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@@ -36,34 +36,32 @@
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#include <spine/Cocos2dAttachmentLoader.h>
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#include <spine/Cocos2dAttachmentLoader.h>
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#include <algorithm>
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#include <algorithm>
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-#define INITIAL_WORLD_VERTICES_LENGTH 1000
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-// Used for transforming attachments for bounding boxes & debug rendering
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-static float* worldVertices = nullptr;
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-static size_t worldVerticesLength = 0;
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-
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-void ensureWorldVerticesCapacity(size_t capacity) {
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- if (worldVerticesLength < capacity) {
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- float* newWorldVertices = new float[capacity];
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- memcpy(newWorldVertices, worldVertices, capacity * sizeof(float));
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- delete[] worldVertices;
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- worldVertices = newWorldVertices;
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- worldVerticesLength = capacity;
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- }
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-}
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-
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USING_NS_CC;
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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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+
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namespace spine {
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namespace spine {
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-void SkeletonRenderer::destroyScratchBuffers() {
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- if (worldVertices) {
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- delete[] worldVertices;
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- worldVertices = nullptr;
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- worldVerticesLength = 0;
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- }
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-}
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+
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+int computeTotalCoordCount(const spSkeleton& skeleton, int startSlotIndex, int endSlotIndex);
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+cocos2d::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(int blendMode, bool premultipliedAlpha);
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+void transformWorldVertices(float* dstCoord, int coordCount, const spSkeleton& skeleton, int startSlotIndex, int endSlotIndex);
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+bool cullRectangle(const Mat4 &transform, const cocos2d::Rect& rect, const Camera& camera);
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+Color4B spColorToColor4B(const spColor& color);
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+bool slotIsOutRange(const spSlot& slot, int startSlotIndex, int endSlotIndex);
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+
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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 _alloca
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+ #define VLA(type, arr, count) \
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+ type* arr = static_cast<type*>( _alloca(sizeof(type) * count) )
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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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+#endif
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+
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SkeletonRenderer* SkeletonRenderer::createWithSkeleton(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
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SkeletonRenderer* SkeletonRenderer::createWithSkeleton(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
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SkeletonRenderer* node = new SkeletonRenderer(skeleton, ownsSkeleton, ownsSkeletonData);
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SkeletonRenderer* node = new SkeletonRenderer(skeleton, ownsSkeleton, ownsSkeletonData);
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@@ -90,11 +88,6 @@ SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonD
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}
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}
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void SkeletonRenderer::initialize () {
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void SkeletonRenderer::initialize () {
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- if (!worldVertices) {
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- worldVertices = new float[INITIAL_WORLD_VERTICES_LENGTH];
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- worldVerticesLength = INITIAL_WORLD_VERTICES_LENGTH;
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- }
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-
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_clipper = spSkeletonClipping_create();
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_clipper = spSkeletonClipping_create();
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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@@ -144,26 +137,26 @@ void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsS
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}
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}
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SkeletonRenderer::SkeletonRenderer ()
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SkeletonRenderer::SkeletonRenderer ()
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- : _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
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+ : _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _timeScale(1), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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}
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}
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SkeletonRenderer::SkeletonRenderer(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData)
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SkeletonRenderer::SkeletonRenderer(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData)
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- : _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
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+ : _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _timeScale(1), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithSkeleton(skeleton, ownsSkeleton, ownsSkeletonData);
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initWithSkeleton(skeleton, ownsSkeleton, ownsSkeletonData);
