexArray->append(vertex);
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}
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}
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if (texture) {
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// SMFL doesn't handle batching for us, so we'll just force a single texture per skeleton.
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states.texture = texture;
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}
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}
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target.draw(*vertexArray, states);
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}
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} /* namespace spine */
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