mirror of https://github.com/axmolengine/axmol.git
1079 lines
41 KiB
C++
1079 lines
41 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/spine-cocos2dx.h>
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#include <spine/Extension.h>
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#include <spine/AttachmentVertices.h>
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#include <algorithm>
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USING_NS_AX;
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namespace spine {
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namespace {
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Cocos2dTextureLoader textureLoader;
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int computeTotalCoordCount(Skeleton& skeleton, int startSlotIndex, int endSlotIndex);
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axis::Rect computeBoundingRect(const float* coords, int vertexCount);
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void interleaveCoordinates(float* dst, const float* src, int vertexCount, int dstStride);
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BlendFunc makeBlendFunc(BlendMode blendMode, bool premultipliedAlpha);
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void transformWorldVertices(float* dstCoord, int coordCount, Skeleton& skeleton, int startSlotIndex, int endSlotIndex);
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bool cullRectangle(Renderer* renderer, const Mat4& transform, const axis::Rect& rect);
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Color4B ColorToColor4B(const Color& color);
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bool slotIsOutRange(Slot& slot, int startSlotIndex, int endSlotIndex);
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bool nothingToDraw(Slot& slot, int startSlotIndex, int endSlotIndex);
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}
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// C Variable length array
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#ifdef _MSC_VER
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// VLA not supported, use _malloca
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#define VLA(type, arr, count) \
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type* arr = static_cast<type*>( _malloca(sizeof(type) * count) )
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#define VLA_FREE(arr) do { _freea(arr); } while(false)
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#else
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#define VLA(type, arr, count) \
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type arr[count]
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#define VLA_FREE(arr)
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#endif
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SkeletonRenderer* SkeletonRenderer::createWithSkeleton(Skeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
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SkeletonRenderer* node = new SkeletonRenderer(skeleton, ownsSkeleton, ownsSkeletonData);
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node->autorelease();
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return node;
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}
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SkeletonRenderer* SkeletonRenderer::createWithData (SkeletonData* 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, Atlas* 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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_clipper = new (__FILE__, __LINE__) SkeletonClipping();
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setOpacityModifyRGB(true);
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setTwoColorTint(false);
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_skeleton->setToSetupPose();
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_skeleton->updateWorldTransform();
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}
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void SkeletonRenderer::setupGLProgramState (bool twoColorTintEnabled) {
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if (twoColorTintEnabled) {
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#if COCOS2D_VERSION < 0x00040000
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setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
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#endif
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return;
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}
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Texture2D *texture = nullptr;
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for (int i = 0, n = _skeleton->getSlots().size(); i < n; i++) {
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Slot* slot = _skeleton->getDrawOrder()[i];
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Attachment* const attachment = slot->getAttachment();
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if (!attachment) continue;
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if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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RegionAttachment* regionAttachment = static_cast<RegionAttachment*>(attachment);
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texture = static_cast<AttachmentVertices*>(regionAttachment->getRendererObject())->_texture;
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment* meshAttachment = static_cast<MeshAttachment*>(attachment);
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texture = static_cast<AttachmentVertices*>(meshAttachment->getRendererObject())->_texture;
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} else {
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continue;
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}
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if (texture != nullptr) {
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break;
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}
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}
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#if COCOS2D_VERSION < 0x00040000
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture));
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#endif
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}
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void SkeletonRenderer::setSkeletonData (SkeletonData *skeletonData, bool ownsSkeletonData) {
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_skeleton = new (__FILE__, __LINE__) Skeleton(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), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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}
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SkeletonRenderer::SkeletonRenderer(Skeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData, bool ownsAtlas)
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithSkeleton(skeleton, ownsSkeleton, ownsSkeletonData, ownsAtlas);
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}
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SkeletonRenderer::SkeletonRenderer (SkeletonData *skeletonData, bool ownsSkeletonData)
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithData(skeletonData, ownsSkeletonData);
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, Atlas* atlas, float scale)
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: _atlas(nullptr), _attachmentLoader(nullptr), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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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), _timeScale(1), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithJsonFile(skeletonDataFile, atlasFile, scale);
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}
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SkeletonRenderer::~SkeletonRenderer () {
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if (_ownsSkeletonData) delete _skeleton->getData();
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if (_ownsSkeleton) delete _skeleton;
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if (_ownsAtlas && _atlas) delete _atlas;
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if (_attachmentLoader) delete _attachmentLoader;
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delete _clipper;
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}
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void SkeletonRenderer::initWithSkeleton(Skeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData, bool ownsAtlas) {
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_skeleton = skeleton;
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_ownsSkeleton = ownsSkeleton;
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_ownsSkeletonData = ownsSkeletonData;
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_ownsAtlas = ownsAtlas;
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initialize();
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}
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void SkeletonRenderer::initWithData (SkeletonData* skeletonData, bool ownsSkeletonData) {
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_ownsSkeleton = true;
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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, Atlas* atlas, float scale) {
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_atlas = atlas;
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_attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