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}
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}
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SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
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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), _startSlotIndex(-1), _endSlotIndex(-1) {
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+ : _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _timeScale(1), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithData(skeletonData, ownsSkeletonData);
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initWithData(skeletonData, ownsSkeletonData);
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}
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
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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), _startSlotIndex(-1), _endSlotIndex(-1) {
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+ : _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _timeScale(1), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithJsonFile(skeletonDataFile, atlas, scale);
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initWithJsonFile(skeletonDataFile, atlas, scale);
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}
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
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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), _startSlotIndex(-1), _endSlotIndex(-1) {
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+ : _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _debugBoundingRect(false), _timeScale(1), _effect(nullptr), _startSlotIndex(0), _endSlotIndex(std::numeric_limits<int>::max()) {
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initWithJsonFile(skeletonDataFile, atlasFile, scale);
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initWithJsonFile(skeletonDataFile, atlasFile, scale);
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}
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}
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@@ -262,53 +255,68 @@ void SkeletonRenderer::update (float deltaTime) {
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}
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}
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void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
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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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+ assert(_skeleton);
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// Early exit if the skeleton is invisible
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// Early exit if the skeleton is invisible
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if (getDisplayedOpacity() == 0 || _skeleton->color.a == 0){
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if (getDisplayedOpacity() == 0 || _skeleton->color.a == 0){
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return;
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return;
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}
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}
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- if (_effect) _effect->begin(_effect, _skeleton);
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+ const int coordCount = computeTotalCoordCount(*_skeleton, _startSlotIndex, _endSlotIndex);
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+ if (coordCount == 0)
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+ {
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+ return;
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+ }
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+ assert(coordCount % 2 == 0);
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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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+ VLA(float, worldCoords, coordCount);
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+ transformWorldVertices(worldCoords, coordCount, *_skeleton, _startSlotIndex, _endSlotIndex);
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- Color4F color;
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- Color4F darkColor;
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- float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
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+ #if CC_USE_CULLING
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+ const Camera* camera = Camera::getVisitingCamera();
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+ const cocos2d::Rect brect = computeBoundingRect(worldCoords, coordCount / 2);
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+ _boundingRect = brect;
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+ if (camera && cullRectangle(transform, brect, *camera))
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+ {
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+ return;
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+ }
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+ #endif
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+
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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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+
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+ if (_effect) {
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+ _effect->begin(_effect, _skeleton);
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+ }
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+
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+ const Color3B displayedColor = getDisplayedColor();
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+ spColor 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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+
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+ spColor color;
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+ spColor darkColor;
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+ const float darkPremultipliedAlpha = _premultipliedAlpha ? 1.f : 0;
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AttachmentVertices* attachmentVertices = nullptr;
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AttachmentVertices* attachmentVertices = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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- bool inRange = _startSlotIndex != -1 || _endSlotIndex != -1 ? false : true;
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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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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spSlot* slot = _skeleton->drawOrder[i];
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- if (_startSlotIndex >= 0 && _startSlotIndex == slot->data->index) {
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- inRange = true;
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- }
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-
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- if (!inRange) {
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+ if (!slot->attachment) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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continue;
