axmol/cocos/editor-support/spine/SkeletonRenderer.cpp

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
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* 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 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 develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* 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
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
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* 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
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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,
* 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
#include <spine/SkeletonRenderer.h>
#include <spine/extension.h>
#include <spine/SkeletonBatch.h>
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#include <spine/SkeletonTwoColorBatch.h>
#include <spine/AttachmentVertices.h>
#include <spine/Cocos2dAttachmentLoader.h>
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#include <algorithm>
USING_NS_CC;
using std::min;
using std::max;
namespace spine {
SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
node->autorelease();
return node;
}
SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
node->autorelease();
return node;
}
SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
node->autorelease();
return node;
}
void SkeletonRenderer::initialize () {
_worldVertices = new float[1000]; // Max number of vertices per mesh.
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_clipper = spSkeletonClipping_create();
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setOpacityModifyRGB(true);
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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}
void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsSkeletonData) {
_skeleton = spSkeleton_create(skeletonData);
_ownsSkeletonData = ownsSkeletonData;
}
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SkeletonRenderer::SkeletonRenderer ()
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
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}
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SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
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initWithData(skeletonData, ownsSkeletonData);
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
initWithJsonFile(skeletonDataFile, atlas, scale);
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
initWithJsonFile(skeletonDataFile, atlasFile, scale);
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}
SkeletonRenderer::~SkeletonRenderer () {
if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
spSkeleton_dispose(_skeleton);
if (_atlas) spAtlas_dispose(_atlas);
if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
delete [] _worldVertices;
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spSkeletonClipping_dispose(_clipper);
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}
void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
setSkeletonData(skeletonData, ownsSkeletonData);
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initialize();
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}
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void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
_atlas = atlas;
_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
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json->scale = scale;
spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
spSkeletonJson_dispose(json);
setSkeletonData(skeletonData, true);
initialize();
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}
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void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
CCASSERT(_atlas, "Error reading atlas file.");
_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
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json->scale = scale;
spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
spSkeletonJson_dispose(json);
setSkeletonData(skeletonData, true);
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initialize();
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}
void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
_atlas = atlas;
_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
binary->scale = scale;
spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
spSkeletonBinary_dispose(binary);
setSkeletonData(skeletonData, true);
initialize();
}
void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
CCASSERT(_atlas, "Error reading atlas file.");
_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
binary->scale = scale;
spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
spSkeletonBinary_dispose(binary);
setSkeletonData(skeletonData, true);
initialize();
}
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void SkeletonRenderer::update (float deltaTime) {
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Node::update(deltaTime);
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spSkeleton_update(_skeleton, deltaTime * _timeScale);
}
void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
SkeletonBatch* batch = SkeletonBatch::getInstance();
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SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
bool isTwoColorTint = this->isTwoColorTint();
if (_effect) _effect->begin(_effect, _skeleton);
Color4F nodeColor;