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SkeletonJson json(_attachmentLoader);
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json.setScale(scale);
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SkeletonData* skeletonData = json.readSkeletonDataFile(skeletonDataFile.c_str());
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CCASSERT(skeletonData, (!json.getError().isEmpty() ? json.getError().buffer() : "Error reading skeleton data."));
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_ownsSkeleton = true;
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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 = new (__FILE__, __LINE__) Atlas(atlasFile.c_str(), &textureLoader, true);
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CCASSERT(_atlas, "Error reading atlas file.");
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_attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
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SkeletonJson json(_attachmentLoader);
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json.setScale(scale);
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SkeletonData* skeletonData = json.readSkeletonDataFile(skeletonDataFile.c_str());
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CCASSERT(skeletonData, (!json.getError().isEmpty() ? json.getError().buffer() : "Error reading skeleton data."));
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_ownsSkeleton = true;
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_ownsAtlas = true;
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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, Atlas* atlas, float scale) {
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_atlas = atlas;
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_attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
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SkeletonBinary binary(_attachmentLoader);
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binary.setScale(scale);
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SkeletonData* skeletonData = binary.readSkeletonDataFile(skeletonDataFile.c_str());
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CCASSERT(skeletonData, (!binary.getError().isEmpty() ? binary.getError().buffer() : "Error reading skeleton data."));
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_ownsSkeleton = true;
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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 = new (__FILE__, __LINE__) Atlas(atlasFile.c_str(), &textureLoader, true);
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CCASSERT(_atlas, "Error reading atlas file.");
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_attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
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SkeletonBinary binary(_attachmentLoader);
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binary.setScale(scale);
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SkeletonData* skeletonData = binary.readSkeletonDataFile(skeletonDataFile.c_str());
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CCASSERT(skeletonData, (!binary.getError().isEmpty() ? binary.getError().buffer() : "Error reading skeleton data."));
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_ownsSkeleton = true;
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_ownsAtlas = true;
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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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if (_ownsSkeleton) _skeleton->update(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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// Early exit if the skeleton is invisible.
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if (getDisplayedOpacity() == 0 || _skeleton->getColor().a == 0) {
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return;
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}
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const int coordCount = computeTotalCoordCount(*_skeleton, _startSlotIndex, _endSlotIndex);
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if (coordCount == 0) {
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return;
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}
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assert(coordCount % 2 == 0);
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VLA(float, worldCoords, coordCount);
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transformWorldVertices(worldCoords, coordCount, *_skeleton, _startSlotIndex, _endSlotIndex);
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#if AX_USE_CULLING
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const axis::Rect bb = computeBoundingRect(worldCoords, coordCount / 2);
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if (cullRectangle(renderer, transform, bb)) {
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VLA_FREE(worldCoords);
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return;
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}
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#endif
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const float* worldCoordPtr = worldCoords;
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SkeletonBatch* batch = SkeletonBatch::getInstance();
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SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
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const bool hasSingleTint = (isTwoColorTint() == false);
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if (_effect) {
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_effect->begin(*_skeleton);
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}
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const Color3B displayedColor = getDisplayedColor();
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Color nodeColor;
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nodeColor.r = displayedColor.r / 255.f;
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nodeColor.g = displayedColor.g / 255.f;
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nodeColor.b = displayedColor.b / 255.f;
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nodeColor.a = getDisplayedOpacity() / 255.f;
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Color color;
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Color darkColor;
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const float darkPremultipliedAlpha = _premultipliedAlpha ? 1.f : 0;
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AttachmentVertices* attachmentVertices = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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for (int i = 0, n = _skeleton->getSlots().size(); i < n; ++i) {
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Slot* slot = _skeleton->getDrawOrder()[i];;
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if (nothingToDraw(*slot, _startSlotIndex, _endSlotIndex)) {
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_clipper->clipEnd(*slot);
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continue;
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}
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axis::TrianglesCommand::Triangles triangles;
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TwoColorTriangles trianglesTwoColor;
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if (slot->getAttachment()->getRTTI().isExactly(RegionAttachment::rtti)) {
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RegionAttachment* attachment = static_cast<RegionAttachment*>(slot->getAttachment());
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attachmentVertices = static_cast<AttachmentVertices*>(attachment->getRendererObject());
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float* dstTriangleVertices = nullptr;
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int dstStride = 0; // in floats
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if (hasSingleTint) {
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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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assert(triangles.vertCount == 4);
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memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(axis::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
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dstStride = sizeof(V3F_C4B_T2F) / sizeof(float);
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dstTriangleVertices = reinterpret_cast<float*>(triangles.verts);
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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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assert(trianglesTwoColor.vertCount == 4);
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for (int v = 0; v < trianglesTwoColor.vertCount; v++) {
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trianglesTwoColor.verts[v].texCoords = attachmentVertices->_triangles->verts[v].texCoords;
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}
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dstTriangleVertices = reinterpret_cast<float*>(trianglesTwoColor.verts);
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dstStride = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
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}
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// Copy world vertices to triangle vertices.
