409 lines
14 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes License Agreement
-- Last updated January 1, 2020. Replaces all prior versions.
--
-- Copyright (c) 2013-2020, 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
-- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-- DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
-- DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
-- BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
-- THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local setmetatable = setmetatable
spine = {}
spine.utils = require "spine-lua.utils"
spine.SkeletonJson = require "spine-lua.SkeletonJson"
spine.SkeletonData = require "spine-lua.SkeletonData"
spine.BoneData = require "spine-lua.BoneData"
spine.SlotData = require "spine-lua.SlotData"
spine.IkConstraintData = require "spine-lua.IkConstraintData"
spine.Skin = require "spine-lua.Skin"
spine.Attachment = require "spine-lua.attachments.Attachment"
spine.BoundingBoxAttachment = require "spine-lua.attachments.BoundingBoxAttachment"
spine.RegionAttachment = require "spine-lua.attachments.RegionAttachment"
spine.MeshAttachment = require "spine-lua.attachments.MeshAttachment"
spine.VertexAttachment = require "spine-lua.attachments.VertexAttachment"
spine.PathAttachment = require "spine-lua.attachments.PathAttachment"
spine.PointAttachment = require "spine-lua.attachments.PointAttachment"
spine.PointAttachment = require "spine-lua.attachments.ClippingAttachment"
spine.Skeleton = require "spine-lua.Skeleton"
spine.Bone = require "spine-lua.Bone"
spine.Slot = require "spine-lua.Slot"
spine.IkConstraint = require "spine-lua.IkConstraint"
spine.AttachmentType = require "spine-lua.attachments.AttachmentType"
spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
spine.Animation = require "spine-lua.Animation"
spine.AnimationStateData = require "spine-lua.AnimationStateData"
spine.AnimationState = require "spine-lua.AnimationState"
spine.EventData = require "spine-lua.EventData"
spine.Event = require "spine-lua.Event"
spine.SkeletonBounds = require "spine-lua.SkeletonBounds"
spine.BlendMode = require "spine-lua.BlendMode"
spine.TextureAtlas = require "spine-lua.TextureAtlas"
spine.TextureRegion = require "spine-lua.TextureRegion"
spine.TextureAtlasRegion = require "spine-lua.TextureAtlasRegion"
spine.AtlasAttachmentLoader = require "spine-lua.AtlasAttachmentLoader"
spine.Color = require "spine-lua.Color"
spine.Triangulator = require "spine-lua.Triangulator"
spine.SkeletonClipping = require "spine-lua.SkeletonClipping"
spine.JitterEffect = require "spine-lua.vertexeffects.JitterEffect"
spine.SwirlEffect = require "spine-lua.vertexeffects.SwirlEffect"
spine.Interpolation = require "spine-lua.Interpolation"
spine.utils.readFile = function (fileName, base)
local path = fileName
if base then path = base .. '/' .. path end
return love.filesystem.read(path)
end
local json = require "spine-love.dkjson"
spine.utils.readJSON = function (text)
return json.decode(text)
end
local PolygonBatcher = {}
PolygonBatcher.__index = PolygonBatcher
function PolygonBatcher.new(vertexCount, useTwoColorTint)
if useTwoColorTint == nil then useTwoColorTint = false end
local vertexFormat
local twoColorTintShader = nil
if useTwoColorTint then
vertexFormat = {
{"VertexPosition", "float", 2}, -- The x,y position of each vertex.
{"VertexTexCoord", "float", 2}, -- The u,v texture coordinates of each vertex.
{"VertexColor", "byte", 4}, -- The r,g,b,a light color of each vertex.
{"VertexColor2", "byte", 4} -- The r,g,b,a dark color of each vertex.
}
local vertexcode = [[
attribute vec4 VertexColor2;
varying vec4 color2;
vec4 position(mat4 transform_projection, vec4 vertex_position) {
color2 = VertexColor2;
return transform_projection * vertex_position;
}
]]
local pixelcode = [[
varying vec4 color2;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
vec4 texColor = Texel(texture, texture_coords);
float alpha = texColor.a * color.a;
vec4 outputColor;
outputColor.a = alpha;
outputColor.rgb = (1.0 - texColor.rgb) * color2.rgb * alpha + texColor.rgb * color.rgb;
return outputColor;
}
]]
twoColorTintShader = love.graphics.newShader(pixelcode, vertexcode)
else
vertexFormat = {
{"VertexPosition", "float", 2}, -- The x,y position of each vertex.
{"VertexTexCoord", "float", 2}, -- The u,v texture coordinates of each vertex.
{"VertexColor", "byte", 4} -- The r,g,b,a light color of each vertex.
