mirror of https://github.com/axmolengine/axmol.git
392 lines
14 KiB
C++
392 lines
14 KiB
C++
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, 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 install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source 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 SOFTARE 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/SkeletonRenderer.h>
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#include <spine/spine-cocos2dx.h>
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#include <spine/extension.h>
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#include <spine/PolygonBatch.h>
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#include <algorithm>
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USING_NS_CC;
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using std::min;
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using std::max;
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namespace spine {
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static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
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SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
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node->autorelease();
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return node;
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}
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SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
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node->autorelease();
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return node;
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}
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SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
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node->autorelease();
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return node;
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}
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void SkeletonRenderer::initialize () {
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_atlas = 0;
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_debugSlots = false;
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_debugBones = false;
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_timeScale = 1;
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_worldVertices = MALLOC(float, 1000); // Max number of vertices per mesh.
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_batch = PolygonBatch::createWithCapacity(2000); // Max number of vertices and triangles per batch.
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_batch->retain();
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setOpacityModifyRGB(true);
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setGLProgram(ShaderCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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scheduleUpdate();
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}
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void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsSkeletonData) {
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_skeleton = spSkeleton_create(skeletonData);
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_ownsSkeletonData = ownsSkeletonData;
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}
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SkeletonRenderer::SkeletonRenderer () {
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initialize();
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}
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SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData) {
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initialize();
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setSkeletonData(skeletonData, ownsSkeletonData);
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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initialize();
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spSkeletonJson* json = spSkeletonJson_create(atlas);
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json->scale = scale;
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spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
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CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
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spSkeletonJson_dispose(json);
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setSkeletonData(skeletonData, true);
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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initialize();
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_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
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CCASSERT(_atlas, "Error reading atlas file.");
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spSkeletonJson* json = spSkeletonJson_create(_atlas);
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json->scale = scale;
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spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
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CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
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spSkeletonJson_dispose(json);
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setSkeletonData(skeletonData, true);
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}
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SkeletonRenderer::~SkeletonRenderer () {
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if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
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if (_atlas) spAtlas_dispose(_atlas);
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spSkeleton_dispose(_skeleton);
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_batch->release();
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FREE(_worldVertices);
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}
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void SkeletonRenderer::update (float deltaTime) {
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spSkeleton_update(_skeleton, deltaTime * _timeScale);
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}
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void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
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_drawCommand.init(_globalZOrder);
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_drawCommand.func = CC_CALLBACK_0(SkeletonRenderer::drawSkeleton, this, transform, transformFlags);
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renderer->addCommand(&_drawCommand);
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}
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void SkeletonRenderer::drawSkeleton (const Mat4 &transform, uint32_t transformFlags) {
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getGLProgramState()->apply(transform);
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Color3B nodeColor = getColor();
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_skeleton->r = nodeColor.r / (float)255;
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_skeleton->g = nodeColor.g / (float)255;
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_skeleton->b = nodeColor.b / (float)255;
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_skeleton->a = getDisplayedOpacity() / (float)255;
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int additive = -1;
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Color4B color;
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const float* uvs = nullptr;
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int verticesCount = 0;
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const int* triangles = nullptr;
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int trianglesCount = 0;
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float r = 0, g = 0, b = 0, a = 0;
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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) continue;
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Texture2D *texture = nullptr;
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switch (slot->attachment->type) {
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case SP_ATTACHMENT_REGION: {
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
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texture = getTexture(attachment);
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uvs = attachment->uvs;
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verticesCount = 8;
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triangles = quadTriangles;
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trianglesCount = 6;
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r = attachment->r;
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g = attachment->g;
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b = attachment->b;
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a = attachment->a;
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break;
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}
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case SP_ATTACHMENT_MESH: {
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spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
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spMeshAttachment_computeWorldVertices(attachment, slot, _worldVertices);
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texture = getTexture(attachment);
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uvs = attachment->uvs;
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verticesCount = attachment->verticesCount;
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triangles = attachment->triangles;
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trianglesCount = attachment->trianglesCount;
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r = attachment->r;
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g = attachment->g;
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b = attachment->b;
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a = attachment->a;
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break;
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}
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case SP_ATTACHMENT_SKINNED_MESH: {
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spSkinnedMeshAttachment* attachment = (spSkinnedMeshAttachment*)slot->attachment;
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spSkinnedMeshAttachment_computeWorldVertices(attachment, slot, _worldVertices);
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texture = getTexture(attachment);
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uvs = attachment->uvs;
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verticesCount = attachment->uvsCount;
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triangles = attachment->triangles;
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trianglesCount = attachment->trianglesCount;
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r = attachment->r;
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g = attachment->g;
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b = attachment->b;
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a = attachment->a;
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break;
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}
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default: ;
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}
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if (texture) {
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if (slot->data->additiveBlending != additive) {
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_batch->flush();
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GL::blendFunc(_blendFunc.src, slot->data->additiveBlending ? GL_ONE : _blendFunc.dst);
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additive = slot->data->additiveBlending;
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}
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color.a = _skeleton->a * slot->a * a * 255;
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float multiplier = _premultipliedAlpha ? color.a : 255;
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color.r = _skeleton->r * slot->r * r * multiplier;
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color.g = _skeleton->g * slot->g * g * multiplier;
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color.b = _skeleton->b * slot->b * b * multiplier;
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_batch->add(texture, _worldVertices, uvs, verticesCount, triangles, trianglesCount, &color);
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}
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}
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_batch->flush();
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if (_debugSlots || _debugBones) {
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Director* director = Director::getInstance();
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
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if (_debugSlots) {
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// Slots.