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}
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}
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- if (_endSlotIndex >= 0 && _endSlotIndex == slot->data->index) {
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- inRange = false;
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- }
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-
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- if (!slot->attachment) {
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+ if (slotIsOutRange(*slot, _startSlotIndex, _endSlotIndex)) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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continue;
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}
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}
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-
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// Early exit if slot is invisible
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// Early exit if slot is invisible
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if (slot->color.a == 0) {
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if (slot->color.a == 0) {
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- spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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continue;
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}
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}
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@@ -317,58 +325,66 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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switch (slot->attachment->type) {
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switch (slot->attachment->type) {
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case SP_ATTACHMENT_REGION: {
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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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-
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+ spRegionAttachment* attachment = reinterpret_cast<spRegionAttachment*>(slot->attachment);
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// Early exit if attachment is invisible
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// Early exit if attachment is invisible
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if (attachment->color.a == 0) {
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if (attachment->color.a == 0) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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continue;
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}
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}
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+ attachmentVertices = getAttachmentVertices(attachment);
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- if (!isTwoColorTint) {
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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.indices = attachmentVertices->_triangles->indices;
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triangles.indexCount = attachmentVertices->_triangles->indexCount;
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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.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
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triangles.vertCount = 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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+ assert(triangles.vertCount == 4);
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+ std::memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::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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} else {
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trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
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trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
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trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
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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.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
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trianglesTwoColor.vertCount = 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 i = 0; i < trianglesTwoColor.vertCount; i++) {
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for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
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trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
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trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
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}
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}
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- spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)trianglesTwoColor.verts, 0, 7);
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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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}
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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.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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+ color = attachment->color;
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break;
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break;
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}
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}
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case SP_ATTACHMENT_MESH: {
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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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-
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+ spMeshAttachment* attachment = reinterpret_cast<spMeshAttachment*>(slot->attachment);
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// Early exit if attachment is invisible
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// Early exit if attachment is invisible
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if (attachment->color.a == 0) {
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if (attachment->color.a == 0) {
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spSkeletonClipping_clipEnd(_clipper, slot);
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spSkeletonClipping_clipEnd(_clipper, slot);
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continue;
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continue;
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}
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}
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+ attachmentVertices = getAttachmentVertices(attachment);
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- if (!isTwoColorTint) {
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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.indices = attachmentVertices->_triangles->indices;
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triangles.indexCount = attachmentVertices->_triangles->indexCount;
