Merge pull request #4322 from dabingnn/develop_hotFix

[ci skip]HotFix: fix bug spine alpha blend error
This commit is contained in:
minggo 2013-11-18 18:54:16 -08:00
commit 1e8a3fc92f
1 changed files with 187 additions and 161 deletions

View File

@ -33,239 +33,265 @@ using std::max;
namespace spine { namespace spine {
CCSkeleton* CCSkeleton::createWithData (SkeletonData* skeletonData, bool ownsSkeletonData) { CCSkeleton* CCSkeleton::createWithData (SkeletonData* skeletonData, bool ownsSkeletonData) {
CCSkeleton* node = new CCSkeleton(skeletonData, ownsSkeletonData); CCSkeleton* node = new CCSkeleton(skeletonData, ownsSkeletonData);
node->autorelease(); node->autorelease();
return node; return node;
} }
CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) { CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) {
CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlas, scale); CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlas, scale);
node->autorelease(); node->autorelease();
return node; return node;
} }
CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) { CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlasFile, scale); CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlasFile, scale);
node->autorelease(); node->autorelease();
return node; return node;
} }
void CCSkeleton::initialize () { void CCSkeleton::initialize () {
atlas = 0; atlas = 0;
debugSlots = false; debugSlots = false;
debugBones = false; debugBones = false;
timeScale = 1; timeScale = 1;
blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setOpacityModifyRGB(true); setOpacityModifyRGB(true);
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR)); setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
scheduleUpdate(); scheduleUpdate();
} }
void CCSkeleton::setSkeletonData (SkeletonData *skeletonData, bool isOwnsSkeletonData) { void CCSkeleton::setSkeletonData (SkeletonData *skeletonData, bool isOwnsSkeletonData) {
skeleton = Skeleton_create(skeletonData); skeleton = Skeleton_create(skeletonData);
rootBone = skeleton->bones[0]; rootBone = skeleton->bones[0];
this->ownsSkeletonData = isOwnsSkeletonData; this->ownsSkeletonData = isOwnsSkeletonData;
} }
CCSkeleton::CCSkeleton () { CCSkeleton::CCSkeleton () {
initialize(); initialize();
} }
CCSkeleton::CCSkeleton (SkeletonData *skeletonData, bool isOwnsSkeletonData) { CCSkeleton::CCSkeleton (SkeletonData *skeletonData, bool isOwnsSkeletonData) {
initialize(); initialize();
setSkeletonData(skeletonData, isOwnsSkeletonData); setSkeletonData(skeletonData, isOwnsSkeletonData);
} }
CCSkeleton::CCSkeleton (const char* skeletonDataFile, Atlas* aAtlas, float scale) { CCSkeleton::CCSkeleton (const char* skeletonDataFile, Atlas* aAtlas, float scale) {
initialize(); initialize();
SkeletonJson* json = SkeletonJson_create(aAtlas); SkeletonJson* json = SkeletonJson_create(aAtlas);
json->scale = scale; json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile); SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data."); CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
SkeletonJson_dispose(json); SkeletonJson_dispose(json);
setSkeletonData(skeletonData, true); setSkeletonData(skeletonData, true);
} }
CCSkeleton::CCSkeleton (const char* skeletonDataFile, const char* atlasFile, float scale) { CCSkeleton::CCSkeleton (const char* skeletonDataFile, const char* atlasFile, float scale) {
initialize(); initialize();
atlas = Atlas_readAtlasFile(atlasFile); atlas = Atlas_readAtlasFile(atlasFile);
CCASSERT(atlas, "Error reading atlas file."); CCASSERT(atlas, "Error reading atlas file.");
SkeletonJson* json = SkeletonJson_create(atlas); SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale; json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile); SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file."); CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
SkeletonJson_dispose(json); SkeletonJson_dispose(json);
setSkeletonData(skeletonData, true); setSkeletonData(skeletonData, true);
} }
CCSkeleton::~CCSkeleton () { CCSkeleton::~CCSkeleton () {
if (ownsSkeletonData) SkeletonData_dispose(skeleton->data); if (ownsSkeletonData) SkeletonData_dispose(skeleton->data);
