Bladeren bron

[cocos2dx] Added support for vertex effects. See #898

badlogic 8 jaren geleden
bovenliggende
commit
7488383b15

+ 3 - 0
CHANGELOG.md

@@ -46,6 +46,7 @@
   * Added `spSkeletonClipper` and `spTriangulator`, used to implement software clipping of attachments.
   * `AnimationState#apply` returns boolean indicating if any timeline was applied or not.
   * `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
+  * Added `spVertexEffect` and corresponding implementations `spJitterVertexEffect` and `spSwirlVertexEffect`. Create/dispose through the corresponding `spXXXVertexEffect_create()/dispose()` functions. Set on framework/engine specific renderer. See changes for spine-c based frameworks/engines below.
 
 ### Cocos2d-X
  * Fixed renderer to work with 3.6 changes
@@ -55,6 +56,7 @@
  * Added mesh debug rendering. Enable/Disable via `SkeletonRenderer::setDebugMeshesEnabled()`.
  * Added support for clipping.
  * SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
+ * Added support for vertex effects. See `RaptorExample.cpp`.
 
 ### Cocos2d-Objc
  * Fixed renderer to work with 3.6 changes
@@ -64,6 +66,7 @@
 ### SFML
  * Fixed renderer to work with 3.6 changes. Sadly, two color tinting does not work, as the vertex format in SFML is fixed.
  * Added support for clipping.
+ * Added support for vertex effects. See raptor example.
 
 ### Unreal Engine 4
  * Fixed renderer to work with 3.6 changes

+ 1 - 1
spine-c/spine-c/include/spine/extension.h

@@ -103,7 +103,7 @@
 #define COS(A) cosf(A)
 #define SQRT(A) sqrtf(A)
 #define ACOS(A) acosf(A)
-#define POW(A,B) pow(A, B);
+#define POW(A,B) pow(A, B)
 #else
 #define FMOD(A,B) (float)fmod(A, B)
 #define ATAN2(A,B) (float)atan2(A, B)

+ 17 - 1
spine-cocos2dx/example/Classes/RaptorExample.cpp

@@ -30,10 +30,13 @@
 
 #include "RaptorExample.h"
 #include "TankExample.h"
+#include <spine/extension.h>
 
 USING_NS_CC;
 using namespace spine;
 
+spSwirlVertexEffect* effect = spSwirlVertexEffect_create(400);
+
 Scene* RaptorExample::scene () {
 	Scene *scene = Scene::create();
 	scene->addChild(RaptorExample::create());
@@ -46,7 +49,13 @@ bool RaptorExample::init () {
 	skeletonNode = SkeletonAnimation::createWithJsonFile("raptor-pro.json", "raptor.atlas", 0.5f);
 	skeletonNode->setAnimation(0, "walk", true);
 	skeletonNode->setAnimation(1, "empty", false);
-	skeletonNode->addAnimation(1, "gungrab", false, 2);	
+	skeletonNode->addAnimation(1, "gungrab", false, 2);
+	skeletonNode->setTwoColorTint(true);
+	
+	effect->centerY = 200;
+	swirlTime = 0;
+	
+	skeletonNode->setVertexEffect(&effect->super);
 
 	skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
 	addChild(skeletonNode);
@@ -68,3 +77,10 @@ bool RaptorExample::init () {
 
 	return true;
 }
+
+void RaptorExample::update(float fDelta) {
+	swirlTime += fDelta;
+	float percent = fmod(swirlTime, 2);
+	if (percent > 1) percent = 1 - (percent - 1);
+	effect->angle = _spMath_interpolate(_spMath_pow2_apply, -60, 60, percent);
+}

+ 3 - 0
spine-cocos2dx/example/Classes/RaptorExample.h

@@ -41,9 +41,12 @@ public:
 	CREATE_FUNC(RaptorExample);
 
 	virtual bool init ();
+	
+	virtual void update(float fDelta);
 
 private:
 	spine::SkeletonAnimation* skeletonNode;
+	float swirlTime;
 };
 