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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.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
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triangles.vertCount = attachmentVertices->_triangles->vertCount;
|
|
triangles.vertCount = attachmentVertices->_triangles->vertCount;
|
|
- memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
|
|
|
|
- int vertexSizeInFloats = sizeof(cocos2d::V3F_C4B_T2F) / sizeof(float);
|
|
|
|
- spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, (float*)triangles.verts, 0, vertexSizeInFloats);
|
|
|
|
|
|
+ std::memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
|
|
|
|
+ dstTriangleVertices = (float*)triangles.verts;
|
|
|
|
+ dstStride = sizeof(V3F_C4B_T2F) / sizeof(float);
|
|
|
|
+ dstVertexCount = triangles.vertCount;
|
|
} else {
|
|
} else {
|
|
trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
|
|
trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
|
|
trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
|
|
trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
|
|
@@ -377,19 +393,21 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
|
|
for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
|
|
for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
|
|
trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
|
|
trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
|
|
}
|
|
}
|
|
- int vertexSizeInFloats = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
|
|
|
|
- spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, (float*)trianglesTwoColor.verts, 0, vertexSizeInFloats);
|
|
|
|
|
|
+ dstTriangleVertices = (float*)trianglesTwoColor.verts;
|
|
|
|
+ dstStride = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
|
|
|
|
+ dstVertexCount = trianglesTwoColor.vertCount;
|
|
}
|
|
}
|
|
|
|
|
|
- color.r = attachment->color.r;
|
|
|
|
- color.g = attachment->color.g;
|
|
|
|
- color.b = attachment->color.b;
|
|
|
|
- color.a = attachment->color.a;
|
|
|
|
|
|
+ // Copy world vertices to triangle vertices
|
|
|
|
+ assert(dstVertexCount * 2 == attachment->super.worldVerticesLength);
|
|
|
|
+ interleaveCoordinates(dstTriangleVertices, worldCoordPtr, dstVertexCount, dstStride);
|
|
|
|
+ worldCoordPtr += dstVertexCount * 2;
|
|
|
|
|
|
|
|
+ color = attachment->color;
|
|
break;
|
|
break;
|
|
}
|
|
}
|
|
case SP_ATTACHMENT_CLIPPING: {
|
|
case SP_ATTACHMENT_CLIPPING: {
|
|
- spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
|
|
|
|
|
|
+ spClippingAttachment* clip = reinterpret_cast<spClippingAttachment*>(slot->attachment);
|
|
spSkeletonClipping_clipStart(_clipper, slot, clip);
|
|
spSkeletonClipping_clipStart(_clipper, slot, clip);
|
|
continue;
|
|
continue;
|
|
}
|
|
}
|
|
@@ -398,54 +416,35 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
|
|
continue;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
|
|
- float alpha = nodeColor.a * _skeleton->color.a * slot->color.a * color.a * 255;
|
|
|
|
- // skip rendering if the color of this attachment is 0
|
|
|
|
- if (alpha == 0){
|
|
|
|
- spSkeletonClipping_clipEnd(_clipper, slot);
|
|
|
|
- continue;
|
|
|
|
- }
|
|
|
|
- float multiplier = _premultipliedAlpha ? alpha : 255;
|
|
|
|
-
|
|
|
|
- float red = nodeColor.r * _skeleton->color.r * slot->color.r * multiplier;
|
|
|
|
- float green = nodeColor.g * _skeleton->color.g * slot->color.g * multiplier;
|
|
|
|
- float blue = nodeColor.b * _skeleton->color.b * slot->color.b * multiplier;
|
|
|
|
-
|
|
|
|
- color.r = red * color.r;
|
|
|
|
- color.g = green * color.g;
|
|
|
|
- color.b = blue * color.b;
|
|
|
|
- color.a = alpha;
|
|
|
|
-
|
|
|
|
if (slot->darkColor) {
|
|
if (slot->darkColor) {
|
|
- darkColor.r = red * slot->darkColor->r;
|
|
|
|
- darkColor.g = green * slot->darkColor->g;
|
|
|
|
- darkColor.b = blue * slot->darkColor->b;
|
|
|
|
|
|
+ darkColor = *slot->darkColor;
|
|
} else {
|
|
} else {
|
|
darkColor.r = 0;
|
|
darkColor.r = 0;
|
|
darkColor.g = 0;
|
|
darkColor.g = 0;
|
|
darkColor.b = 0;
|
|
darkColor.b = 0;
|
|
}
|
|
}
|
|
darkColor.a = darkPremultipliedAlpha;
|
|
darkColor.a = darkPremultipliedAlpha;
|
|
-
|
|
|
|
- BlendFunc blendFunc;
|
|
|
|
- switch (slot->data->blendMode) {
|
|
|
|
- case SP_BLEND_MODE_ADDITIVE:
|
|
|
|
- blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
|
|
|
|
- blendFunc.dst = GL_ONE;
|
|
|
|
- break;
|
|
|
|
- case SP_BLEND_MODE_MULTIPLY:
|
|
|
|
- blendFunc.src = GL_DST_COLOR;
|
|
|
|
- blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
|
|
|
|
- break;
|
|
|
|
- case SP_BLEND_MODE_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;
|
|
|
|
|
|
+ color.a *= nodeColor.a * _skeleton->color.a * slot->color.a;
|
|
|
|
+ // skip rendering if the color of this attachment is 0
|
|
|
|
+ if (color.a == 0){
|
|
|
|
+ spSkeletonClipping_clipEnd(_clipper, slot);
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ color.r *= nodeColor.r * _skeleton->color.r * slot->color.r;
|
|
|
|
+ color.g *= nodeColor.g * _skeleton->color.g * slot->color.g;
|
|
|
|
+ color.b *= nodeColor.b * _skeleton->color.b * slot->color.b;
|
|
|
|
+ if (_premultipliedAlpha)
|
|
|
|
+ {
|
|
|
|
+ color.r *= color.a;
|
|
|
|
+ color.g *= color.a;
|
|
|
|
+ color.b *= color.a;
|
|
}
|
|
}
|
|
|
|
|
|
- if (!isTwoColorTint) {
|
|
|
|
|
|
+ const cocos2d::Color4B color4B = spColorToColor4B(color);
|
|
|
|
+ const cocos2d::Color4B darkColor4B = spColorToColor4B(darkColor);
|
|
|
|
+ const BlendFunc blendFunc = makeBlendFunc(slot->data->blendMode, _premultipliedAlpha);
|
|
|
|
+
|
|
|
|
+ if (hasSingleTint) {
|
|
if (spSkeletonClipping_isClipping(_clipper)) {
|
|
if (spSkeletonClipping_isClipping(_clipper)) {
|
|
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);
|
|
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);
|
|
batch->deallocateVertices(triangles.vertCount);
|
|
batch->deallocateVertices(triangles.vertCount);
|
|
@@ -458,80 +457,60 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
|
|
triangles.vertCount = _clipper->clippedVertices->size >> 1;
|
|
triangles.vertCount = _clipper->clippedVertices->size >> 1;
|
|
triangles.verts = batch->allocateVertices(triangles.vertCount);
|
|
triangles.verts = batch->allocateVertices(triangles.vertCount);
|
|
triangles.indexCount = _clipper->clippedTriangles->size;
|
|
triangles.indexCount = _clipper->clippedTriangles->size;
|
|
- triangles.indices = batch->allocateIndices(triangles.indexCount);
|
|
|
|
- memcpy(triangles.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
|
|
|
|
|
|
+ triangles.indices =
|
|
|
|
+ batch->allocateIndices(triangles.indexCount);
|
|
|
|
+ std::memcpy(triangles.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
|
|
|
|
|
|
cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
|
|
cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
|
|
|
|
|
|
- float* verts = _clipper->clippedVertices->items;
|
|
|
|
- float* uvs = _clipper->clippedUVs->items;
|
|
|
|
|
|
+ const float* verts = _clipper->clippedVertices->items;
|
|
|
|
+ const float* uvs = _clipper->clippedUVs->items;
|
|
if (_effect) {
|
|
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 = dark.g = dark.b = dark.a = 0;
|
|
|
|
- for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
|
|
|
|
- V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
|
|
|
|