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interleaveCoordinates(dstTriangleVertices, worldCoordPtr, 4, dstStride);
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worldCoordPtr += 8;
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color = attachment->getColor();
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}
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else if (slot->getAttachment()->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment* attachment = (MeshAttachment*)slot->getAttachment();
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attachmentVertices = (AttachmentVertices*)attachment->getRendererObject();
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float* dstTriangleVertices = nullptr;
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int dstStride = 0; // in floats
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int dstVertexCount = 0;
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if (hasSingleTint) {
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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(axis::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
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dstTriangleVertices = (float*)triangles.verts;
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dstStride = sizeof(V3F_C4B_T2F) / sizeof(float);
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dstVertexCount = triangles.vertCount;
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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 v = 0; v < trianglesTwoColor.vertCount; v++) {
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trianglesTwoColor.verts[v].texCoords = attachmentVertices->_triangles->verts[v].texCoords;
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}
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dstTriangleVertices = (float*)trianglesTwoColor.verts;
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dstStride = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
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dstVertexCount = trianglesTwoColor.vertCount;
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}
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// Copy world vertices to triangle vertices.
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//assert(dstVertexCount * 2 == attachment->super.worldVerticesLength);
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interleaveCoordinates(dstTriangleVertices, worldCoordPtr, dstVertexCount, dstStride);
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worldCoordPtr += dstVertexCount * 2;
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color = attachment->getColor();
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}
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else if (slot->getAttachment()->getRTTI().isExactly(ClippingAttachment::rtti)) {
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ClippingAttachment* clip = (ClippingAttachment*)slot->getAttachment();
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_clipper->clipStart(*slot, clip);
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continue;
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} else {
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_clipper->clipEnd(*slot);
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continue;
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}
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if (slot->hasDarkColor()) {
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darkColor = slot->getDarkColor();
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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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darkColor.a = darkPremultipliedAlpha;
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color.a *= nodeColor.a * _skeleton->getColor().a * slot->getColor().a;
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if (color.a == 0) {
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_clipper->clipEnd(*slot);
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continue;
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}
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color.r *= nodeColor.r * _skeleton->getColor().r * slot->getColor().r;
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color.g *= nodeColor.g * _skeleton->getColor().g * slot->getColor().g;
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color.b *= nodeColor.b * _skeleton->getColor().b * slot->getColor().b;
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if (_premultipliedAlpha) {
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color.r *= color.a;
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color.g *= color.a;
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color.b *= color.a;
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}
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const axis::Color4B color4B = ColorToColor4B(color);
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const axis::Color4B darkColor4B = ColorToColor4B(darkColor);
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const BlendFunc blendFunc = makeBlendFunc(slot->getData().getBlendMode(), attachmentVertices->_texture->hasPremultipliedAlpha());
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_blendFunc = blendFunc;
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if (hasSingleTint) {
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if (_clipper->isClipping()) {
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_clipper->clipTriangles((float*)&triangles.verts[0].vertices, triangles.indices, triangles.indexCount, (float*)&triangles.verts[0].texCoords, sizeof(axis::V3F_C4B_T2F) / 4);
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batch->deallocateVertices(triangles.vertCount);
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if (_clipper->getClippedTriangles().size() == 0) {
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_clipper->clipEnd(*slot);
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continue;
|
|
}
|
|
|
|
triangles.vertCount = _clipper->getClippedVertices().size() / 2;
|
|
triangles.verts = batch->allocateVertices(triangles.vertCount);
|
|
triangles.indexCount = _clipper->getClippedTriangles().size();
|
|
triangles.indices =
|
|
batch->allocateIndices(triangles.indexCount);
|
|
memcpy(triangles.indices, _clipper->getClippedTriangles().buffer(), sizeof(unsigned short) * _clipper->getClippedTriangles().size());
|
|
|
|
#if COCOS2D_VERSION < 0x00040000
|
|
axis::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
|
|
#else
|
|
axis::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, triangles, transform, transformFlags);
|
|
#endif
|
|
|
|
const float* verts = _clipper->getClippedVertices().buffer();
|
|
const float* uvs = _clipper->getClippedUVs().buffer();
|
|
if (_effect) {
|
|
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
Color darkTmp;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2, ++vertex) {
|
|
Color lightCopy = color;
|
|
vertex->vertices.x = verts[vv];
|
|
vertex->vertices.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
_effect->transform(vertex->vertices.x, vertex->vertices.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkTmp);
|
|
vertex->colors = ColorToColor4B(lightCopy);
|
|
}
|
|
} else {
|
|
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2, ++vertex) {
|
|
vertex->vertices.x = verts[vv];
|
|
vertex->vertices.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
vertex->colors = color4B;
|
|
}
|
|
}
|
|
} else {
|
|
// Not clipping.