 #endif // _RAPTOREXAMPLE_H_

+ 1 - 0
spine-cocos2dx/example/proj.android/jni/Android.mk

@@ -59,6 +59,7 @@ LOCAL_SRC_FILES := hellocpp/main.cpp \
 				   ../../../../spine-c/spine-c/src/spine/TransformConstraint.c \
 				   ../../../../spine-c/spine-c/src/spine/TransformConstraintData.c \
 				   ../../../../spine-c/spine-c/src/spine/VertexAttachment.c \
+				   ../../../../spine-c/spine-c/src/spine/VertexEffect.c \
 				   ../../../../spine-c/spine-c/src/spine/extension.c
 
 

+ 98 - 0
spine-cocos2dx/example/proj.ios_mac/VertexEffect.c

@@ -0,0 +1,98 @@
+/******************************************************************************
+ * Spine Runtimes Software License v2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+
+#include <spine/VertexEffect.h>
+#include <spine/extension.h>
+
+void _spJitterVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
+}
+
+void _spJitterVertexEffect_transform(spVertexEffect* self, float* x, float* y, float* u, float* v, spColor* light, spColor* dark) {
+	spJitterVertexEffect* internal = (spJitterVertexEffect*)self;
+	float jitterX = internal->jitterX;
+	float jitterY = internal->jitterY;
+	(*x) += _spMath_randomTriangular(-jitterX, jitterY);
+	(*y) += _spMath_randomTriangular(-jitterX, jitterY);
+}
+
+void _spJitterVertexEffect_end(spVertexEffect* self) {
+}
+
+spJitterVertexEffect* spJitterVertexEffect_create(float jitterX, float jitterY) {
+	spJitterVertexEffect* effect = CALLOC(spJitterVertexEffect, 1);
+	effect->super.begin = _spJitterVertexEffect_begin;
+	effect->super.transform = _spJitterVertexEffect_transform;
+	effect->super.end = _spJitterVertexEffect_end;
+	effect->jitterX = jitterX;
+	effect->jitterY = jitterY;
+	return effect;
+}
+
+void spJitterVertexEffect_dispose(spJitterVertexEffect* effect) {
+	FREE(effect);
+}
+
+void _spSwirlVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
+	spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
+	internal->worldX = skeleton->x + internal->centerX;
+	internal->worldY = skeleton->y + internal->centerY;
+}
+
+void _spSwirlVertexEffect_transform(spVertexEffect* self, float* positionX, float* positionY, float* u, float* v, spColor* light, spColor* dark) {
+	spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
+	float radAngle = internal->angle * DEG_RAD;
+	float x = *positionX - internal->worldX;
+	float y = *positionY - internal->worldY;
+	float dist = SQRT(x * x + y * y);
+	if (dist < internal->radius) {
+		float theta = _spMath_interpolate(_spMath_pow2_apply, 0, radAngle, (internal->radius - dist) / internal->radius);
+		float cosine = COS(theta);
+		float sine = SIN(theta);
+		(*positionX) = cosine * x - sine * y + internal->worldX;
+		(*positionY) = sine * x + cosine * y + internal->worldY;
+	}
+}
+
+void _spSwirlVertexEffect_end(spVertexEffect* self) {
+}
+
+spSwirlVertexEffect* spSwirlVertexEffect_create(float radius) {
+	spSwirlVertexEffect* effect = CALLOC(spSwirlVertexEffect, 1);
+	effect->super.begin = _spSwirlVertexEffect_begin;
+	effect->super.transform = _spSwirlVertexEffect_transform;
+	effect->super.end = _spSwirlVertexEffect_end;
+	effect->radius = radius;
+	return effect;
+}
+
+void spSwirlVertexEffect_dispose(spSwirlVertexEffect* effect) {
+	FREE(effect);
+}
+

+ 6 - 0
spine-cocos2dx/example/proj.ios_mac/spine-cocos2d-x.xcodeproj/project.pbxproj