- spColor lightCopy = light;
|
|
|
|
- spColor darkCopy = dark;
|
|
|
|
|
|
+ V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
|
|
+ spColor darkTmp;
|
|
|
|
+ for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2, ++vertex) {
|
|
|
|
+ spColor lightCopy = color;
|
|
vertex->vertices.x = verts[vv];
|
|
vertex->vertices.x = verts[vv];
|
|
vertex->vertices.y = verts[vv + 1];
|
|
vertex->vertices.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
- _effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
|
|
|
|
- vertex->colors.r = (GLubyte)(lightCopy.r * 255);
|
|
|
|
- vertex->colors.g = (GLubyte)(lightCopy.g * 255);
|
|
|
|
- vertex->colors.b = (GLubyte)(lightCopy.b * 255);
|
|
|
|
- vertex->colors.a = (GLubyte)(lightCopy.a * 255);
|
|
|
|
|
|
+ _effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkTmp);
|
|
|
|
+ vertex->colors = spColorToColor4B(lightCopy);
|
|
}
|
|
}
|
|
} else {
|
|
} else {
|
|
- for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
|
|
|
|
- V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
|
|
|
|
|
|
+ const cocos2d::Color4B color4B = spColorToColor4B(color);
|
|
|
|
+ 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.x = verts[vv];
|
|
vertex->vertices.y = verts[vv + 1];
|
|
vertex->vertices.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
- vertex->colors.r = (GLubyte)color.r;
|
|
|
|
- vertex->colors.g = (GLubyte)color.g;
|
|
|
|
- vertex->colors.b = (GLubyte)color.b;
|
|
|
|
- vertex->colors.a = (GLubyte)color.a;
|
|
|
|
|
|
+ vertex->colors = color4B;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
} else {
|
|
|
|
+ // Not clipping
|
|
|
|
+
|
|
cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
|
|
cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
|
|
|
|
|
|
if (_effect) {
|
|
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 = dark.g = dark.b = dark.a = 0;
|
|
|
|
- for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
|
|
|
|
- V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
|
|
|
|
- spColor lightCopy = light;
|
|
|
|
- spColor darkCopy = dark;
|
|
|
|
- _effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
|
|
|
|
- vertex->colors.r = (GLubyte)(lightCopy.r * 255);
|
|
|
|
- vertex->colors.g = (GLubyte)(lightCopy.g * 255);
|
|
|
|
- vertex->colors.b = (GLubyte)(lightCopy.b * 255);
|
|
|
|
- vertex->colors.a = (GLubyte)(lightCopy.a * 255);
|
|
|
|
|
|
+ V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
|
|
+ spColor darkTmp;
|
|
|
|
+ for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
|
|
+ spColor lightCopy = color;
|
|
|
|
+ _effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkTmp);
|
|
|
|
+ vertex->colors = spColorToColor4B(lightCopy);
|
|
}
|
|
}
|
|
} else {
|
|
} else {
|
|
- for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
|
|
|
|
- V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
|
|
|
|
- vertex->colors.r = (GLubyte)color.r;
|
|
|
|
- vertex->colors.g = (GLubyte)color.g;
|
|
|
|
- vertex->colors.b = (GLubyte)color.b;
|
|
|
|
- vertex->colors.a = (GLubyte)color.a;
|
|
|
|
|
|
+ V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
|
|
+ for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
|
|
+ vertex->colors = color4B;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
} else {
|
|
|
|
+ // Two tints
|
|
|
|
+
|
|
if (spSkeletonClipping_isClipping(_clipper)) {
|
|
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);
|
|
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);
|
|
twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
|
|
@@ -545,99 +524,54 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
|
|
trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
|
|
trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
|
|
trianglesTwoColor.indexCount = _clipper->clippedTriangles->size;
|
|
trianglesTwoColor.indexCount = _clipper->clippedTriangles->size;
|
|
trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
|
|
trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
|
|
- memcpy(trianglesTwoColor.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
|
|
|
|
|
|
+ std::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);
|
|
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;
|
|
|
|
|
|
+ const float* verts = _clipper->clippedVertices->items;
|
|
|
|
+ const float* uvs = _clipper->clippedUVs->items;
|
|
|
|
|
|
if (_effect) {
|
|
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;
|
|
|
|
|
|
+ V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
|
|
+ for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2, ++vertex) {
|
|
|
|
+ spColor lightCopy = color;
|
|
|
|
+ spColor darkCopy = darkColor;
|
|
vertex->position.x = verts[vv];
|
|
vertex->position.x = verts[vv];
|
|
vertex->position.y = verts[vv + 1];
|
|
vertex->position.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
|
|
_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 = (GLubyte)darkColor.a;
|
|
|
|
|
|
+ vertex->color = spColorToColor4B(lightCopy);
|
|
|
|
+ vertex->color2 = spColorToColor4B(darkCopy);
|
|
}
|
|
}
|
|
} else {
|
|
} 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;
|
|
|
|
|
|
+ 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.x = verts[vv];
|
|
vertex->position.y = verts[vv + 1];
|
|
vertex->position.y = verts[vv + 1];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.u = uvs[vv];
|
|
vertex->texCoords.v = uvs[vv + 1];
|
|
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 = (GLubyte)darkColor.a;
|
|
|
|
|
|
+ vertex->color = color4B;
|
|
|
|
+ vertex->color2 = darkColor4B;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
} else {
|
|
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
|
|
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
|
|
|
|
|
|
if (_effect) {
|
|
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;
|
|
|
|
|
|
+ V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts;
|
|
|
|
+ for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v, ++vertex) {
|
|
|
|
+ spColor lightCopy = color;
|
|
|
|
+ spColor darkCopy = darkColor;
|
|
_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
|
|
_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 = (GLubyte)darkColor.a;
|
|
|
|
|
|
+ vertex->color = spColorToColor4B(lightCopy);
|
|
|
|
+ vertex->color2 = spColorToColor4B(darkCopy);
|
|
}
|
|
}
|
|
} else {
|
|
} 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 = (GLubyte)darkColor.a;
|
|
|
|
|
|
+ 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
@@ -683,10 +617,12 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
- if (_effect) _effect->end(_effect);
|
|
|
|
|
|
+ if (_effect) {
|
|
|
|
+ _effect->end(_effect);
|
|
|
|
+ }
|
|
|
|
|
|
- if (_debugSlots || _debugBones || _debugMeshes) {
|
|
|
|
- drawDebug(renderer, transform, transformFlags);
|
|
|
|
|
|
+ if (_debugBoundingRect || _debugSlots || _debugBones || _debugMeshes) {
|
|
|
|
+ drawDebug(renderer, transform, transformFlags);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
@@ -698,29 +634,52 @@ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uin
|
|
|
|
|
|
DrawNode* drawNode = DrawNode::create();
|
|
DrawNode* drawNode = DrawNode::create();
|
|
|
|
|
|
|
|
+ // Draw bounding rectangle
|
|
|
|
+ if (_debugBoundingRect) {
|
|
|
|
+ glLineWidth(2);
|
|
|
|
+ const cocos2d::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) {
|
|
if (_debugSlots) {
|
|
// Slots.
|
|
// Slots.