|
|
#if COCOS2D_VERSION < 0x00040000
|
|
axis::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
|
|
#else
|
|
axis::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, triangles, transform, transformFlags);
|
|
#endif
|
|
|
|
if (_effect) {
|
|
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
Color darkTmp;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
Color lightCopy = color;
|
|
_effect->transform(vertex->vertices.x, vertex->vertices.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkTmp);
|
|
vertex->colors = ColorToColor4B(lightCopy);
|
|
}
|
|
} else {
|
|
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
vertex->colors = color4B;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// Two color tinting.
|
|
|
|
if (_clipper->isClipping()) {
|
|
_clipper->clipTriangles((float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, sizeof(V3F_C4B_C4B_T2F) / 4);
|
|
twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
|
|
|
|
if (_clipper->getClippedTriangles().size() == 0) {
|
|
_clipper->clipEnd(*slot);
|
|
continue;
|
|
}
|
|
|
|
trianglesTwoColor.vertCount = _clipper->getClippedVertices().size() / 2;
|
|
trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
|
|
trianglesTwoColor.indexCount = _clipper->getClippedTriangles().size();
|
|
trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
|
|
memcpy(trianglesTwoColor.indices, _clipper->getClippedTriangles().buffer(), sizeof(unsigned short) * _clipper->getClippedTriangles().size());
|
|
|
|
#if COCOS2D_VERSION < 0x00040000
|
|
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
|
|
#else
|
|
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, trianglesTwoColor, transform, transformFlags);
|
|
#endif
|
|
|
|
const float* verts = _clipper->getClippedVertices().buffer();
|
|
const float* uvs = _clipper->getClippedUVs().buffer();
|
|
|
|
if (_effect) {
|
|
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
|
|
Color lightCopy = color;
|
|
Color darkCopy = darkColor;
|
|
vertex->position.x = verts[vv];
|
|
vertex->position.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
_effect->transform(vertex->position.x, vertex->position.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkCopy);
|
|
vertex->color = ColorToColor4B(lightCopy);
|
|
vertex->color2 = ColorToColor4B(darkCopy);
|
|
}
|
|
} else {
|
|
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
|
|
vertex->position.x = verts[vv];
|
|
vertex->position.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
vertex->color = color4B;
|
|
vertex->color2 = darkColor4B;
|
|
}
|
|
}
|
|
} else {
|
|
|
|
#if COCOS2D_VERSION < 0x00040000
|
|
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
|
|
#else
|
|
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, trianglesTwoColor, transform, transformFlags);
|
|
#endif
|
|
|
|
if (_effect) {
|
|
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
Color lightCopy = color;
|
|
Color darkCopy = darkColor;
|
|
_effect->transform(vertex->position.x, vertex->position.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkCopy);
|
|
vertex->color = ColorToColor4B(lightCopy);
|
|
vertex->color2 = ColorToColor4B(darkCopy);
|
|
}
|
|
} else {
|
|
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
vertex->color = color4B;
|
|
vertex->color2 = darkColor4B;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_clipper->clipEnd(*slot);
|
|
}
|
|
_clipper->clipEnd();
|
|
|
|
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 {
|
|
const axis::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();
|
|
|
|
if (_debugBoundingRect || _debugSlots || _debugBones || _debugMeshes) {
|
|
drawDebug(renderer, transform, transformFlags);
|
|
}
|
|
|
|
VLA_FREE(worldCoords);
|
|
}
|
|
|
|
|
|
void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) {
|
|
|
|
#if !defined(USE_MATRIX_STACK_PROJECTION_ONLY)
|
|
Director* director = Director::getInstance();
|
|
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
|
|
#endif
|
|
|
|
DrawNode* drawNode = DrawNode::create();
|
|
drawNode->setGlobalZOrder(getGlobalZOrder());
|
|
|
|
// Draw bounding rectangle
|
|
if (_debugBoundingRect) {
|
|
#if COCOS2D_VERSION < 0x00040000
|
|
glLineWidth(2);
|
|
#else
|
|
drawNode->setLineWidth(2.0f);
|
|
#endif
|
|
const axis::Rect brect = getBoundingBox();
|
|
const Vec2 points[4] =
|
|
{
|
|
brect.origin,
|
|
{ brect.origin.x + brect.size.width, brect.origin.y },
|
|
{ brect.origin.x + brect.size.width, brect.origin.y + brect.size.height },
|
|
{ brect.origin.x, brect.origin.y + brect.size.height }
|
|
};
|
|
drawNode->drawPoly(points, 4, true, Color4F::GREEN);
|
|
}
|
|
|
|
if (_debugSlots) {
|
|
// Slots.