@@ -170,6 +170,8 @@
 		76FAC18D1E3F97D2001CCC8C /* PointAttachment.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FAC18B1E3F97D2001CCC8C /* PointAttachment.c */; };
 		76FAC18F1E3F98A0001CCC8C /* Color.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FAC18A1E3F97D2001CCC8C /* Color.c */; };
 		76FAC1901E3F98A0001CCC8C /* PointAttachment.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FAC18B1E3F97D2001CCC8C /* PointAttachment.c */; };
+		76FB150F1F01377200C5377F /* VertexEffect.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FB150E1F01377200C5377F /* VertexEffect.c */; };
+		76FB15111F0139B400C5377F /* VertexEffect.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FB150E1F01377200C5377F /* VertexEffect.c */; };
 		8262943E1AAF051F00CB7CF7 /* Security.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 8262943D1AAF051F00CB7CF7 /* Security.framework */; };
 		BF171245129291EC00B8313A /* OpenGLES.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = BF170DB012928DE900B8313A /* OpenGLES.framework */; };
 		BF1712471292920000B8313A /* libz.dylib in Frameworks */ = {isa = PBXBuildFile; fileRef = BF170DB412928DE900B8313A /* libz.dylib */; };
@@ -335,6 +337,7 @@
 		76F5BD541D2BD7D3005917E5 /* TankExample.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = TankExample.h; sourceTree = "<group>"; };
 		76FAC18A1E3F97D2001CCC8C /* Color.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = Color.c; path = "../../../spine-c/spine-c/src/spine/Color.c"; sourceTree = "<group>"; };
 		76FAC18B1E3F97D2001CCC8C /* PointAttachment.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = PointAttachment.c; path = "../../../spine-c/spine-c/src/spine/PointAttachment.c"; sourceTree = "<group>"; };
+		76FB150E1F01377200C5377F /* VertexEffect.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = VertexEffect.c; sourceTree = "<group>"; };
 		8262943D1AAF051F00CB7CF7 /* Security.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Security.framework; path = System/Library/Frameworks/Security.framework; sourceTree = SDKROOT; };
 		BF170DB012928DE900B8313A /* OpenGLES.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGLES.framework; path = System/Library/Frameworks/OpenGLES.framework; sourceTree = SDKROOT; };
 		BF170DB412928DE900B8313A /* libz.dylib */ = {isa = PBXFileReference; lastKnownFileType = "compiled.mach-o.dylib"; name = libz.dylib; path = usr/lib/libz.dylib; sourceTree = SDKROOT; };
@@ -552,6 +555,7 @@
 		76AAA3B21D180F7300C54FCB /* spine */ = {
 			isa = PBXGroup;
 			children = (
+				76FB150E1F01377200C5377F /* VertexEffect.c */,
 				76D520E11EB3625700572471 /* Array.c */,
 				76D520D71EB3611300572471 /* ClippingAttachment.c */,
 				76D520D81EB3611300572471 /* SkeletonClipping.c */,
@@ -803,6 +807,7 @@
 				76F28CB81DEC7EBB00CDE54D /* Bone.c in Sources */,
 				76F28CB61DEC7EBB00CDE54D /* Attachment.c in Sources */,
 				503AE10217EB989F00D1A890 /* RootViewController.mm in Sources */,
+				76FB150F1F01377200C5377F /* VertexEffect.c in Sources */,
 				503AE10117EB989F00D1A890 /* main.m in Sources */,
 				76D520DB1EB3611300572471 /* SkeletonClipping.c in Sources */,
 				76F28CCB1DEC7EBB00CDE54D /* Skin.c in Sources */,
@@ -820,6 +825,7 @@
 			isa = PBXSourcesBuildPhase;
 			buildActionMask = 2147483647;
 			files = (
+				76FB15111F0139B400C5377F /* VertexEffect.c in Sources */,
 				76D520E71EB3634600572471 /* CoinExample.cpp in Sources */,
 				76D520E31EB3625B00572471 /* Array.c in Sources */,
 				76D520DE1EB3619800572471 /* ClippingAttachment.c in Sources */,

+ 1 - 0
spine-cocos2dx/example/proj.win32/spine-cocos2d-x.vcxproj

@@ -179,6 +179,7 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)" /D /E /I /F /Y
     <ClCompile Include="..\..\..\spine-c\spine-c\src\spine\TransformConstraint.c" />
     <ClCompile Include="..\..\..\spine-c\spine-c\src\spine\TransformConstraintData.c" />
     <ClCompile Include="..\..\..\spine-c\spine-c\src\spine\VertexAttachment.c" />
+    <ClCompile Include="..\..\..\spine-c\spine-c\src\spine\VertexEffect.c" />
     <ClCompile Include="..\..\src\spine\AttachmentVertices.cpp" />
     <ClCompile Include="..\..\src\spine\Cocos2dAttachmentLoader.cpp" />
     <ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp" />