|
|
// DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
|
|
// DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
|
|
glLineWidth(1);
|
|
glLineWidth(1);
|
|
- Vec2 points[4];
|
|
|
|
V3F_C4B_T2F_Quad quad;
|
|
V3F_C4B_T2F_Quad quad;
|
|
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
|
|
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
|
|
spSlot* slot = _skeleton->drawOrder[i];
|
|
spSlot* slot = _skeleton->drawOrder[i];
|
|
- if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
|
|
|
|
|
|
+ if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ if (slotIsOutRange(*slot, _startSlotIndex, _endSlotIndex)) {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
|
|
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
|
|
|
|
+ float worldVertices[8];
|
|
spRegionAttachment_computeWorldVertices(attachment, slot->bone, worldVertices, 0, 2);
|
|
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]);
|
|
|
|
|
|
+ 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);
|
|
drawNode->drawPoly(points, 4, true, Color4F::BLUE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
+
|
|
if (_debugBones) {
|
|
if (_debugBones) {
|
|
// Bone lengths.
|
|
// Bone lengths.
|
|
glLineWidth(2);
|
|
glLineWidth(2);
|
|
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
|
|
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
|
|
- spBone *bone = _skeleton->bones[i];
|
|
|
|
|
|
+ const spBone *bone = _skeleton->bones[i];
|
|
float x = bone->data->length * bone->a + bone->worldX;
|
|
float x = bone->data->length * bone->a + bone->worldX;
|
|
float y = bone->data->length * bone->c + bone->worldY;
|
|
float y = bone->data->length * bone->c + bone->worldY;
|
|
drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
|
|
drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
|
|
@@ -728,7 +687,7 @@ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uin
|
|
// Bone origins.
|
|
// Bone origins.
|
|
auto color = Color4F::BLUE; // Root bone is blue.
|
|
auto color = Color4F::BLUE; // Root bone is blue.
|
|
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
|
|
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
|
|
- spBone *bone = _skeleton->bones[i];
|
|
|
|
|
|
+ const spBone *bone = _skeleton->bones[i];
|
|
drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
|
|
drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
|
|
if (i == 0) color = Color4F::GREEN;
|
|
if (i == 0) color = Color4F::GREEN;
|
|
}
|
|
}
|
|
@@ -741,15 +700,20 @@ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uin
|
|
spSlot* slot = _skeleton->drawOrder[i];
|
|
spSlot* slot = _skeleton->drawOrder[i];
|
|
if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
|
|
if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
|
|
spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
|
|
spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
|
|
- ensureWorldVerticesCapacity(attachment->super.worldVerticesLength);
|
|
|
|
- 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);
|
|
|
|
|
|
+ VLA(float, worldCoord, attachment->super.worldVerticesLength);
|
|
|
|
+ spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, worldCoord, 0, 2);
|
|
|
|
+ for (int t = 0; t < attachment->trianglesCount; t += 3) {
|
|
|
|
+ // Fetch triangle indices
|
|
|
|
+ const int idx0 = attachment->triangles[t + 0];
|
|
|
|
+ const int idx1 = attachment->triangles[t + 1];
|
|
|
|
+ const int idx2 = attachment->triangles[t + 2];
|
|
|
|
+ const Vec2 v[3] =
|
|
|
|
+ {
|
|
|
|
+ worldCoord + (idx0 * 2),
|
|
|
|
+ worldCoord + (idx1 * 2),
|
|
|
|
+ worldCoord + (idx2 * 2)
|
|
|
|
+ };
|
|
|
|
+ drawNode->drawPoly(v, 3, true, Color4F::YELLOW);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
@@ -767,35 +731,8 @@ AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* a
|
|
return (AttachmentVertices*)attachment->rendererObject;
|
|
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;
|
|
|
|
- ensureWorldVerticesCapacity(mesh->super.worldVerticesLength);
|
|
|
|
- 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);
|
|
|
|
|
|
+cocos2d::Rect SkeletonRenderer::getBoundingBox () const {
|
|
|
|
+ return _boundingRect;
|
|
}
|
|
}
|
|
|
|
|
|
// --- Convenience methods for Skeleton_* functions.
|
|
// --- Convenience methods for Skeleton_* functions.