|
|
// DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
|
|
#if COCOS2D_VERSION < 0x00040000
|
|
glLineWidth(2);
|
|
#else
|
|
drawNode->setLineWidth(2.0f);
|
|
#endif
|
|
V3F_C4B_T2F_Quad quad;
|
|
for (int i = 0, n = _skeleton->getSlots().size(); i < n; i++) {
|
|
Slot* slot = _skeleton->getDrawOrder()[i];
|
|
|
|
if (!slot->getBone().isActive()) continue;
|
|
if (!slot->getAttachment() || !slot->getAttachment()->getRTTI().isExactly(RegionAttachment::rtti)) continue;
|
|
|
|
if (slotIsOutRange(*slot, _startSlotIndex, _endSlotIndex)) {
|
|
continue;
|
|
}
|
|
|
|
RegionAttachment* attachment = (RegionAttachment*)slot->getAttachment();
|
|
float worldVertices[8];
|
|
attachment->computeWorldVertices(slot->getBone(), worldVertices, 0, 2);
|
|
const Vec2 points[4] =
|
|
{
|
|
{ worldVertices[0], worldVertices[1] },
|
|
{ worldVertices[2], worldVertices[3] },
|
|
{ worldVertices[4], worldVertices[5] },
|
|
{ worldVertices[6], worldVertices[7] }
|
|
};
|
|
drawNode->drawPoly(points, 4, true, Color4F::BLUE);
|
|
}
|
|
}
|
|
|
|
if (_debugBones) {
|
|
// Bone lengths.
|
|
#if COCOS2D_VERSION < 0x00040000
|
|
glLineWidth(2);
|
|
#else
|
|
drawNode->setLineWidth(2.0f);
|
|
#endif
|
|
for (int i = 0, n = _skeleton->getBones().size(); i < n; i++) {
|
|
Bone *bone = _skeleton->getBones()[i];
|
|
if (!bone->isActive()) continue;
|
|
float x = bone->getData().getLength() * bone->getA() + bone->getWorldX();
|
|
float y = bone->getData().getLength() * bone->getC() + bone->getWorldY();
|
|
drawNode->drawLine(Vec2(bone->getWorldX(), bone->getWorldY()), Vec2(x, y), Color4F::RED);
|
|
}
|
|
// Bone origins.
|
|
auto color = Color4F::BLUE; // Root bone is blue.
|
|
for (int i = 0, n = _skeleton->getBones().size(); i < n; i++) {
|
|
Bone *bone = _skeleton->getBones()[i];
|
|
if (!bone->isActive()) continue;
|
|
drawNode->drawPoint(Vec2(bone->getWorldX(), bone->getWorldY()), 4, color);
|
|
if (i == 0) color = Color4F::GREEN;
|
|
}
|
|
}
|
|
|
|
if (_debugMeshes) {
|
|
// Meshes.