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DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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Vec2 points[4];
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V3F_C4B_T2F_Quad quad;
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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 || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
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points[0] = Vec2(_worldVertices[0], _worldVertices[1]);
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points[1] = Vec2(_worldVertices[2], _worldVertices[3]);
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points[2] = Vec2(_worldVertices[4], _worldVertices[5]);
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points[3] = Vec2(_worldVertices[6], _worldVertices[7]);
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DrawPrimitives::drawPoly(points, 4, true);
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}
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}
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if (_debugBones) {
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// Bone lengths.
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glLineWidth(2);
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DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
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for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
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spBone *bone = _skeleton->bones[i];
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float x = bone->data->length * bone->m00 + bone->worldX;
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float y = bone->data->length * bone->m10 + bone->worldY;
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DrawPrimitives::drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y));
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}
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// Bone origins.
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DrawPrimitives::setPointSize(4);
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DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
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for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
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spBone *bone = _skeleton->bones[i];
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DrawPrimitives::drawPoint(Vec2(bone->worldX, bone->worldY));
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if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
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}
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}
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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}
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Texture2D* SkeletonRenderer::getTexture (spRegionAttachment* attachment) const {
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return (Texture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
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}
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Texture2D* SkeletonRenderer::getTexture (spMeshAttachment* attachment) const {
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return (Texture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
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}
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Texture2D* SkeletonRenderer::getTexture (spSkinnedMeshAttachment* attachment) const {
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return (Texture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
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}
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Rect SkeletonRenderer::getBoundingBox () const {
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float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
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float scaleX = getScaleX(), scaleY = getScaleY();
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for (int i = 0; i < _skeleton->slotsCount; ++i) {
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spSlot* slot = _skeleton->slots[i];
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if (!slot->attachment) continue;
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int verticesCount;
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if (slot->attachment->type == SP_ATTACHMENT_REGION) {
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
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verticesCount = 8;
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} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
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spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
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spMeshAttachment_computeWorldVertices(mesh, slot, _worldVertices);
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verticesCount = mesh->verticesCount;
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} else if (slot->attachment->type == SP_ATTACHMENT_SKINNED_MESH) {
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spSkinnedMeshAttachment* mesh = (spSkinnedMeshAttachment*)slot->attachment;
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spSkinnedMeshAttachment_computeWorldVertices(mesh, slot, _worldVertices);
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verticesCount = mesh->uvsCount;
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} else
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continue;
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for (int ii = 0; ii < verticesCount; ii += 2) {
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float x = _worldVertices[ii] * scaleX, y = _worldVertices[ii + 1] * scaleY;
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minX = min(minX, x);
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minY = min(minY, y);
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maxX = max(maxX, x);
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maxY = max(maxY, y);
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}
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}
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Vec2 position = getPosition();
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return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
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}
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// --- Convenience methods for Skeleton_* functions.
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void SkeletonRenderer::updateWorldTransform () {
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spSkeleton_updateWorldTransform(_skeleton);
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}
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void SkeletonRenderer::setToSetupPose () {
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spSkeleton_setToSetupPose(_skeleton);
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}
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void SkeletonRenderer::setBonesToSetupPose () {
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spSkeleton_setBonesToSetupPose(_skeleton);
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}
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void SkeletonRenderer::setSlotsToSetupPose () {
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spSkeleton_setSlotsToSetupPose(_skeleton);
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}
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spBone* SkeletonRenderer::findBone (const std::string& boneName) const {
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return spSkeleton_findBone(_skeleton, boneName.c_str());
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}
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spSlot* SkeletonRenderer::findSlot (const std::string& slotName) const {
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return spSkeleton_findSlot(_skeleton, slotName.c_str());
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}
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bool SkeletonRenderer::setSkin (const std::string& skinName) {
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return spSkeleton_setSkinByName(_skeleton, skinName.c_str()) ? true : false;
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}
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spAttachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
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return spSkeleton_getAttachmentForSlotName(_skeleton, slotName.c_str(), attachmentName.c_str());
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}
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bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
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return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName.c_str()) ? true : false;
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}
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spSkeleton* SkeletonRenderer::getSkeleton () {
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return _skeleton;
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}
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void SkeletonRenderer::setTimeScale (float scale) {
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_timeScale = scale;
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}
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float SkeletonRenderer::getTimeScale () const {
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return _timeScale;
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}
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void SkeletonRenderer::setDebugSlotsEnabled (bool enabled) {
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_debugSlots = enabled;
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}
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bool SkeletonRenderer::getDebugSlotsEnabled () const {
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return _debugSlots;
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}
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void SkeletonRenderer::setDebugBonesEnabled (bool enabled) {
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_debugBones = enabled;
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}
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bool SkeletonRenderer::getDebugBonesEnabled () const {
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return _debugBones;
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}
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// --- CCBlendProtocol
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const BlendFunc& SkeletonRenderer::getBlendFunc () const {
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return _blendFunc;
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}
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void SkeletonRenderer::setBlendFunc (const BlendFunc &blendFunc) {
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_blendFunc = blendFunc;
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}
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void SkeletonRenderer::setOpacityModifyRGB (bool value) {
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_premultipliedAlpha = value;
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}
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bool SkeletonRenderer::isOpacityModifyRGB () const {
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return _premultipliedAlpha;
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}
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}
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