if (atlas) Atlas_dispose(atlas); if (atlas) Atlas_dispose(atlas);
Skeleton_dispose(skeleton); Skeleton_dispose(skeleton);
} }
void CCSkeleton::update (float deltaTime) { void CCSkeleton::update (float deltaTime) {
Skeleton_update(skeleton, deltaTime * timeScale); Skeleton_update(skeleton, deltaTime * timeScale);
} }
void CCSkeleton::draw () { void CCSkeleton::draw ()
CC_NODE_DRAW_SETUP(); {
CC_NODE_DRAW_SETUP();
GL::blendFunc(blendFunc.src, blendFunc.dst);
Color3B color = getColor();
skeleton->r = color.r / (float)255;
skeleton->g = color.g / (float)255;
skeleton->b = color.b / (float)255;
skeleton->a = getOpacity() / (float)255;
if (premultipliedAlpha)
{
skeleton->r *= skeleton->a;
skeleton->g *= skeleton->a;
skeleton->b *= skeleton->a;
}
GL::blendFunc(blendFunc.src, blendFunc.dst); TextureAtlas* textureAtlas = 0;
Color3B color = getColor(); V3F_C4B_T2F_Quad quad;
skeleton->r = color.r / (float)255; quad.tl.vertices.z = 0;
skeleton->g = color.g / (float)255; quad.tr.vertices.z = 0;
skeleton->b = color.b / (float)255; quad.bl.vertices.z = 0;
skeleton->a = getOpacity() / (float)255; quad.br.vertices.z = 0;
if (premultipliedAlpha) { for (int i = 0, n = skeleton->slotCount; i < n; i++)
skeleton->r *= skeleton->a; {
skeleton->g *= skeleton->a; Slot* slot = skeleton->slots[i];
skeleton->b *= skeleton->a; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
} RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment);
if (regionTextureAtlas != textureAtlas)
{
if (textureAtlas)
{
if(textureAtlas->getTexture() && textureAtlas->getTexture()->hasPremultipliedAlpha())
{
GL::blendFunc(BlendFunc::ALPHA_PREMULTIPLIED.src, BlendFunc::ALPHA_PREMULTIPLIED.dst);
}
else
{
GL::blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED.src, BlendFunc::ALPHA_NON_PREMULTIPLIED.dst);
}
textureAtlas->drawQuads();
textureAtlas->removeAllQuads();
}
}
textureAtlas = regionTextureAtlas;
if (textureAtlas->getCapacity() == textureAtlas->getTotalQuads() &&
!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return;
RegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha);
textureAtlas->updateQuad(&quad, textureAtlas->getTotalQuads());
}
if (textureAtlas)
{
if(textureAtlas->getTexture() && textureAtlas->getTexture()->hasPremultipliedAlpha())
{
GL::blendFunc(BlendFunc::ALPHA_PREMULTIPLIED.src, BlendFunc::ALPHA_PREMULTIPLIED.dst);
}
else
{
GL::blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED.src, BlendFunc::ALPHA_NON_PREMULTIPLIED.dst);
}
textureAtlas->drawQuads();
textureAtlas->removeAllQuads();
}
TextureAtlas* textureAtlas = 0; if (debugSlots)
V3F_C4B_T2F_Quad quad; {
quad.tl.vertices.z = 0; // Slots.
quad.tr.vertices.z = 0; DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
quad.bl.vertices.z = 0; glLineWidth(1);
quad.br.vertices.z = 0; Point points[4];
for (int i = 0, n = skeleton->slotCount; i < n; i++) { V3F_C4B_T2F_Quad tmpQuad;
Slot* slot = skeleton->slots[i]; for (int i = 0, n = skeleton->slotCount; i < n; i++)
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; {
RegionAttachment* attachment = (RegionAttachment*)slot->attachment; Slot* slot = skeleton->slots[i];
TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment); if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
if (regionTextureAtlas != textureAtlas) { RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
if (textureAtlas) { RegionAttachment_updateQuad(attachment, slot, &tmpQuad);
textureAtlas->drawQuads(); points[0] = Point(tmpQuad.bl.vertices.x, tmpQuad.bl.vertices.y);
textureAtlas->removeAllQuads(); points[1] = Point(tmpQuad.br.vertices.x, tmpQuad.br.vertices.y);
} points[2] = Point(tmpQuad.tr.vertices.x, tmpQuad.tr.vertices.y);
} points[3] = Point(tmpQuad.tl.vertices.x, tmpQuad.tl.vertices.y);
textureAtlas = regionTextureAtlas; DrawPrimitives::drawPoly(points, 4, true);
if (textureAtlas->getCapacity() == textureAtlas->getTotalQuads() && }
!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return; }
RegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha); if (debugBones)
textureAtlas->updateQuad(&quad, textureAtlas->getTotalQuads()); {
} // Bone lengths.