nodeColor.r = getDisplayedColor().r / (float)255;
nodeColor.g = getDisplayedColor().g / (float)255;
nodeColor.b = getDisplayedColor().b / (float)255;
nodeColor.a = getDisplayedOpacity() / (float)255;
Color4F color;
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Color4F darkColor;
AttachmentVertices* attachmentVertices = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment) {
spSkeletonClipping_clipEnd(_clipper, slot);
continue;
}
cocos2d::TrianglesCommand::Triangles triangles;
TwoColorTriangles trianglesTwoColor;
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switch (slot->attachment->type) {
case SP_ATTACHMENT_REGION: {
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
attachmentVertices = getAttachmentVertices(attachment);
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if (!isTwoColorTint) {
triangles.indices = attachmentVertices->_triangles->indices;
triangles.indexCount = attachmentVertices->_triangles->indexCount;
triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
triangles.vertCount = attachmentVertices->_triangles->vertCount;
memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)triangles.verts, 0, 6);
} else {
trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
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for (int ii = 0; ii < trianglesTwoColor.vertCount; ii++) {
trianglesTwoColor.verts[ii].texCoords = attachmentVertices->_triangles->verts[ii].texCoords;
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}
spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)trianglesTwoColor.verts, 0, 7);
}
color.r = attachment->color.r;
color.g = attachment->color.g;
color.b = attachment->color.b;
color.a = attachment->color.a;
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break;
}
case SP_ATTACHMENT_MESH: {
spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
attachmentVertices = getAttachmentVertices(attachment);
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if (!isTwoColorTint) {
triangles.indices = attachmentVertices->_triangles->indices;
triangles.indexCount = attachmentVertices->_triangles->indexCount;
triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
triangles.vertCount = attachmentVertices->_triangles->vertCount;
memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, (float*)triangles.verts, 0, 6);
} else {
trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
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for (int ii = 0; ii < trianglesTwoColor.vertCount; ii++) {
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trianglesTwoColor.verts[ii].texCoords = attachmentVertices->_triangles->verts[ii].texCoords;
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}
spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, (float*)trianglesTwoColor.verts, 0, 7);
}
color.r = attachment->color.r;
color.g = attachment->color.g;
color.b = attachment->color.b;
color.a = attachment->color.a;
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break;
}
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case SP_ATTACHMENT_CLIPPING: {
spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
spSkeletonClipping_clipStart(_clipper, slot, clip);
}
default:
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spSkeletonClipping_clipEnd(_clipper, slot);
continue;
}
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if (slot->darkColor) {
darkColor.r = slot->darkColor->r * 255;
darkColor.g = slot->darkColor->g * 255;
darkColor.b = slot->darkColor->b * 255;
} else {
darkColor.r = 0;
darkColor.g = 0;
darkColor.b = 0;
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}
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color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
// skip rendering if the color of this attachment is 0
if (color.a == 0){
spSkeletonClipping_clipEnd(_clipper, slot);
continue;
}
float multiplier = _premultipliedAlpha ? color.a : 255;
color.r *= nodeColor.r * _skeleton->color.r * slot->color.r * multiplier;
color.g *= nodeColor.g * _skeleton->color.g * slot->color.g * multiplier;
color.b *= nodeColor.b * _skeleton->color.b * slot->color.b * multiplier;
BlendFunc blendFunc;
switch (slot->data->blendMode) {
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case SP_BLEND_MODE_ADDITIVE:
blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
blendFunc.dst = GL_ONE;
break;
case SP_BLEND_MODE_MULTIPLY:
blendFunc.src = GL_DST_COLOR;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
break;
case SP_BLEND_MODE_SCREEN:
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
break;
default:
blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
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}
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if (!isTwoColorTint) {
if (spSkeletonClipping_isClipping(_clipper)) {
spSkeletonClipping_clipTriangles(_clipper, (float*)&triangles.verts[0].vertices, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, triangles.indices, triangles.indexCount, (float*)&triangles.verts[0].texCoords, 6);
batch->deallocateVertices(triangles.vertCount);
if (_clipper->clippedTriangles->size == 0){
spSkeletonClipping_clipEnd(_clipper, slot);
continue;
}
triangles.vertCount = _clipper->clippedVertices->size >> 1;
triangles.verts = batch->allocateVertices(triangles.vertCount);
triangles.indexCount = _clipper->clippedTriangles->size;
triangles.indices = batch->allocateIndices(triangles.indexCount);
memcpy(triangles.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
float* verts = _clipper->clippedVertices->items;