+ 156 - 44
spine-cocos2dx/src/spine/SkeletonRenderer.cpp

@@ -77,21 +77,21 @@ void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsS
 }
 
 SkeletonRenderer::SkeletonRenderer ()
-	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1) {
+	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
 }
 
 SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
-	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1) {
+	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
 	initWithData(skeletonData, ownsSkeletonData);
 }
 
 SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
-	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1) {
+	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
 	initWithJsonFile(skeletonDataFile, atlas, scale);
 }
 
 SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
-	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1) {
+	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
 	initWithJsonFile(skeletonDataFile, atlasFile, scale);
 }
 
@@ -183,6 +183,8 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 	SkeletonBatch* batch = SkeletonBatch::getInstance();
 	SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
 	bool isTwoColorTint = this->isTwoColorTint();
+	
+	if (_effect) _effect->begin(_effect, _skeleton);
 
 	Color4F nodeColor;
 	nodeColor.r = getDisplayedColor().r / (float)255;
@@ -321,26 +323,70 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 				
 				float* verts = _clipper->clippedVertices->items;
 				float* uvs = _clipper->clippedUVs->items;
-				for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
-					V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-					vertex->vertices.x = verts[vv];
-					vertex->vertices.y = verts[vv + 1];
-					vertex->texCoords.u = uvs[vv];
-					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;
+				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;
+						vertex->vertices.x = verts[vv];
+						vertex->vertices.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						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);
+					}
+				} else {
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
+						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->vertices.x = verts[vv];
+						vertex->vertices.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						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;
+					}
 				}
 			} else {
 				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
 				
-				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;
+				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);
+					}
+				} 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;
+					}
 				}
 			}
 		} else {
@@ -361,34 +407,94 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 				
 				float* verts = _clipper->clippedVertices->items;
 				float* uvs = _clipper->clippedUVs->items;
-				for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
-					V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-					vertex->position.x = verts[vv];
-					vertex->position.y = verts[vv + 1];
-					vertex->texCoords.u = uvs[vv];
-					vertex->texCoords.v = uvs[vv + 1];
-					vertex->color.r = (GLubyte)color.r;
-					vertex->color.g = (GLubyte)color.g;
-					vertex->color.b = (GLubyte)color.b;
-					vertex->color.a = (GLubyte)color.a;
-					vertex->color2.r = (GLubyte)darkColor.r;
-					vertex->color2.g = (GLubyte)darkColor.g;
-					vertex->color2.b = (GLubyte)darkColor.b;
-					vertex->color2.a = 1;
+				
+				if (_effect) {
+					spColor light;
+					spColor dark;
+					light.r = color.r / 255.0f;
+					light.g = color.g / 255.0f;
+					light.b = color.b / 255.0f;
+					light.a = color.a / 255.0f;
+					dark.r = darkColor.r / 255.0f;
+					dark.g = darkColor.g / 255.0f;
+					dark.b = darkColor.b / 255.0f;
+					dark.a = darkColor.a / 255.0f;
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						spColor lightCopy = light;
+						spColor darkCopy = dark;
+						vertex->position.x = verts[vv];
+						vertex->position.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						vertex->texCoords.v = uvs[vv + 1];
+						_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
+						vertex->color.r = (GLubyte)(lightCopy.r * 255);
+						vertex->color.g = (GLubyte)(lightCopy.g * 255);
+						vertex->color.b = (GLubyte)(lightCopy.b * 255);
+						vertex->color.a = (GLubyte)(lightCopy.a * 255);
+						vertex->color2.r = (GLubyte)(darkCopy.r * 255);
+						vertex->color2.g = (GLubyte)(darkCopy.g * 255);
+						vertex->color2.b = (GLubyte)(darkCopy.b * 255);
+						vertex->color2.a = 1;
+					}
+				} else {
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->position.x = verts[vv];
+						vertex->position.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						vertex->texCoords.v = uvs[vv + 1];
+						vertex->color.r = (GLubyte)color.r;
+						vertex->color.g = (GLubyte)color.g;
+						vertex->color.b = (GLubyte)color.b;
+						vertex->color.a = (GLubyte)color.a;
+						vertex->color2.r = (GLubyte)darkColor.r;
+						vertex->color2.g = (GLubyte)darkColor.g;
+						vertex->color2.b = (GLubyte)darkColor.b;
+						vertex->color2.a = 1;
+					}
 				}
 			} else {
 				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
 				