if (textureAtlas) { glLineWidth(2);
textureAtlas->drawQuads(); DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
textureAtlas->removeAllQuads(); for (int i = 0, n = skeleton->boneCount; i < n; i++)
} {
Bone *bone = skeleton->bones[i];
if (debugSlots) { float x = bone->data->length * bone->m00 + bone->worldX;
// Slots. float y = bone->data->length * bone->m10 + bone->worldY;
DrawPrimitives::setDrawColor4B(0, 0, 255, 255); DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y));
glLineWidth(1); }
Point points[4]; // Bone origins.
V3F_C4B_T2F_Quad tmpQuad; DrawPrimitives::setPointSize(4);
for (int i = 0, n = skeleton->slotCount; i < n; i++) { DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
Slot* slot = skeleton->slots[i]; for (int i = 0, n = skeleton->boneCount; i < n; i++)
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; {
RegionAttachment* attachment = (RegionAttachment*)slot->attachment; Bone *bone = skeleton->bones[i];
RegionAttachment_updateQuad(attachment, slot, &tmpQuad); DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY));
points[0] = Point(tmpQuad.bl.vertices.x, tmpQuad.bl.vertices.y); if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
points[1] = Point(tmpQuad.br.vertices.x, tmpQuad.br.vertices.y); }
points[2] = Point(tmpQuad.tr.vertices.x, tmpQuad.tr.vertices.y); }
points[3] = Point(tmpQuad.tl.vertices.x, tmpQuad.tl.vertices.y);
DrawPrimitives::drawPoly(points, 4, true);
}
}
if (debugBones) {
// Bone lengths.
glLineWidth(2);
DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
for (int i = 0, n = skeleton->boneCount; i < n; i++) {
Bone *bone = skeleton->bones[i];
float x = bone->data->length * bone->m00 + bone->worldX;
float y = bone->data->length * bone->m10 + bone->worldY;
DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y));
}
// Bone origins.
DrawPrimitives::setPointSize(4);
DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
for (int i = 0, n = skeleton->boneCount; i < n; i++) {
Bone *bone = skeleton->bones[i];
DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY));
if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
}
}
} }
TextureAtlas* CCSkeleton::getTextureAtlas (RegionAttachment* regionAttachment) const { TextureAtlas* CCSkeleton::getTextureAtlas (RegionAttachment* regionAttachment) const {
return (TextureAtlas*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject; return (TextureAtlas*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
} }
Rect CCSkeleton::getBoundingBox() const { Rect CCSkeleton::getBoundingBox() const {
float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN; float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
float scaleX = getScaleX(); float scaleX = getScaleX();
float scaleY = getScaleY(); float scaleY = getScaleY();
float vertices[8]; float vertices[8];
for (int i = 0; i < skeleton->slotCount; ++i) { for (int i = 0; i < skeleton->slotCount; ++i) {
Slot* slot = skeleton->slots[i]; Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment; RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
RegionAttachment_computeVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices); RegionAttachment_computeVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices);
minX = min(minX, vertices[VERTEX_X1] * scaleX); minX = min(minX, vertices[VERTEX_X1] * scaleX);
minY = min(minY, vertices[VERTEX_Y1] * scaleY); minY = min(minY, vertices[VERTEX_Y1] * scaleY);
maxX = max(maxX, vertices[VERTEX_X1] * scaleX); maxX = max(maxX, vertices[VERTEX_X1] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y1] * scaleY); maxY = max(maxY, vertices[VERTEX_Y1] * scaleY);
minX = min(minX, vertices[VERTEX_X4] * scaleX); minX = min(minX, vertices[VERTEX_X4] * scaleX);
minY = min(minY, vertices[VERTEX_Y4] * scaleY); minY = min(minY, vertices[VERTEX_Y4] * scaleY);