float* uvs = _clipper->clippedUVs->items;
if (_effect) {
spColor light;
spColor dark;
light.r = color.r / 255.0f;
light.g = color.g / 255.0f;
light.b = color.b / 255.0f;
light.a = color.a / 255.0f;
dark.r = dark.g = dark.b = dark.a = 0;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
spColor lightCopy = light;
spColor darkCopy = dark;
vertex->vertices.x = verts[vv];
vertex->vertices.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
vertex->colors.r = (GLubyte)(lightCopy.r * 255);
vertex->colors.g = (GLubyte)(lightCopy.g * 255);
vertex->colors.b = (GLubyte)(lightCopy.b * 255);
vertex->colors.a = (GLubyte)(lightCopy.a * 255);
}
} else {
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->vertices.x = verts[vv];
vertex->vertices.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
vertex->colors.r = (GLubyte)color.r;
vertex->colors.g = (GLubyte)color.g;
vertex->colors.b = (GLubyte)color.b;
vertex->colors.a = (GLubyte)color.a;
}
}
} else {
cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
if (_effect) {
spColor light;
spColor dark;
light.r = color.r / 255.0f;
light.g = color.g / 255.0f;
light.b = color.b / 255.0f;
light.a = color.a / 255.0f;
dark.r = dark.g = dark.b = dark.a = 0;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
spColor lightCopy = light;
spColor darkCopy = dark;
_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
vertex->colors.r = (GLubyte)(lightCopy.r * 255);
vertex->colors.g = (GLubyte)(lightCopy.g * 255);
vertex->colors.b = (GLubyte)(lightCopy.b * 255);
vertex->colors.a = (GLubyte)(lightCopy.a * 255);
}
} else {
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->colors.r = (GLubyte)color.r;
vertex->colors.g = (GLubyte)color.g;
vertex->colors.b = (GLubyte)color.b;
vertex->colors.a = (GLubyte)color.a;
}
}
}
} else {
if (spSkeletonClipping_isClipping(_clipper)) {
spSkeletonClipping_clipTriangles(_clipper, (float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, 7);
twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
if (_clipper->clippedTriangles->size == 0){
spSkeletonClipping_clipEnd(_clipper, slot);
continue;
}
trianglesTwoColor.vertCount = _clipper->clippedVertices->size >> 1;
trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
trianglesTwoColor.indexCount = _clipper->clippedTriangles->size;
trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
memcpy(trianglesTwoColor.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
float* verts = _clipper->clippedVertices->items;
float* uvs = _clipper->clippedUVs->items;
if (_effect) {
spColor light;
spColor dark;
light.r = color.r / 255.0f;
light.g = color.g / 255.0f;
light.b = color.b / 255.0f;
light.a = color.a / 255.0f;
dark.r = darkColor.r / 255.0f;
dark.g = darkColor.g / 255.0f;
dark.b = darkColor.b / 255.0f;
dark.a = darkColor.a / 255.0f;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
spColor lightCopy = light;
spColor darkCopy = dark;
vertex->position.x = verts[vv];
vertex->position.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
vertex->color.r = (GLubyte)(lightCopy.r * 255);
vertex->color.g = (GLubyte)(lightCopy.g * 255);
vertex->color.b = (GLubyte)(lightCopy.b * 255);
vertex->color.a = (GLubyte)(lightCopy.a * 255);
vertex->color2.r = (GLubyte)(darkCopy.r * 255);
vertex->color2.g = (GLubyte)(darkCopy.g * 255);
vertex->color2.b = (GLubyte)(darkCopy.b * 255);
vertex->color2.a = 1;
}
} else {
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->position.x = verts[vv];
vertex->position.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
vertex->color.r = (GLubyte)color.r;
vertex->color.g = (GLubyte)color.g;
vertex->color.b = (GLubyte)color.b;
vertex->color.a = (GLubyte)color.a;
vertex->color2.r = (GLubyte)darkColor.r;
vertex->color2.g = (GLubyte)darkColor.g;
vertex->color2.b = (GLubyte)darkColor.b;
vertex->color2.a = 1;
}
}
} else {
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
if (_effect) {
spColor light;
spColor dark;
light.r = color.r / 255.0f;
light.g = color.g / 255.0f;
light.b = color.b / 255.0f;
light.a = color.a / 255.0f;
dark.r = darkColor.r / 255.0f;
dark.g = darkColor.g / 255.0f;
dark.b = darkColor.b / 255.0f;
dark.a = darkColor.a / 255.0f;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
spColor lightCopy = light;
spColor darkCopy = dark;
_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
vertex->color.r = (GLubyte)(lightCopy.r * 255);
vertex->color.g = (GLubyte)(lightCopy.g * 255);
vertex->color.b = (GLubyte)(lightCopy.b * 255);
vertex->color.a = (GLubyte)(lightCopy.a * 255);
vertex->color2.r = (GLubyte)(darkCopy.r * 255);
vertex->color2.g = (GLubyte)(darkCopy.g * 255);
vertex->color2.b = (GLubyte)(darkCopy.b * 255);
vertex->color2.a = 1;
}
} else {
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->color.r = (GLubyte)color.r;
vertex->color.g = (GLubyte)color.g;
vertex->color.b = (GLubyte)color.b;
vertex->color.a = (GLubyte)color.a;
vertex->color2.r = (GLubyte)darkColor.r;
vertex->color2.g = (GLubyte)darkColor.g;
vertex->color2.b = (GLubyte)darkColor.b;
vertex->color2.a = 1;
}
}
}
}
spSkeletonClipping_clipEnd(_clipper, slot);
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}
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spSkeletonClipping_clipEnd2(_clipper);
if (lastTwoColorTrianglesCommand) {
Node* parent = this->getParent();
// We need to decide if we can postpone flushing the current
// batch. We can postpone if the next sibling node is a
// two color tinted skeleton with the same global-z.
