mirror of https://github.com/axmolengine/axmol.git
792 lines
32 KiB
C++
792 lines
32 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, 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 use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* 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
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* Software, including any copy thereof. Redistributions in binary or source
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* 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 SOFTWARE 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, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/SkeletonRenderer.h>
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#include <spine/extension.h>
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#include <spine/SkeletonBatch.h>
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#include <spine/SkeletonTwoColorBatch.h>
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#include <spine/AttachmentVertices.h>
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#include <spine/Cocos2dAttachmentLoader.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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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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_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;
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setOpacityModifyRGB(true);
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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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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: _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) {
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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) {
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initWithJsonFile(skeletonDataFile, atlasFile, scale);
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}
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SkeletonRenderer::~SkeletonRenderer () {
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if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
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spSkeleton_dispose(_skeleton);
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if (_atlas) spAtlas_dispose(_atlas);
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if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
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delete [] _worldVertices;
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spSkeletonClipping_dispose(_clipper);
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}
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void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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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) {
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_atlas = atlas;
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
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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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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);
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CCASSERT(_atlas, "Error reading atlas file.");
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
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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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initialize();
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}
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void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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_atlas = atlas;
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
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binary->scale = scale;
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spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
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CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
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spSkeletonBinary_dispose(binary);
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setSkeletonData(skeletonData, true);
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initialize();
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}
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void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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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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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
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binary->scale = scale;
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spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
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CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
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spSkeletonBinary_dispose(binary);
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setSkeletonData(skeletonData, true);
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initialize();
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}
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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);
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}
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void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
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SkeletonBatch* batch = SkeletonBatch::getInstance();
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SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
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bool isTwoColorTint = this->isTwoColorTint();
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if (_effect) _effect->begin(_effect, _skeleton);
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Color4F nodeColor;
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nodeColor.r = getDisplayedColor().r / (float)255;
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nodeColor.g = getDisplayedColor().g / (float)255;
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nodeColor.b = getDisplayedColor().b / (float)255;
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nodeColor.a = getDisplayedOpacity() / (float)255;
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Color4F color;
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Color4F darkColor;
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AttachmentVertices* attachmentVertices = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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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) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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cocos2d::TrianglesCommand::Triangles triangles;
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TwoColorTriangles trianglesTwoColor;
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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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attachmentVertices = getAttachmentVertices(attachment);
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if (!isTwoColorTint) {
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triangles.indices = attachmentVertices->_triangles->indices;
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triangles.indexCount = attachmentVertices->_triangles->indexCount;
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triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
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triangles.vertCount = attachmentVertices->_triangles->vertCount;
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memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)triangles.verts, 0, 6);
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} else {
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trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
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trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
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trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
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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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}
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)trianglesTwoColor.verts, 0, 7);
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}
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color.r = attachment->color.r;
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color.g = attachment->color.g;
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color.b = attachment->color.b;
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color.a = attachment->color.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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attachmentVertices = getAttachmentVertices(attachment);
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if (!isTwoColorTint) {
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triangles.indices = attachmentVertices->_triangles->indices;
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triangles.indexCount = attachmentVertices->_triangles->indexCount;
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triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
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triangles.vertCount = attachmentVertices->_triangles->vertCount;
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memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
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spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, (float*)triangles.verts, 0, 6);
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} else {
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trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
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trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
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trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
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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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}
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spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, (float*)trianglesTwoColor.verts, 0, 7);
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}
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color.r = attachment->color.r;
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color.g = attachment->color.g;
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color.b = attachment->color.b;
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color.a = attachment->color.a;
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break;
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}
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case SP_ATTACHMENT_CLIPPING: {
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spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
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spSkeletonClipping_clipStart(_clipper, slot, clip);
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}
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default:
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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if (slot->darkColor) {
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darkColor.r = slot->darkColor->r * 255;
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darkColor.g = slot->darkColor->g * 255;