|
|
#if COCOS2D_VERSION < 0x00040000
|
|
glLineWidth(2);
|
|
#else
|
|
drawNode->setLineWidth(2.0f);
|
|
#endif
|
|
for (int i = 0, n = _skeleton->getSlots().size(); i < n; ++i) {
|
|
Slot* slot = _skeleton->getDrawOrder()[i];
|
|
if (!slot->getBone().isActive()) continue;
|
|
if (!slot->getAttachment() || !slot->getAttachment()->getRTTI().isExactly(MeshAttachment::rtti)) continue;
|
|
MeshAttachment* const mesh = static_cast<MeshAttachment*>(slot->getAttachment());
|
|
VLA(float, worldCoord, mesh->getWorldVerticesLength());
|
|
mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), worldCoord, 0, 2);
|
|
for (size_t t = 0; t < mesh->getTriangles().size(); t += 3) {
|
|
// Fetch triangle indices
|
|
const int idx0 = mesh->getTriangles()[t + 0];
|
|
const int idx1 = mesh->getTriangles()[t + 1];
|
|
const int idx2 = mesh->getTriangles()[t + 2];
|
|
const Vec2 v[3] =
|
|
{
|
|
worldCoord + (idx0 * 2),
|
|
worldCoord + (idx1 * 2),
|
|
worldCoord + (idx2 * 2)
|
|
};
|
|
drawNode->drawPoly(v, 3, true, Color4F::YELLOW);
|
|
}
|
|
VLA_FREE(worldCoord);
|
|
}
|
|
}
|
|
|
|
drawNode->draw(renderer, transform, transformFlags);
|
|
#if !defined(USE_MATRIX_STACK_PROJECTION_ONLY)
|
|
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
#endif
|
|
}
|
|
|
|
axis::Rect SkeletonRenderer::getBoundingBox () const {
|
|
const int coordCount = computeTotalCoordCount(*_skeleton, _startSlotIndex, _endSlotIndex);
|
|
if (coordCount == 0) return { 0, 0, 0, 0 };
|
|
VLA(float, worldCoords, coordCount);
|
|
transformWorldVertices(worldCoords, coordCount, *_skeleton, _startSlotIndex, _endSlotIndex);
|
|
const axis::Rect bb = computeBoundingRect(worldCoords, coordCount / 2);
|
|
VLA_FREE(worldCoords);
|
|
return bb;
|
|
}
|
|
|
|
// --- Convenience methods for Skeleton_* functions.
|
|
|
|
void SkeletonRenderer::updateWorldTransform() {
|
|
_skeleton->updateWorldTransform();
|
|
}
|
|
|
|
void SkeletonRenderer::setToSetupPose () {
|
|
_skeleton->setToSetupPose();
|
|
}
|
|
void SkeletonRenderer::setBonesToSetupPose () {
|
|
_skeleton->setBonesToSetupPose();
|
|
}
|
|
void SkeletonRenderer::setSlotsToSetupPose () {
|
|
_skeleton->setSlotsToSetupPose();
|
|
}
|
|
|
|
Bone* SkeletonRenderer::findBone (const std::string& boneName) const {
|
|
return _skeleton->findBone(boneName.c_str());
|
|
}
|
|
|
|
Slot* SkeletonRenderer::findSlot (const std::string& slotName) const {
|
|
return _skeleton->findSlot( slotName.c_str());
|
|
}
|
|
|
|
void SkeletonRenderer::setSkin (const std::string& skinName) {
|
|
_skeleton->setSkin(skinName.empty() ? 0 : skinName.c_str());
|
|
}
|
|
void SkeletonRenderer::setSkin (const char* skinName) {
|
|
_skeleton->setSkin(skinName);
|
|
}
|
|
|
|
Attachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
|
|
return _skeleton->getAttachment(slotName.c_str(), attachmentName.c_str());
|
|
}
|
|
bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
|
|
bool result = _skeleton->getAttachment(slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str()) ? true : false;
|
|
_skeleton->setAttachment(slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str());
|
|
return result;
|
|
}
|
|
bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
|
|
bool result = _skeleton->getAttachment(slotName.c_str(), attachmentName) ? true : false;
|
|
_skeleton->setAttachment(slotName.c_str(), attachmentName);
|
|
return result;
|
|
}
|
|
|
|
void SkeletonRenderer::setTwoColorTint(bool enabled) {
|
|
#if COCOS2D_VERSION >= 0x00040000
|
|
_twoColorTint = enabled;
|
|
#endif
|
|
setupGLProgramState(enabled);
|
|
}
|
|
|
|
bool SkeletonRenderer::isTwoColorTint() {
|
|
#if COCOS2D_VERSION < 0x00040000
|
|
return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
|
|
#else
|
|
return _twoColorTint;
|
|
#endif
|
|
}
|
|
|
|
void SkeletonRenderer::setVertexEffect(VertexEffect *effect) {
|
|
this->_effect = effect;