|
|
@@ -852,11 +789,11 @@ void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
|
|
}
|
|
}
|
|
|
|
|
|
void SkeletonRenderer::setSlotsRange(int startSlotIndex, int endSlotIndex) {
|
|
void SkeletonRenderer::setSlotsRange(int startSlotIndex, int endSlotIndex) {
|
|
- this->_startSlotIndex = startSlotIndex;
|
|
|
|
- this->_endSlotIndex = endSlotIndex;
|
|
|
|
|
|
+ _startSlotIndex = startSlotIndex == -1 ? 0 : startSlotIndex;
|
|
|
|
+ _endSlotIndex = endSlotIndex == -1 ? std::numeric_limits<int>::max() : endSlotIndex;
|
|
}
|
|
}
|
|
|
|
|
|
-spSkeleton* SkeletonRenderer::getSkeleton () {
|
|
|
|
|
|
+spSkeleton* SkeletonRenderer::getSkeleton () const {
|
|
return _skeleton;
|
|
return _skeleton;
|
|
}
|
|
}
|
|
|
|
|
|
@@ -888,6 +825,14 @@ bool SkeletonRenderer::getDebugMeshesEnabled () const {
|
|
return _debugMeshes;
|
|
return _debugMeshes;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+void SkeletonRenderer::setDebugBoundingRectEnabled(bool enabled) {
|
|
|
|
+ _debugBoundingRect = enabled;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool SkeletonRenderer::getDebugBoundingRectEnabled() const {
|
|
|
|
+ return _debugBoundingRect;
|
|
|
|
+}
|
|
|
|
+
|
|
void SkeletonRenderer::onEnter () {
|
|
void SkeletonRenderer::onEnter () {
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
|
|
if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
|
|
@@ -922,4 +867,232 @@ bool SkeletonRenderer::isOpacityModifyRGB () const {
|
|
return _premultipliedAlpha;
|
|
return _premultipliedAlpha;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+
|
|
|
|
+ cocos2d::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(const spSlot& slot, int startSlotIndex, int endSlotIndex)
|
|
|
|
+ {
|
|
|
|
+ return startSlotIndex > slot.data->index || endSlotIndex < slot.data->index;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ int computeTotalCoordCount(const spSkeleton& skeleton, int startSlotIndex, int endSlotIndex)
|
|
|
|
+ {
|
|
|
|
+ int coordCount = 0;
|
|
|
|
+ for (int i = 0; i < skeleton.slotsCount; ++i)
|
|
|
|
+ {
|
|
|
|
+ const spSlot& slot = *skeleton.slots[i];
|
|
|
|
+ if (!slot.attachment)
|
|
|
|
+ {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ if (slotIsOutRange(slot, startSlotIndex, endSlotIndex))
|
|
|
|
+ {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ // Early exit if slot is invisible
|
|
|
|
+ if (slot.color.a == 0) {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ if (slot.attachment->type == SP_ATTACHMENT_REGION)
|
|
|
|
+ {
|
|
|
|
+ // Early exit if attachment is invisible
|
|
|
|
+ spRegionAttachment* attachment = reinterpret_cast<spRegionAttachment*>(slot.attachment);
|
|
|
|
+ if (attachment->color.a == 0) {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ coordCount += 8;
|
|
|
|
+ }
|
|
|
|
+ else if (slot.attachment->type == SP_ATTACHMENT_MESH)
|
|
|
|
+ {
|
|
|
|
+ const spMeshAttachment* mesh = reinterpret_cast<const spMeshAttachment*>(slot.attachment);
|
|
|
|
+ // Early exit if attachment is invisible
|
|
|
|
+ if (mesh->color.a == 0) {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ coordCount += mesh->super.worldVerticesLength;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return coordCount;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ void transformWorldVertices(float* dstCoord, int coordCount, const spSkeleton& skeleton, int startSlotIndex, int endSlotIndex)
|
|
|
|
+ {
|
|
|
|
+ float* dstPtr = dstCoord;
|
|
|
|
+#ifndef NDEBUG
|
|
|
|
+ float* const dstEnd = dstCoord + coordCount;
|
|
|
|
+#endif
|
|
|
|
+ for (int i = 0; i < skeleton.slotsCount; ++i)
|
|
|
|
+ {
|
|
|
|
+ /*const*/ spSlot& slot = *skeleton.drawOrder[i]; // match the draw order of SkeletonRenderer::Draw
|
|
|
|
+ if (!slot.attachment)
|
|
|
|
+ {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ if (slotIsOutRange(slot, startSlotIndex, endSlotIndex))
|
|
|
|
+ {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ // Early exit if slot is invisible
|
|
|
|
+ if (slot.color.a == 0) {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ if (slot.attachment->type == SP_ATTACHMENT_REGION)
|
|
|
|
+ {
|
|
|
|
+ spRegionAttachment* attachment = reinterpret_cast<spRegionAttachment*>(slot.attachment);
|
|
|
|
+ // Early exit if attachment is invisible
|
|
|
|
+ if (attachment->color.a == 0) {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ assert(dstPtr + 8 <= dstEnd);
|
|
|
|
