spine-runtimes/spine-sdl/src/spine-sdl-cpp.cpp
2025-08-27 12:47:18 +02:00

180 lines
6.2 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
* 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.
*****************************************************************************/
#include "spine-sdl-cpp.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
using namespace spine;
static SkeletonRenderer *skeletonRenderer = nullptr;
static void ensureSkeletonRenderer() {
if (!skeletonRenderer) {
skeletonRenderer = new SkeletonRenderer();
}
}
void spine::SDL_draw(Skeleton &skeleton, SDL_Renderer *renderer, bool premultipliedAlpha) {
ensureSkeletonRenderer();
RenderCommand *command = skeletonRenderer->render(skeleton);
// Pre-allocate vertex and index arrays
int maxVertices = 1024;
int maxIndices = 1024 * 3;
SDL_Vertex *vertices = (SDL_Vertex *) malloc(sizeof(SDL_Vertex) * maxVertices);
int *indices = (int *) malloc(sizeof(int) * maxIndices);
while (command) {
int numVertices = command->numVertices;
int numIndices = command->numIndices;
// Resize buffers if needed
if (numVertices > maxVertices) {
maxVertices = numVertices * 2;
vertices = (SDL_Vertex *) realloc(vertices, sizeof(SDL_Vertex) * maxVertices);
}
if (numIndices > maxIndices) {
maxIndices = numIndices * 2;
indices = (int *) realloc(indices, sizeof(int) * maxIndices);
}
// Get vertex data from render command
float *positions = command->positions;
float *uvs = command->uvs;
uint32_t *colors = command->colors;
uint16_t *commandIndices = command->indices;
SDL_Texture *texture = (SDL_Texture *) command->texture;
BlendMode blendMode = command->blendMode;
// Fill SDL vertices
for (int i = 0; i < numVertices; i++) {
vertices[i].position.x = positions[i * 2];
vertices[i].position.y = positions[i * 2 + 1];
vertices[i].tex_coord.x = uvs[i * 2];
vertices[i].tex_coord.y = uvs[i * 2 + 1];
// Convert color from packed uint32 to SDL_Color
uint32_t color = colors[i];
vertices[i].color.r = (color >> 24) & 0xFF;
vertices[i].color.g = (color >> 16) & 0xFF;
vertices[i].color.b = (color >> 8) & 0xFF;
vertices[i].color.a = color & 0xFF;
}
// Copy indices
for (int i = 0; i < numIndices; i++) {
indices[i] = commandIndices[i];
}
// Set blend mode
if (!premultipliedAlpha) {
switch (blendMode) {
case BlendMode_Normal:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
break;
case BlendMode_Multiply:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
break;
case BlendMode_Additive:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_ADD);
break;
case BlendMode_Screen:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
break;
}
} else {
SDL_BlendMode target;
switch (blendMode) {
case BlendMode_Normal:
target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
SDL_SetTextureBlendMode(texture, target);
break;
case BlendMode_Multiply:
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
break;
case BlendMode_Additive:
target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
SDL_SetTextureBlendMode(texture, target);
break;
case BlendMode_Screen:
target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
SDL_SetTextureBlendMode(texture, target);
break;
}
}
// Draw the geometry
SDL_RenderGeometry(renderer, texture, vertices, numVertices, indices, numIndices);
// Move to next command
RenderCommand *next = command->next;
command = next;
}
free(vertices);
free(indices);
}
void SDLTextureLoader::load(AtlasPage &page, const String &path) {
int width, height, components;
stbi_uc *imageData = stbi_load(path.buffer(), &width, &height, &components, 4);
if (!imageData) return;
SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (!texture) {
stbi_image_free(imageData);
return;
}
if (SDL_UpdateTexture(texture, NULL, imageData, width * 4)) {
SDL_DestroyTexture(texture);
stbi_image_free(imageData);
return;
}
stbi_image_free(imageData);
page.texture = texture;
page.width = width;
page.height = height;
}
void SDLTextureLoader::unload(void *texture) {
SDL_DestroyTexture((SDL_Texture *) texture);
}
// Default extension implementation for spine-cpp
spine::SpineExtension *spine::getDefaultExtension() {
return new spine::DefaultSpineExtension();
}