|
|
}
|
|
|
|
void SkeletonRenderer::setSlotsRange(int startSlotIndex, int endSlotIndex) {
|
|
_startSlotIndex = startSlotIndex == -1 ? 0 : startSlotIndex;
|
|
_endSlotIndex = endSlotIndex == -1 ? std::numeric_limits<int>::max() : endSlotIndex;
|
|
}
|
|
|
|
Skeleton* SkeletonRenderer::getSkeleton () const {
|
|
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::setDebugBoundingRectEnabled(bool enabled) {
|
|
_debugBoundingRect = enabled;
|
|
}
|
|
|
|
bool SkeletonRenderer::getDebugBoundingRectEnabled() const {
|
|
return _debugBoundingRect;
|
|
}
|
|
|
|
void SkeletonRenderer::onEnter () {
|
|
#if AX_ENABLE_SCRIPT_BINDING && COCOS2D_VERSION < 0x00040000
|
|
if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
|
|
#endif
|
|
Node::onEnter();
|
|
scheduleUpdate();
|
|
}
|
|
|
|
void SkeletonRenderer::onExit () {
|
|
#if AX_ENABLE_SCRIPT_BINDING && COCOS2D_VERSION < 0x00040000
|
|
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;
|
|
}
|
|
|
|
namespace {
|
|
axis::Rect computeBoundingRect(const float* coords, int vertexCount) {
|
|
assert(coords);
|
|
assert(vertexCount > 0);
|
|
|
|
const float* v = coords;
|
|
float minX = v[0];
|
|
float minY = v[1];
|
|
float maxX = minX;
|
|
float maxY = minY;
|
|
for (int i = 1; i < vertexCount; ++i) {
|
|
v += 2;
|
|
float x = v[0];
|
|
float y = v[1];
|
|
minX = std::min(minX, x);
|
|
minY = std::min(minY, y);
|
|
maxX = std::max(maxX, x);
|
|
maxY = std::max(maxY, y);
|
|
}
|
|
return { minX, minY, maxX - minX, maxY - minY };
|
|
}
|
|
|
|
bool slotIsOutRange(Slot& slot, int startSlotIndex, int endSlotIndex) {
|
|
const int index = slot.getData().getIndex();
|
|
return startSlotIndex > index || endSlotIndex < index;
|
|
}
|
|
|
|
bool nothingToDraw(Slot& slot, int startSlotIndex, int endSlotIndex) {
|
|
Attachment *attachment = slot.getAttachment();
|
|
if (!attachment ||
|
|
slotIsOutRange(slot, startSlotIndex, endSlotIndex) ||
|
|
!slot.getBone().isActive())
|
|
return true;
|
|
const auto& attachmentRTTI = attachment->getRTTI();
|
|
if (attachmentRTTI.isExactly(ClippingAttachment::rtti))
|
|
return false;
|
|
if (slot.getColor().a == 0)
|
|
return true;
|
|
if (attachmentRTTI.isExactly(RegionAttachment::rtti)) {
|
|
if (static_cast<RegionAttachment*>(attachment)->getColor().a == 0)
|
|
return true;
|
|
}
|
|
else if (attachmentRTTI.isExactly(MeshAttachment::rtti)) {
|
|
if (static_cast<MeshAttachment*>(attachment)->getColor().a == 0)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int computeTotalCoordCount(Skeleton& skeleton, int startSlotIndex, int endSlotIndex) {
|
|
int coordCount = 0;
|
|
for (size_t i = 0; i < skeleton.getSlots().size(); ++i) {
|
|
Slot& slot = *skeleton.getSlots()[i];
|
|
if (nothingToDraw(slot, startSlotIndex, endSlotIndex)) {
|
|
continue;
|
|
}
|
|
Attachment* const attachment = slot.getAttachment();
|
|
if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
|
|
coordCount += 8;
|
|
}
|
|
else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
|
|
MeshAttachment* const mesh = static_cast<MeshAttachment*>(attachment);
|
|
coordCount += mesh->getWorldVerticesLength();
|
|
}
|
|
}
|
|
return coordCount;
|
|
}
|
|
|
|
|
|
void transformWorldVertices(float* dstCoord, int coordCount, Skeleton& skeleton, int startSlotIndex, int endSlotIndex) {
|
|
float* dstPtr = dstCoord;
|
|
#ifndef NDEBUG
|
|
float* const dstEnd = dstCoord + coordCount;
|
|
#endif
|
|
for (size_t i = 0; i < skeleton.getSlots().size(); ++i) {
|
|
/*const*/ Slot& slot = *skeleton.getDrawOrder()[i]; // match the draw order of SkeletonRenderer::Draw
|
|
if (nothingToDraw(slot, startSlotIndex, endSlotIndex)) {
|
|
continue;
|
|
}
|
|
Attachment* const attachment = slot.getAttachment();
|
|
if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
|
|
RegionAttachment* const regionAttachment = static_cast<RegionAttachment*>(attachment);