+ spRegionAttachment_computeWorldVertices(attachment, slot.bone, dstPtr, 0, 2);
|
|
|
|
+ dstPtr += 8;
|
|
|
|
+ }
|
|
|
|
+ else if (slot.attachment->type == SP_ATTACHMENT_MESH)
|
|
|
|
+ {
|
|
|
|
+ spMeshAttachment* mesh = reinterpret_cast<spMeshAttachment*>(slot.attachment);
|
|
|
|
+ // Early exit if attachment is invisible
|
|
|
|
+ if (mesh->color.a == 0) {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ assert(dstPtr + mesh->super.worldVerticesLength <= dstEnd);
|
|
|
|
+ spVertexAttachment_computeWorldVertices(SUPER(mesh), &slot, 0, mesh->super.worldVerticesLength, dstPtr, 0, 2);
|
|
|
|
+ dstPtr += mesh->super.worldVerticesLength;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ assert(dstPtr == dstEnd);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void interleaveCoordinates(float* __restrict dst, const float* __restrict src, int count, int dstStride)
|
|
|
|
+ {
|
|
|
|
+ if (dstStride == 2)
|
|
|
|
+ {
|
|
|
|
+ std::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(int blendMode, bool premultipliedAlpha)
|
|
|
|
+ {
|
|
|
|
+ BlendFunc blendFunc;
|
|
|
|
+ switch (blendMode) {
|
|
|
|
+ case SP_BLEND_MODE_ADDITIVE:
|
|
|
|
+ blendFunc.src = premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
|
|
|
|
+ blendFunc.dst = GL_ONE;
|
|
|
|
+ break;
|
|
|
|
+ case SP_BLEND_MODE_MULTIPLY:
|
|
|
|
+ blendFunc.src = GL_DST_COLOR;
|
|
|
|
+ blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
|
|
|
|
+ break;
|
|
|
|
+ case SP_BLEND_MODE_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;
|
|
|
|
+ }
|
|
|
|
+ return blendFunc;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ bool cullRectangle(const Mat4 &transform, const cocos2d::Rect& rect, const Camera& camera)
|
|
|
|
+ {
|
|
|
|
+ // Compute rectangle center and half extents in local space
|
|
|
|
+ // TODO: Pass the bounding rectangle with this representation directly
|
|
|
|
+ const float halfRectWidth = rect.size.width * 0.5f;
|
|
|
|
+ const float halfRectHeight = rect.size.height * 0.5f;
|
|
|
|
+ const float l_cx = rect.origin.x + halfRectWidth;
|
|
|
|
+ const float l_cy = rect.origin.y + halfRectHeight;
|
|
|
|
+
|
|
|
|
+ // Transform rectangle center to world space
|
|
|
|
+ const float w_cx = (l_cx * transform.m[0] + l_cy * transform.m[4]) + transform.m[12];
|
|
|
|
+ const float w_cy = (l_cx * transform.m[1] + l_cy * transform.m[5]) + transform.m[13];
|
|
|
|
+
|
|
|
|
+ // Compute rectangle half extents in world space
|
|
|
|
+ const float w_ex = std::abs(halfRectWidth * transform.m[0]) + std::abs(halfRectHeight * transform.m[4]);
|
|
|
|
+ const float w_ey = std::abs(halfRectWidth * transform.m[1]) + std::abs(halfRectHeight * transform.m[5]);
|
|
|
|
+
|
|
|
|
+ // Transform rectangle to clip space
|
|
|
|
+ const Mat4& viewMatrix = camera.getViewMatrix();
|
|
|
|
+ const Mat4& projectionMatrix = camera.getProjectionMatrix();
|
|
|
|
+ const float c_cx = (w_cx + viewMatrix.m[12]) * projectionMatrix.m[0];
|
|
|
|
+ const float c_cy = (w_cy + viewMatrix.m[13]) * projectionMatrix.m[5];
|
|
|
|
+ const float c_ex = w_ex * projectionMatrix.m[0];
|
|
|
|
+ const float c_ey = w_ey * projectionMatrix.m[5];
|
|
|
|
+ // The rectangle has z == 0 in world space
|
|
|
|
+ // cw = projectionMatrix[11] * vz = -vz = wz -viewMatrix.m[14] = -viewMatrix.m[14]
|
|
|
|
+ const float c_w = -viewMatrix.m[14]; // w in clip space
|
|
|
|
+
|
|
|
|
+ // For each edge, test the rectangle corner closest to it
|
|
|
|
+ // If its distance to the edge is negative, the whole rectangle is outside the screen
|
|
|
|
+ // Note: the test is conservative and can return false positives in some cases
|
|
|
|
+ // The test is done in clip space [-1, +1]
|
|
|
|
+ // e.g. left culling <==> (c_cx + c_ex) / cw < -1 <==> (c_cx + c_ex) < -cw
|
|
|
|
+
|
|
|
|
+ // Left
|
|
|
|
+ if (c_cx + c_ex < -c_w)
|
|
|
|
+ {
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Right
|
|
|
|
+ if (c_cx - c_ex > c_w)
|
|
|
|
+ {
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Bottom
|
|
|
|
+ if (c_cy + c_ey < -c_w)
|
|
|
|
+ {
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Top
|
|
|
|
+ if (c_cy - c_ey > c_w)
|
|
|
|
+ {
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ Color4B spColorToColor4B(const spColor& color)
|
|
|
|
+ {
|
|
|
|
+ return { (GLubyte)(color.r * 255.f), (GLubyte)(color.g * 255.f), (GLubyte)(color.b * 255.f), (GLubyte)(color.a * 255.f) };
|
|
|
|
+ }
|
|
|
|
+
|
|
}
|
|
}
|