213 lines
7.7 KiB
C++

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <spine/spine-sfml.h>
#ifndef SPINE_MESH_VERTEX_COUNT_MAX
#define SPINE_MESH_VERTEX_COUNT_MAX 1000
#endif
using namespace sf;
void _AtlasPage_createTexture (AtlasPage* self, const char* path){
Texture* texture = new Texture();
if (!texture->loadFromFile(path)) return;
if (self->magFilter == SP_ATLAS_LINEAR) texture->setSmooth(true);
if (self->uWrap == SP_ATLAS_REPEAT && self->vWrap == SP_ATLAS_REPEAT) texture->setRepeated(true);
self->rendererObject = texture;
Vector2u size = texture->getSize();
self->width = size.x;
self->height = size.y;
}
void _AtlasPage_disposeTexture (AtlasPage* self){
delete (Texture*)self->rendererObject;
}
char* _Util_readFile (const char* path, int* length){
return _readFile(path, length);
}
/**/
namespace spine {
SkeletonDrawable::SkeletonDrawable (SkeletonData* skeletonData, AnimationStateData* stateData) :
timeScale(1),
vertexArray(new VertexArray(Triangles, skeletonData->bonesCount * 4)),
worldVertices(0) {
Bone_setYDown(true);
worldVertices = MALLOC(float, SPINE_MESH_VERTEX_COUNT_MAX);
skeleton = Skeleton_create(skeletonData);
ownsAnimationStateData = stateData == 0;
if (ownsAnimationStateData) stateData = AnimationStateData_create(skeletonData);
state = AnimationState_create(stateData);
}
SkeletonDrawable::~SkeletonDrawable () {
delete vertexArray;
FREE(worldVertices);
if (ownsAnimationStateData) AnimationStateData_dispose(state->data);
AnimationState_dispose(state);
Skeleton_dispose(skeleton);
}
void SkeletonDrawable::update (float deltaTime) {
Skeleton_update(skeleton, deltaTime);
AnimationState_update(state, deltaTime * timeScale);
AnimationState_apply(state, skeleton);
Skeleton_updateWorldTransform(skeleton);
}
void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
vertexArray->clear();
sf::Vertex vertices[4];
sf::Vertex vertex;
for (int i = 0; i < skeleton->slotsCount; ++i) {
Slot* slot = skeleton->drawOrder[i];
Attachment* attachment = slot->attachment;
if (!attachment) continue;
sf::BlendMode blend;
switch (slot->data->blendMode) {
case BLEND_MODE_ADDITIVE:
blend = BlendAdd;
break;
case BLEND_MODE_MULTIPLY:
blend = BlendMultiply;
break;
case BLEND_MODE_SCREEN: // Unsupported, fall through.
default:
blend = BlendAlpha;
}
if (states.blendMode != blend) {
target.draw(*vertexArray, states);
vertexArray->clear();
states.blendMode = blend;
}
Texture* texture = 0;
if (attachment->type == ATTACHMENT_REGION) {
RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
texture = (Texture*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
RegionAttachment_computeWorldVertices(regionAttachment, slot->bone, worldVertices);
Uint8 r = static_cast<Uint8>(skeleton->r * slot->r * 255);
Uint8 g = static_cast<Uint8>(skeleton->g * slot->g * 255);
Uint8 b = static_cast<Uint8>(skeleton->b * slot->b * 255);
Uint8 a = static_cast<Uint8>(skeleton->a * slot->a * 255);
Vector2u size = texture->getSize();
vertices[0].color.r = r;
vertices[0].color.g = g;
vertices[0].color.b = b;
vertices[0].color.a = a;
vertices[0].position.x = worldVertices[VERTEX_X1];
vertices[0].position.y = worldVertices[VERTEX_Y1];
vertices[0].texCoords.x = regionAttachment->uvs[VERTEX_X1] * size.x;
vertices[0].texCoords.y = regionAttachment->uvs[VERTEX_Y1] * size.y;
vertices[1].color.r = r;
vertices[1].color.g = g;
vertices[1].color.b = b;
vertices[1].color.a = a;
vertices[1].position.x = worldVertices[VERTEX_X2];
vertices[1].position.y = worldVertices[VERTEX_Y2];
vertices[1].texCoords.x = regionAttachment->uvs[VERTEX_X2] * size.x;
vertices[1].texCoords.y = regionAttachment->uvs[VERTEX_Y2] * size.y;
vertices[2].color.r = r;
vertices[2].color.g = g;
vertices[2].color.b = b;
vertices[2].color.a = a;
vertices[2].position.x = worldVertices[VERTEX_X3];
vertices[2].position.y = worldVertices[VERTEX_Y3];
vertices[2].texCoords.x = regionAttachment->uvs[VERTEX_X3] * size.x;
vertices[2].texCoords.y = regionAttachment->uvs[VERTEX_Y3] * size.y;
vertices[3].color.r = r;
vertices[3].color.g = g;
vertices[3].color.b = b;
vertices[3].color.a = a;
vertices[3].position.x = worldVertices[VERTEX_X4];
vertices[3].position.y = worldVertices[VERTEX_Y4];
vertices[3].texCoords.x = regionAttachment->uvs[VERTEX_X4] * size.x;
vertices[3].texCoords.y = regionAttachment->uvs[VERTEX_Y4] * size.y;
vertexArray->append(vertices[0]);
vertexArray->append(vertices[1]);
vertexArray->append(vertices[2]);
vertexArray->append(vertices[0]);
vertexArray->append(vertices[2]);
vertexArray->append(vertices[3]);
} else if (attachment->type == ATTACHMENT_MESH) {
MeshAttachment* mesh = (MeshAttachment*)attachment;
if (mesh->super.worldVerticesLength > SPINE_MESH_VERTEX_COUNT_MAX) continue;
texture = (Texture*)((AtlasRegion*)mesh->rendererObject)->page->rendererObject;
MeshAttachment_computeWorldVertices(mesh, slot, worldVertices);
Uint8 r = static_cast<Uint8>(skeleton->r * slot->r * 255);
Uint8 g = static_cast<Uint8>(skeleton->g * slot->g * 255);
Uint8 b = static_cast<Uint8>(skeleton->b * slot->b * 255);
Uint8 a = static_cast<Uint8>(skeleton->a * slot->a * 255);
vertex.color.r = r;
vertex.color.g = g;
vertex.color.b = b;
vertex.color.a = a;
Vector2u size = texture->getSize();
for (int i = 0; i < mesh->trianglesCount; ++i) {
int index = mesh->triangles[i] << 1;
vertex.position.x = worldVertices[index];
vertex.position.y = worldVertices[index + 1];
vertex.texCoords.x = mesh->uvs[index] * size.x;
vertex.texCoords.y = mesh->uvs[index + 1] * size.y;
vertexArray->append(vertex);
}
}
if (texture) {
// SMFL doesn't handle batching for us, so we'll just force a single texture per skeleton.
states.texture = texture;
}
}
target.draw(*vertexArray, states);
}
} /* namespace spine */