// The parent->getChildrenCount() > 100 check is a hack
// as checking for a sibling is an O(n) operation, and if
// all children of this nodes parent are skeletons, we
// are in O(n2) territory.
if (!parent || parent->getChildrenCount() > 100 || getChildrenCount() != 0) {
lastTwoColorTrianglesCommand->setForceFlush(true);
} else {
Vector<Node*>& children = parent->getChildren();
Node* sibling = nullptr;
for (ssize_t i = 0; i < children.size(); i++) {
if (children.at(i) == this) {
if (i < children.size() - 1) {
sibling = children.at(i+1);
break;
}
}
}
if (!sibling) {
lastTwoColorTrianglesCommand->setForceFlush(true);
} else {
SkeletonRenderer* siblingSkeleton = dynamic_cast<SkeletonRenderer*>(sibling);
if (!siblingSkeleton || // flush is next sibling isn't a SkeletonRenderer
!siblingSkeleton->isTwoColorTint() || // flush if next sibling isn't two color tinted
!siblingSkeleton->isVisible() || // flush if next sibling is two color tinted but not visible
(siblingSkeleton->getGlobalZOrder() != this->getGlobalZOrder())) { // flush if next sibling is two color tinted but z-order differs
lastTwoColorTrianglesCommand->setForceFlush(true);
}
}
}
}
if (_effect) _effect->end(_effect);
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if (_debugSlots || _debugBones || _debugMeshes) {
drawDebug(renderer, transform, transformFlags);
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}
}
void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) {
Director* director = Director::getInstance();
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
DrawNode* drawNode = DrawNode::create();
if (_debugSlots) {
// Slots.
// DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
glLineWidth(1);
Vec2 points[4];
V3F_C4B_T2F_Quad quad;
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
spSlot* slot = _skeleton->drawOrder[i];
if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
points[0] = Vec2(_worldVertices[0], _worldVertices[1]);
points[1] = Vec2(_worldVertices[2], _worldVertices[3]);
points[2] = Vec2(_worldVertices[4], _worldVertices[5]);
points[3] = Vec2(_worldVertices[6], _worldVertices[7]);
drawNode->drawPoly(points, 4, true, Color4F::BLUE);
}
}
if (_debugBones) {
// Bone lengths.
glLineWidth(2);
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
spBone *bone = _skeleton->bones[i];
float x = bone->data->length * bone->a + bone->worldX;
float y = bone->data->length * bone->c + bone->worldY;
drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
}
// Bone origins.
auto color = Color4F::BLUE; // Root bone is blue.
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
spBone *bone = _skeleton->bones[i];
drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
if (i == 0) color = Color4F::GREEN;
}
}
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if (_debugMeshes) {
// Meshes.
glLineWidth(1);
for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
spSlot* slot = _skeleton->drawOrder[i];
if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, _worldVertices, 0, 2);
for (int ii = 0; ii < attachment->trianglesCount;) {
Vec2 v1(_worldVertices + (attachment->triangles[ii++] * 2));
Vec2 v2(_worldVertices + (attachment->triangles[ii++] * 2));
Vec2 v3(_worldVertices + (attachment->triangles[ii++] * 2));
drawNode->drawLine(v1, v2, Color4F::YELLOW);
drawNode->drawLine(v2, v3, Color4F::YELLOW);
drawNode->drawLine(v3, v1, Color4F::YELLOW);
}
}
}
drawNode->draw(renderer, transform, transformFlags);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spRegionAttachment* attachment) const {
return (AttachmentVertices*)attachment->rendererObject;
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}
AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* attachment) const {
return (AttachmentVertices*)attachment->rendererObject;
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}
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Rect SkeletonRenderer::getBoundingBox () const {
float minX = FLT_MAX, minY = FLT_MAX, maxX = -FLT_MAX, maxY = -FLT_MAX;
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float scaleX = getScaleX(), scaleY = getScaleY();
for (int i = 0; i < _skeleton->slotsCount; ++i) {
spSlot* slot = _skeleton->slots[i];
if (!slot->attachment) continue;
int verticesCount;
if (slot->attachment->type == SP_ATTACHMENT_REGION) {
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
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verticesCount = 8;
} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
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spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, _worldVertices, 0, 2);
verticesCount = mesh->super.worldVerticesLength;
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} else
continue;
for (int ii = 0; ii < verticesCount; ii += 2) {
float x = _worldVertices[ii] * scaleX, y = _worldVertices[ii + 1] * scaleY;
minX = min(minX, x);
minY = min(minY, y);
maxX = max(maxX, x);
maxY = max(maxY, y);
}
}
Vec2 position = getPosition();
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if (minX == FLT_MAX) minX = minY = maxX = maxY = 0;
return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
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}
// --- Convenience methods for Skeleton_* functions.
