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@@ -1,3 +1,35 @@
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+/******************************************************************************
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+ * Spine Runtime Software License - Version 1.0
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+ *
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+ * Copyright (c) 2013, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms in whole or in part, with
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+ * or without modification, are permitted provided that the following conditions
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+ * are met:
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+ *
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+ * 1. A Spine Single User License or Spine Professional License must be
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+ * purchased from Esoteric Software and the license must remain valid:
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+ * http://esotericsoftware.com/
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+ * 2. Redistributions of source code must retain this license, which is the
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+ * above copyright notice, this declaration of conditions and the following
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+ * disclaimer.
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+ * 3. Redistributions in binary form must reproduce this license, which is the
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+ * above copyright notice, this declaration of conditions and the following
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+ * disclaimer, in the documentation and/or other materials provided with the
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+ * distribution.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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+ * ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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+ * ANY 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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+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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package com.esotericsoftware.spine;
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@@ -5,12 +37,51 @@ import com.esotericsoftware.spine.attachments.Attachment;
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import com.esotericsoftware.spine.attachments.RegionAttachment;
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import com.badlogic.gdx.graphics.GL11;
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+import com.badlogic.gdx.graphics.Texture;
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+import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.utils.Array;
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public class SkeletonRenderer {
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+ static private final short[] quadTriangle = {0, 1, 2, 2, 3, 0};
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+
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private boolean premultipliedAlpha;
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+ public void draw (PolygonSpriteBatch batch, Skeleton skeleton) {
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+ boolean premultipliedAlpha = this.premultipliedAlpha;
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+ int srcFunc = premultipliedAlpha ? GL11.GL_ONE : GL11.GL_SRC_ALPHA;
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+ batch.setBlendFunction(srcFunc, GL11.GL_ONE_MINUS_SRC_ALPHA);
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+
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+ boolean additive = false;
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+
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+ float[] vertices;
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+ short[] triangles;
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+ Texture texture;
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+ Array<Slot> drawOrder = skeleton.drawOrder;
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+ for (int i = 0, n = drawOrder.size; i < n; i++) {
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+ Slot slot = drawOrder.get(i);
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+ Attachment attachment = slot.attachment;
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+ if (attachment instanceof RegionAttachment) {
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+ RegionAttachment region = (RegionAttachment)attachment;
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+ region.updateWorldVertices(slot, premultipliedAlpha);
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+ vertices = region.getWorldVertices();
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+ triangles = quadTriangle;
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+ texture = region.getRegion().getTexture();
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+ } else
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+ continue;
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+
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+ if (slot.data.getAdditiveBlending() != additive) {
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+ additive = !additive;
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+ if (additive)
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+ batch.setBlendFunction(srcFunc, GL11.GL_ONE);
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+ else
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+ batch.setBlendFunction(srcFunc, GL11.GL_ONE_MINUS_SRC_ALPHA);
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+ }
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+
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+ batch.draw(texture, vertices, 0, vertices.length, triangles, 0, triangles.length);
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+ }
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+ }
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+
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public void draw (SpriteBatch batch, Skeleton skeleton) {
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boolean premultipliedAlpha = this.premultipliedAlpha;
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int srcFunc = premultipliedAlpha ? GL11.GL_ONE : GL11.GL_SRC_ALPHA;
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@@ -24,8 +95,8 @@ public class SkeletonRenderer {
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Attachment attachment = slot.attachment;
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if (attachment instanceof RegionAttachment) {
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RegionAttachment regionAttachment = (RegionAttachment)attachment;
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- regionAttachment.updateVertices(slot, premultipliedAlpha);
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- float[] vertices = regionAttachment.getVertices();
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+ regionAttachment.updateWorldVertices(slot, premultipliedAlpha);
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+ float[] vertices = regionAttachment.getWorldVertices();
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if (slot.data.getAdditiveBlending() != additive) {
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additive = !additive;
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if (additive)
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