|
|
assert(dstPtr + 8 <= dstEnd);
|
|
regionAttachment->computeWorldVertices(slot.getBone(), dstPtr, 0, 2);
|
|
dstPtr += 8;
|
|
} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
|
|
MeshAttachment* const mesh = static_cast<MeshAttachment*>(attachment);
|
|
assert(dstPtr + mesh->getWorldVerticesLength() <= dstEnd);
|
|
mesh->computeWorldVertices(slot, 0, mesh->getWorldVerticesLength(), dstPtr, 0, 2);
|
|
dstPtr += mesh->getWorldVerticesLength();
|
|
}
|
|
}
|
|
assert(dstPtr == dstEnd);
|
|
}
|
|
|
|
void interleaveCoordinates(float* dst, const float* src, int count, int dstStride) {
|
|
if (dstStride == 2) {
|
|
memcpy(dst, src, sizeof(float) * count * 2);
|
|
} else {
|
|
for (int i = 0; i < count; ++i) {
|
|
dst[0] = src[0];
|
|
dst[1] = src[1];
|
|
dst += dstStride;
|
|
src += 2;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
BlendFunc makeBlendFunc(BlendMode blendMode, bool premultipliedAlpha) {
|
|
BlendFunc blendFunc;
|
|
|
|
#if COCOS2D_VERSION < 0x00040000
|
|
switch (blendMode) {
|
|
case BlendMode_Additive:
|
|
blendFunc.src = premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
|
|
blendFunc.dst = GL_ONE;
|
|
break;
|
|
case BlendMode_Multiply:
|
|
blendFunc.src = GL_DST_COLOR;
|
|
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
case BlendMode_Screen:
|
|
blendFunc.src = GL_ONE;
|
|
blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
|
|
break;
|
|
default:
|
|
blendFunc.src = premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
|
|
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
}
|
|
#else
|
|
switch (blendMode) {
|
|
case BlendMode_Additive:
|
|
blendFunc.src = premultipliedAlpha ? backend::BlendFactor::ONE : backend::BlendFactor::SRC_ALPHA;
|
|
blendFunc.dst = backend::BlendFactor::ONE;
|
|
break;
|
|
case BlendMode_Multiply:
|
|
blendFunc.src = backend::BlendFactor::DST_COLOR;
|
|
blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
case BlendMode_Screen:
|
|
blendFunc.src = backend::BlendFactor::ONE;
|
|
blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_COLOR;
|
|
break;
|
|
default:
|
|
blendFunc.src = premultipliedAlpha ? backend::BlendFactor::ONE : backend::BlendFactor::SRC_ALPHA;
|
|
blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
|
|
}
|
|
#endif
|
|
return blendFunc;
|
|
}
|
|
|
|
|
|
bool cullRectangle(Renderer* renderer, const Mat4& transform, const axis::Rect& rect) {
|
|
if (Camera::getVisitingCamera() == nullptr)
|
|
return false;
|
|
|
|
auto director = Director::getInstance();
|
|
auto scene = director->getRunningScene();
|
|
|
|
if (!scene || (scene && Camera::getDefaultCamera() != Camera::getVisitingCamera()))
|
|
return false;
|
|
|
|
Rect visibleRect(director->getVisibleOrigin(), director->getVisibleSize());
|
|
|
|
// transform center point to screen space
|
|
float hSizeX = rect.size.width/2;
|
|
float hSizeY = rect.size.height/2;
|
|
Vec3 v3p(rect.origin.x + hSizeX, rect.origin.y + hSizeY, 0);
|
|
transform.transformPoint(&v3p);
|
|
Vec2 v2p = Camera::getVisitingCamera()->projectGL(v3p);
|
|
|
|
// convert content size to world coordinates
|
|
float wshw = std::max(fabsf(hSizeX * transform.m[0] + hSizeY * transform.m[4]), fabsf(hSizeX * transform.m[0] - hSizeY * transform.m[4]));
|
|
float wshh = std::max(fabsf(hSizeX * transform.m[1] + hSizeY * transform.m[5]), fabsf(hSizeX * transform.m[1] - hSizeY * transform.m[5]));
|
|
|
|
// enlarge visible rect half size in screen coord
|
|
visibleRect.origin.x -= wshw;
|
|
visibleRect.origin.y -= wshh;
|
|
visibleRect.size.width += wshw * 2;
|
|
visibleRect.size.height += wshh * 2;
|
|
return !visibleRect.containsPoint(v2p);
|
|
}
|
|
|
|
|
|
Color4B ColorToColor4B(const Color& color) {
|
|
return { (uint8_t)(color.r * 255.f), (uint8_t)(color.g * 255.f), (uint8_t)(color.b * 255.f), (uint8_t)(color.a * 255.f) };
|
|
}
|
|
}
|
|
|
|
}
|