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@@ -1,10 +1,11 @@
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import SpineShadersStructs
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import Foundation
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+import simd
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extension RenderCommand {
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func getVertices() -> [SpineVertex] {
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var vertices = [SpineVertex]()
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-
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+
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let indices = indices
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let numVertices = numVertices
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let positions = positions(numVertices: numVertices)
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@@ -13,36 +14,30 @@ extension RenderCommand {
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vertices.reserveCapacity(indices.count)
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for i in 0..<indices.count {
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let index = Int(indices[i])
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-
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let xIndex = 2 * index
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let yIndex = xIndex + 1
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-
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- let positionX = positions[xIndex]
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- let positionY = positions[yIndex]
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- let uvX = uvs[xIndex]
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- let uvY = uvs[yIndex]
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+ let position = SIMD2<Float>(positions[xIndex], positions[yIndex])
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+ let uv = SIMD2<Float>(uvs[xIndex], uvs[yIndex])
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let color = extractRGBA(from: colors[index])
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-
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let vertex = SpineVertex(
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- position: vector_float2(positionX, positionY),
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+ position: position,
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color: color,
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- uv: vector_float2(uvX, uvY)
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+ uv: uv
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)
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vertices.append(vertex)
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}
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return vertices
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}
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-
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- private func extractRGBA(from color: Int32) -> vector_float4 {
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+
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+ private func extractRGBA(from color: Int32) -> SIMD4<Float> {
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guard color != -1 else {
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- return vector_float4(1.0, 1.0, 1.0, 1.0)
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+ return SIMD4<Float>(1.0, 1.0, 1.0, 1.0)
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}
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- let alpha = (color >> 24) & 0xFF
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- let red = (color >> 16) & 0xFF
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- let green = (color >> 8) & 0xFF
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- let blue = color & 0xFF
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-
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- return vector_float4(Float(red)/255, Float(green)/255, Float(blue)/255, (Float(alpha)/255))
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+ let alpha = Float((color >> 24) & 0xFF) / 255.0
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+ let red = Float((color >> 16) & 0xFF) / 255.0
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+ let green = Float((color >> 8) & 0xFF) / 255.0
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+ let blue = Float(color & 0xFF) / 255.0
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+ return SIMD4<Float>(red, green, blue, alpha)
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}
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}
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