}
end
local self = {
mesh = love.graphics.newMesh(vertexFormat, vertexCount, "triangles", "dynamic"),
maxVerticesLength = vertexCount,
maxIndicesLength = vertexCount * 3,
verticesLength = 0,
indicesLength = 0,
lastTexture = nil,
isDrawing = false,
drawCalls = 0,
vertex = { 0, 0, 0, 0, 0, 0, 0, 0 },
indices = nil,
useTwoColorTint = useTwoColorTint,
twoColorTintShader = twoColorTintShader,
tempVertex = {
x = 0,
y = 0,
u = 0,
v = 0,
light = spine.Color.newWith(1, 1, 1, 1),
dark = spine.Color.newWith(0, 0, 0, 0)
}
}
local indices = {}
local i = 1
local maxIndicesLength = self.maxIndicesLength
while i <= maxIndicesLength do
indices[i] = 1
i = i + 1
end
self.indices = indices;
setmetatable(self, PolygonBatcher)
return self
end
function PolygonBatcher:begin ()
if self.isDrawing then error("PolygonBatcher is already drawing. Call PolygonBatcher:stop() before calling PolygonBatcher:begin().", 2) end
self.lastTexture = nil
self.isDrawing = true
self.drawCalls = 0
end
function PolygonBatcher:draw (texture, vertices, uvs, numVertices, indices, color, darkColor, vertexEffect)
local numIndices = #indices
local mesh = self.mesh
if texture ~= self.lastTexture then
self:flush()
self.lastTexture = texture
mesh:setTexture(texture)
elseif self.verticesLength + numVertices >= self.maxVerticesLength or self.indicesLength + numIndices > self.maxIndicesLength then
self:flush()
end
local i = 1
local indexStart = self.indicesLength + 1
local offset = self.verticesLength
local indexEnd = indexStart + numIndices
local meshIndices = self.indices
while indexStart < indexEnd do
meshIndices[indexStart] = indices[i] + offset
indexStart = indexStart + 1
i = i + 1
end
self.indicesLength = self.indicesLength + numIndices
local vertexStart = self.verticesLength + 1
local vertexEnd = vertexStart + numVertices
local vertex = self.vertex
local colorScalar = 1;
if love._version_major <= 10 then colorScalar = 255 end
if not self.useTwoColorTint then
vertex[5] = color.r * colorScalar
vertex[6] = color.g * colorScalar
vertex[7] = color.b * colorScalar
vertex[8] = color.a * colorScalar
else
vertex[5] = color.r * colorScalar
vertex[6] = color.g * colorScalar
vertex[7] = color.b * colorScalar
vertex[8] = color.a * colorScalar
vertex[9] = darkColor.r * colorScalar
vertex[10] = darkColor.g * colorScalar
vertex[11] = darkColor.b * colorScalar
vertex[12] = darkColor.a * colorScalar
end
local v = 1
if (vertexEffect) then
local tempVertex = self.tempVertex
while vertexStart < vertexEnd do
tempVertex.x = vertices[v]
tempVertex.y = vertices[v + 1]
tempVertex.u = uvs[v]
tempVertex.v = uvs[v + 1]
tempVertex.light:setFrom(color)
tempVertex.dark:setFrom(darkColor)
vertexEffect:transform(tempVertex)
vertex[1] = tempVertex.x
vertex[2] = tempVertex.y
vertex[3] = tempVertex.u
vertex[4] = tempVertex.v
vertex[5] = tempVertex.light.r * colorScalar
vertex[6] = tempVertex.light.g * colorScalar
vertex[7] = tempVertex.light.b * colorScalar
vertex[8] = tempVertex.light.a * colorScalar
if (self.useTwoColorTint) then
vertex[9] = tempVertex.dark.r * colorScalar
vertex[10] = tempVertex.dark.g * colorScalar
vertex[11] = tempVertex.dark.b * colorScalar
vertex[12] = tempVertex.dark.a * colorScalar
end
mesh:setVertex(vertexStart, vertex)
vertexStart = vertexStart + 1
v = v + 2
end
else
while vertexStart < vertexEnd do
vertex[1] = vertices[v]
vertex[2] = vertices[v + 1]
vertex[3] = uvs[v]
vertex[4] = uvs[v + 1]
mesh:setVertex(vertexStart, vertex)
vertexStart = vertexStart + 1
v = v + 2
end
end
self.verticesLength = self.verticesLength + numVertices
end
function PolygonBatcher:flush ()
if self.verticesLength == 0 then return end
local mesh = self.mesh
mesh:setVertexMap(self.indices)
mesh:setDrawRange(1, self.indicesLength)
if not self.useTwoColorTint then
love.graphics.draw(mesh, 0, 0)
else
love.graphics.setShader(self.twoColorTintShader)
love.graphics.draw(mesh, 0, 0)
love.graphics.setShader()
end
self.verticesLength = 0
self.indicesLength = 0