maxX = max(maxX, vertices[VERTEX_X4] * scaleX); maxX = max(maxX, vertices[VERTEX_X4] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y4] * scaleY); maxY = max(maxY, vertices[VERTEX_Y4] * scaleY);
minX = min(minX, vertices[VERTEX_X2] * scaleX); minX = min(minX, vertices[VERTEX_X2] * scaleX);
minY = min(minY, vertices[VERTEX_Y2] * scaleY); minY = min(minY, vertices[VERTEX_Y2] * scaleY);
maxX = max(maxX, vertices[VERTEX_X2] * scaleX); maxX = max(maxX, vertices[VERTEX_X2] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y2] * scaleY); maxY = max(maxY, vertices[VERTEX_Y2] * scaleY);
minX = min(minX, vertices[VERTEX_X3] * scaleX); minX = min(minX, vertices[VERTEX_X3] * scaleX);
minY = min(minY, vertices[VERTEX_Y3] * scaleY); minY = min(minY, vertices[VERTEX_Y3] * scaleY);
maxX = max(maxX, vertices[VERTEX_X3] * scaleX); maxX = max(maxX, vertices[VERTEX_X3] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y3] * scaleY); maxY = max(maxY, vertices[VERTEX_Y3] * scaleY);
} }
Point position = getPosition(); Point position = getPosition();
return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY); return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
} }
// --- Convenience methods for Skeleton_* functions. // --- Convenience methods for Skeleton_* functions.
void CCSkeleton::updateWorldTransform () { void CCSkeleton::updateWorldTransform () {
Skeleton_updateWorldTransform(skeleton); Skeleton_updateWorldTransform(skeleton);
} }
void CCSkeleton::setToSetupPose () { void CCSkeleton::setToSetupPose () {
Skeleton_setToSetupPose(skeleton); Skeleton_setToSetupPose(skeleton);
} }
void CCSkeleton::setBonesToSetupPose () { void CCSkeleton::setBonesToSetupPose () {
Skeleton_setBonesToSetupPose(skeleton); Skeleton_setBonesToSetupPose(skeleton);
} }
void CCSkeleton::setSlotsToSetupPose () { void CCSkeleton::setSlotsToSetupPose () {
Skeleton_setSlotsToSetupPose(skeleton); Skeleton_setSlotsToSetupPose(skeleton);
} }
Bone* CCSkeleton::findBone (const char* boneName) const { Bone* CCSkeleton::findBone (const char* boneName) const {
return Skeleton_findBone(skeleton, boneName); return Skeleton_findBone(skeleton, boneName);
} }
Slot* CCSkeleton::findSlot (const char* slotName) const { Slot* CCSkeleton::findSlot (const char* slotName) const {
return Skeleton_findSlot(skeleton, slotName); return Skeleton_findSlot(skeleton, slotName);
} }
bool CCSkeleton::setSkin (const char* skinName) { bool CCSkeleton::setSkin (const char* skinName) {
return Skeleton_setSkinByName(skeleton, skinName) ? true : false; return Skeleton_setSkinByName(skeleton, skinName) ? true : false;
} }
Attachment* CCSkeleton::getAttachment (const char* slotName, const char* attachmentName) const { Attachment* CCSkeleton::getAttachment (const char* slotName, const char* attachmentName) const {
return Skeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName); return Skeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName);
} }
bool CCSkeleton::setAttachment (const char* slotName, const char* attachmentName) { bool CCSkeleton::setAttachment (const char* slotName, const char* attachmentName) {
return Skeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false; return Skeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false;
} }
// --- BlendProtocol // --- BlendProtocol
@ -280,11 +306,11 @@ void CCSkeleton::setBlendFunc( const BlendFunc &aBlendFunc) {
} }
void CCSkeleton::setOpacityModifyRGB (bool value) { void CCSkeleton::setOpacityModifyRGB (bool value) {
premultipliedAlpha = value; premultipliedAlpha = value;
} }
bool CCSkeleton::isOpacityModifyRGB () const { bool CCSkeleton::isOpacityModifyRGB () const {
return premultipliedAlpha; return premultipliedAlpha;
} }
} // namespace spine { } // namespace spine {