-				for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
-					V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-					vertex->color.r = (GLubyte)color.r;
-					vertex->color.g = (GLubyte)color.g;
-					vertex->color.b = (GLubyte)color.b;
-					vertex->color.a = (GLubyte)color.a;
-					vertex->color2.r = (GLubyte)darkColor.r;
-					vertex->color2.g = (GLubyte)darkColor.g;
-					vertex->color2.b = (GLubyte)darkColor.b;
-					vertex->color2.a = 1;
+				if (_effect) {
+					spColor light;
+					spColor dark;
+					light.r = color.r / 255.0f;
+					light.g = color.g / 255.0f;
+					light.b = color.b / 255.0f;
+					light.a = color.a / 255.0f;
+					dark.r = darkColor.r / 255.0f;
+					dark.g = darkColor.g / 255.0f;
+					dark.b = darkColor.b / 255.0f;
+					dark.a = darkColor.a / 255.0f;
+					
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						spColor lightCopy = light;
+						spColor darkCopy = dark;
+						_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
+						vertex->color.r = (GLubyte)(lightCopy.r * 255);
+						vertex->color.g = (GLubyte)(lightCopy.g * 255);
+						vertex->color.b = (GLubyte)(lightCopy.b * 255);
+						vertex->color.a = (GLubyte)(lightCopy.a * 255);
+						vertex->color2.r = (GLubyte)(darkCopy.r * 255);
+						vertex->color2.g = (GLubyte)(darkCopy.g * 255);
+						vertex->color2.b = (GLubyte)(darkCopy.b * 255);
+						vertex->color2.a = 1;
+					}
+				} else {
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->color.r = (GLubyte)color.r;
+						vertex->color.g = (GLubyte)color.g;
+						vertex->color.b = (GLubyte)color.b;
+						vertex->color.a = (GLubyte)color.a;
+						vertex->color2.r = (GLubyte)darkColor.r;
+						vertex->color2.g = (GLubyte)darkColor.g;
+						vertex->color2.b = (GLubyte)darkColor.b;
+						vertex->color2.a = 1;
+					}
 				}
 			}
 		}
@@ -432,6 +538,8 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 			}
 		}
 	}
+	
+	if (_effect) _effect->end(_effect);
 
 	if (_debugSlots || _debugBones || _debugMeshes) {
         drawDebug(renderer, transform, transformFlags);
@@ -595,6 +703,10 @@ void SkeletonRenderer::setTwoColorTint(bool enabled) {
 bool SkeletonRenderer::isTwoColorTint() {
 	return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
 }
+	
+void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
+	this->_effect = effect;
+}
 
 spSkeleton* SkeletonRenderer::getSkeleton () {
 	return _skeleton;

+ 5 - 1
spine-cocos2dx/src/spine/SkeletonRenderer.h

@@ -99,6 +99,9 @@ public:
 	void setTwoColorTint(bool enabled);
 	/* Whether two color tinting is enabled */
 	bool isTwoColorTint();
+	
+	/* Sets the vertex effect to be used, set to 0 to disable vertex effects */
+	void setVertexEffect(spVertexEffect* effect);
 
     // --- BlendProtocol
     virtual void setBlendFunc (const cocos2d::BlendFunc& blendFunc)override;
@@ -125,7 +128,7 @@ CC_CONSTRUCTOR_ACCESS:
 protected:
 	void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);
 	virtual AttachmentVertices* getAttachmentVertices (spRegionAttachment* attachment) const;
-	virtual AttachmentVertices* getAttachmentVertices (spMeshAttachment* attachment) const;
+	virtual AttachmentVertices* getAttachmentVertices (spMeshAttachment* attachment) const;	
 
 	bool _ownsSkeletonData;
 	spAtlas* _atlas;
@@ -140,6 +143,7 @@ protected:
 	bool _debugBones;
 	bool _debugMeshes;
 	spSkeletonClipping* _clipper;
+	spVertexEffect* _effect;
 };
 
 }