self.drawCalls = self.drawCalls + 1
end
function PolygonBatcher:stop ()
if not self.isDrawing then error("PolygonBatcher is not drawing. Call PolygonBatcher:begin() first.", 2) end
if self.verticesLength > 0 then self:flush() end
self.lastTexture = nil
self.isDrawing = false
end
local SkeletonRenderer = {}
SkeletonRenderer.__index = SkeletonRenderer
SkeletonRenderer.QUAD_TRIANGLES = { 1, 2, 3, 3, 4, 1 }
function SkeletonRenderer.new (useTwoColorTint)
if not useTwoColorTint then useTwoColorTint = false end
local self = {
batcher = PolygonBatcher.new(3 * 500, useTwoColorTint),
premultipliedAlpha = false,
useTwoColorTint = useTwoColorTint,
clipper = spine.SkeletonClipping.new(),
vertexEffect = nil
}
setmetatable(self, SkeletonRenderer)
return self
end
local worldVertices = spine.utils.newNumberArray(10000 * 12)
local tmpColor = spine.Color.newWith(0, 0, 0, 0)
local tmpColor2 = spine.Color.newWith(0, 0, 0, 0)
function SkeletonRenderer:draw (skeleton)
local batcher = self.batcher
local premultipliedAlpha = self.premultipliedAlpha
if (self.vertexEffect) then self.vertexEffect:beginEffect(skeleton) end
local lastLoveBlendMode = love.graphics.getBlendMode()
love.graphics.setBlendMode("alpha")
local lastBlendMode = spine.BlendMode.normal
batcher:begin()
local drawOrder = skeleton.drawOrder
for i, slot in ipairs(drawOrder) do
if slot.bone.active then
local attachment = slot.attachment
local vertices = worldVertices
local uvs = nil
local indices = nil
local texture = nil
local color = tmpColor
if attachment then
if attachment.type == spine.AttachmentType.region then
numVertices = 4
attachment:computeWorldVertices(slot.bone, vertices, 0, 2)
uvs = attachment.uvs
indices = SkeletonRenderer.QUAD_TRIANGLES
texture = attachment.region.renderObject.texture
elseif attachment.type == spine.AttachmentType.mesh then
numVertices = attachment.worldVerticesLength / 2
attachment:computeWorldVertices(slot, 0, attachment.worldVerticesLength, vertices, 0, 2)
uvs = attachment.uvs
indices = attachment.triangles
texture = attachment.region.renderObject.texture
elseif attachment.type == spine.AttachmentType.clipping then
self.clipper:clipStart(slot, attachment)
end
if texture then
local slotBlendMode = slot.data.blendMode
if lastBlendMode ~= slotBlendMode then
batcher:stop()
batcher:begin()
if slotBlendMode == spine.BlendMode.normal then
love.graphics.setBlendMode("alpha")
elseif slotBlendMode == spine.BlendMode.additive then
love.graphics.setBlendMode("add")
elseif slotBlendMode == spine.BlendMode.multiply then
love.graphics.setBlendMode("multiply", "premultiplied")
elseif slotBlendMode == spine.BlendMode.screen then
love.graphics.setBlendMode("screen")
end
lastBlendMode = slotBlendMode
end
local skeleton = slot.bone.skeleton
local skeletonColor = skeleton.color
local slotColor = slot.color
local attachmentColor = attachment.color
local alpha = skeletonColor.a * slotColor.a * attachmentColor.a
local multiplier = alpha
if premultipliedAlpha then multiplier = 1 end
color:set(skeletonColor.r * slotColor.r * attachmentColor.r * multiplier,
skeletonColor.g * slotColor.g * attachmentColor.g * multiplier,
skeletonColor.b * slotColor.b * attachmentColor.b * multiplier,
alpha)
local dark = tmpColor2
if slot.darkColor then dark = slot.darkColor
else dark:set(0, 0, 0, 0) end
if self.clipper:isClipping() then
self.clipper:clipTriangles(vertices, attachment.uvs, indices, #indices)
vertices = self.clipper.clippedVertices
numVertices = #vertices / 2
uvs = self.clipper.clippedUVs
indices = self.clipper.clippedTriangles
end
batcher:draw(texture, vertices, uvs, numVertices, indices, color, dark, self.vertexEffect)
end
self.clipper:clipEnd(slot)
end
end
end
batcher:stop()
love.graphics.setBlendMode(lastLoveBlendMode)
self.clipper:clipEnd2()
if (self.vertexEffect) then self.vertexEffect:endEffect(skeleton) end
end
spine.PolygonBatcher = PolygonBatcher
spine.SkeletonRenderer = SkeletonRenderer
return spine