void SkeletonRenderer::updateWorldTransform () {
spSkeleton_updateWorldTransform(_skeleton);
}
void SkeletonRenderer::setToSetupPose () {
spSkeleton_setToSetupPose(_skeleton);
}
void SkeletonRenderer::setBonesToSetupPose () {
spSkeleton_setBonesToSetupPose(_skeleton);
}
void SkeletonRenderer::setSlotsToSetupPose () {
spSkeleton_setSlotsToSetupPose(_skeleton);
}
spBone* SkeletonRenderer::findBone (const std::string& boneName) const {
return spSkeleton_findBone(_skeleton, boneName.c_str());
}
spSlot* SkeletonRenderer::findSlot (const std::string& slotName) const {
return spSkeleton_findSlot(_skeleton, slotName.c_str());
}
bool SkeletonRenderer::setSkin (const std::string& skinName) {
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return spSkeleton_setSkinByName(_skeleton, skinName.empty() ? 0 : skinName.c_str()) ? true : false;
}
bool SkeletonRenderer::setSkin (const char* skinName) {
return spSkeleton_setSkinByName(_skeleton, skinName) ? true : false;
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}
spAttachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
return spSkeleton_getAttachmentForSlotName(_skeleton, slotName.c_str(), attachmentName.c_str());
}
bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
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return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str()) ? true : false;
}
bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName) ? true : false;
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}
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void SkeletonRenderer::setTwoColorTint(bool enabled) {
if (enabled)
setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
else
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
}
bool SkeletonRenderer::isTwoColorTint() {
return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
}
void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
this->_effect = effect;
}
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spSkeleton* SkeletonRenderer::getSkeleton () {
return _skeleton;
}
void SkeletonRenderer::setTimeScale (float scale) {
_timeScale = scale;
}
float SkeletonRenderer::getTimeScale () const {
return _timeScale;
}
void SkeletonRenderer::setDebugSlotsEnabled (bool enabled) {
_debugSlots = enabled;
}
bool SkeletonRenderer::getDebugSlotsEnabled () const {
return _debugSlots;
}
void SkeletonRenderer::setDebugBonesEnabled (bool enabled) {
_debugBones = enabled;
}
bool SkeletonRenderer::getDebugBonesEnabled () const {
return _debugBones;
}
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void SkeletonRenderer::setDebugMeshesEnabled (bool enabled) {
_debugMeshes = enabled;
}
bool SkeletonRenderer::getDebugMeshesEnabled () const {
return _debugMeshes;
}
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void SkeletonRenderer::onEnter () {
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#if CC_ENABLE_SCRIPT_BINDING
if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
#endif
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Node::onEnter();
scheduleUpdate();
}
void SkeletonRenderer::onExit () {
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#if CC_ENABLE_SCRIPT_BINDING
if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnExit)) return;
#endif
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Node::onExit();
unscheduleUpdate();
}
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// --- CCBlendProtocol
const BlendFunc& SkeletonRenderer::getBlendFunc () const {
return _blendFunc;
}
void SkeletonRenderer::setBlendFunc (const BlendFunc &blendFunc) {
_blendFunc = blendFunc;
}
void SkeletonRenderer::setOpacityModifyRGB (bool value) {
_premultipliedAlpha = value;
}
bool SkeletonRenderer::isOpacityModifyRGB () const {
return _premultipliedAlpha;
}
}