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darkColor.b = slot->darkColor->b * 255;
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} else {
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darkColor.r = 0;
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darkColor.g = 0;
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darkColor.b = 0;
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}
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color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
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// skip rendering if the color of this attachment is 0
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if (color.a == 0){
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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float multiplier = _premultipliedAlpha ? color.a : 255;
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color.r *= nodeColor.r * _skeleton->color.r * slot->color.r * multiplier;
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color.g *= nodeColor.g * _skeleton->color.g * slot->color.g * multiplier;
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color.b *= nodeColor.b * _skeleton->color.b * slot->color.b * multiplier;
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BlendFunc blendFunc;
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switch (slot->data->blendMode) {
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case SP_BLEND_MODE_ADDITIVE:
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blendFunc.src = _premultipliedAlpha ? backend::BlendFactor::ONE : backend::BlendFactor::SRC_ALPHA;
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blendFunc.dst = backend::BlendFactor::ONE;
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break;
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case SP_BLEND_MODE_MULTIPLY:
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blendFunc.src = backend::BlendFactor::DST_COLOR;
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blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
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break;
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case SP_BLEND_MODE_SCREEN:
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blendFunc.src = backend::BlendFactor::ONE;
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blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_COLOR;
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break;
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default:
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blendFunc.src = _premultipliedAlpha ? backend::BlendFactor::ONE : backend::BlendFactor::SRC_ALPHA;
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blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
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}
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if (!isTwoColorTint) {
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if (spSkeletonClipping_isClipping(_clipper)) {
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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);
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batch->deallocateVertices(triangles.vertCount);
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if (_clipper->clippedTriangles->size == 0){
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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}
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triangles.vertCount = _clipper->clippedVertices->size >> 1;
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triangles.verts = batch->allocateVertices(triangles.vertCount);
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triangles.indexCount = _clipper->clippedTriangles->size;
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triangles.indices = batch->allocateIndices(triangles.indexCount);
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memcpy(triangles.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
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cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
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float* verts = _clipper->clippedVertices->items;
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float* uvs = _clipper->clippedUVs->items;
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if (_effect) {
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spColor light;
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spColor dark;
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light.r = color.r / 255.0f;
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light.g = color.g / 255.0f;
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light.b = color.b / 255.0f;
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light.a = color.a / 255.0f;
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dark.r = dark.g = dark.b = dark.a = 0;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
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V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
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spColor lightCopy = light;
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spColor darkCopy = dark;
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vertex->vertices.x = verts[vv];
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vertex->vertices.y = verts[vv + 1];
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vertex->texCoords.u = uvs[vv];
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vertex->texCoords.v = uvs[vv + 1];
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_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
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vertex->colors.r = (GLubyte)(lightCopy.r * 255);
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vertex->colors.g = (GLubyte)(lightCopy.g * 255);
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vertex->colors.b = (GLubyte)(lightCopy.b * 255);
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vertex->colors.a = (GLubyte)(lightCopy.a * 255);
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}
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} else {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
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V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
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vertex->vertices.x = verts[vv];
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vertex->vertices.y = verts[vv + 1];
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vertex->texCoords.u = uvs[vv];
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vertex->texCoords.v = uvs[vv + 1];
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vertex->colors.r = (GLubyte)color.r;
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vertex->colors.g = (GLubyte)color.g;
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vertex->colors.b = (GLubyte)color.b;
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vertex->colors.a = (GLubyte)color.a;
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}
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}
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} else {
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cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
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if (_effect) {
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spColor light;
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spColor dark;
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light.r = color.r / 255.0f;
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light.g = color.g / 255.0f;
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light.b = color.b / 255.0f;
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light.a = color.a / 255.0f;
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dark.r = dark.g = dark.b = dark.a = 0;
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
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V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
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spColor lightCopy = light;
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spColor darkCopy = dark;
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_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
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vertex->colors.r = (GLubyte)(lightCopy.r * 255);
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vertex->colors.g = (GLubyte)(lightCopy.g * 255);
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vertex->colors.b = (GLubyte)(lightCopy.b * 255);
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vertex->colors.a = (GLubyte)(lightCopy.a * 255);
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}
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} else {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
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V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
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vertex->colors.r = (GLubyte)color.r;
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vertex->colors.g = (GLubyte)color.g;
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vertex->colors.b = (GLubyte)color.b;
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vertex->colors.a = (GLubyte)color.a;
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}
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}
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}
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} else {
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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);
|
|
}
|
|
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);
|
|
|
|
if (_debugSlots || _debugBones || _debugMeshes) {
|
|
drawDebug(renderer, transform, transformFlags);
|
|
}
|
|
}
|
|
|
|
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;
|
|
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;
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spRegionAttachment* attachment) const {
|
|
return (AttachmentVertices*)attachment->rendererObject;
|
|
}
|
|
|
|
AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* attachment) const {
|
|
return (AttachmentVertices*)attachment->rendererObject;
|
|
}
|
|
|
|
Rect SkeletonRenderer::getBoundingBox () const {
|
|
float minX = FLT_MAX, minY = FLT_MAX, maxX = -FLT_MAX, maxY = -FLT_MAX;
|
|
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;
|
|
spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
|
|
verticesCount = 8;
|
|
} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
|
|
spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
|
|
spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, _worldVertices, 0, 2);
|
|
verticesCount = mesh->super.worldVerticesLength;
|
|
} 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();
|
|
if (minX == FLT_MAX) minX = minY = maxX = maxY = 0;
|
|
return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
|
|
}
|
|
|
|
// --- 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) {
|
|
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;
|
|
}
|
|
|
|
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) {
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void SkeletonRenderer::setDebugMeshesEnabled (bool enabled) {
|
|
_debugMeshes = enabled;
|
|
}
|
|
bool SkeletonRenderer::getDebugMeshesEnabled () const {
|
|
return _debugMeshes;
|
|
}
|
|
|
|
void SkeletonRenderer::onEnter () {
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
|
|
#endif
|
|
Node::onEnter();
|
|
scheduleUpdate();
|
|
}
|
|
|
|
void SkeletonRenderer::onExit () {
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnExit)) return;
|
|
#endif
|
|
Node::onExit();
|
|
unscheduleUpdate();
|
|
}
|
|
|
|
// --- 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;
|
|
}
|
|
|
|
}
|