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+/******************************************************************************
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+ * Spine Runtimes License Agreement
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+ * Last updated July 28, 2023. Replaces all prior versions.
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+ *
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+ * Copyright (c) 2013-2023, Esoteric Software LLC
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+ *
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+ * Integration of the Spine Runtimes into software or otherwise creating
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+ * derivative works of the Spine Runtimes is permitted under the terms and
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+ * conditions of Section 2 of the Spine Editor License Agreement:
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+ * http://esotericsoftware.com/spine-editor-license
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+ *
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+ * Otherwise, it is permitted to integrate the Spine Runtimes into software or
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+ * otherwise create derivative works of the Spine Runtimes (collectively,
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+ * "Products"), provided that each user of the Products must obtain their own
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+ * Spine Editor license and redistribution of the Products in any form must
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+ * include this license and copyright notice.
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+ *
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+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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+ * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+#include <spine/SkeletonRenderer.h>
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+#include <spine/Skeleton.h>
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+#include <spine/Slot.h>
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+#include <spine/SlotData.h>
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+#include <spine/RegionAttachment.h>
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+#include <spine/Atlas.h>
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+#include <spine/MeshAttachment.h>
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+#include <spine/ClippingAttachment.h>
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+#include <spine/Bone.h>
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+
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+using namespace spine;
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+
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+SkeletonRenderer::SkeletonRenderer(): _allocator(4096), _worldVertices(), _quadIndices(), _clipping(), _renderCommands() {
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+ _quadIndices.add(0);
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+ _quadIndices.add(1);
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+ _quadIndices.add(2);
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+ _quadIndices.add(2);
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+ _quadIndices.add(3);
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+ _quadIndices.add(0);
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+}
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+
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+SkeletonRenderer::~SkeletonRenderer() {
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+}
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+
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+static RenderCommand *createRenderCommand(BlockAllocator &allocator, int numVertices, int32_t numIndices, BlendMode blendMode, void *texture) {
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+ RenderCommand *cmd = allocator.allocate<RenderCommand>(1);
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+ cmd->positions = allocator.allocate<float>(numVertices << 1);
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+ cmd->uvs = allocator.allocate<float>(numVertices << 1);
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+ cmd->colors = allocator.allocate<int32_t>(numVertices);
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+ cmd->darkColors = allocator.allocate<int32_t>(numVertices);
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+ cmd->numVertices = numVertices;
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+ cmd->indices = allocator.allocate<uint16_t>(numIndices);
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+ cmd->numIndices = numIndices;
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+ cmd->blendMode = blendMode;
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+ cmd->texture = texture;
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+ cmd->next = nullptr;
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+ return cmd;
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+}
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+
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+static RenderCommand *batchSubCommands(BlockAllocator &allocator, Vector<RenderCommand *> &commands, int first, int last, int numVertices, int numIndices) {
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+ RenderCommand *batched = createRenderCommand(allocator, numVertices, numIndices, commands[first]->blendMode, commands[first]->texture);
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+ float *positions = batched->positions;
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+ float *uvs = batched->uvs;
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+ int32_t *colors = batched->colors;
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+ int32_t *darkColors = batched->darkColors;
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+ uint16_t *indices = batched->indices;
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+ int indicesOffset = 0;
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+ for (int i = first; i <= last; i++) {
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+ RenderCommand *cmd = commands[i];
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+ memcpy(positions, cmd->positions, sizeof(float) * 2 * cmd->numVertices);
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+ memcpy(uvs, cmd->uvs, sizeof(float) * 2 * cmd->numVertices);
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+ memcpy(colors, cmd->colors, sizeof(int32_t) * cmd->numVertices);
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+ memcpy(darkColors, cmd->darkColors, sizeof(int32_t) * cmd->numVertices);
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+ for (int ii = 0; ii < cmd->numIndices; ii++)
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+ indices[ii] = cmd->indices[ii] + indicesOffset;
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+ indicesOffset += cmd->numVertices;
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+ positions += 2 * cmd->numVertices;
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+ uvs += 2 * cmd->numVertices;
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+ colors += cmd->numVertices;
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+ darkColors += cmd->numVertices;
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+ indices += cmd->numIndices;
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+ }
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+ return batched;
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+}
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+
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+static RenderCommand *batchCommands(BlockAllocator &allocator, Vector<RenderCommand *> &commands) {
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+ if (commands.size() == 0) return nullptr;
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+
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+ RenderCommand *root = nullptr;
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+ RenderCommand *last = nullptr;
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+
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+ RenderCommand *first = commands[0];
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+ int startIndex = 0;
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+ int i = 1;
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+ int numVertices = first->numVertices;
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+ int numIndices = first->numIndices;
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+ while (i <= (int) commands.size()) {
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+ RenderCommand *cmd = i < (int) commands.size() ? commands[i] : nullptr;
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+
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+ if (cmd && cmd->numVertices == 0 && cmd->numIndices == 0) {
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+ i++;
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+ continue;
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+ }
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+
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+ if (cmd != nullptr && cmd->texture == first->texture &&
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+ cmd->blendMode == first->blendMode &&
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+ cmd->colors[0] == first->colors[0] &&
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+ cmd->darkColors[0] == first->darkColors[0] &&
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+ numIndices + cmd->numIndices < 0xffff) {
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+ numVertices += cmd->numVertices;
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+ numIndices += cmd->numIndices;
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+ } else {
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+ RenderCommand *batched = batchSubCommands(allocator, commands, startIndex, i - 1, numVertices, numIndices);
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+ if (!last) {
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+ root = last = batched;
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+ } else {
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+ last->next = batched;
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+ last = batched;
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+ }
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+ if (i == (int) commands.size()) break;
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+ first = commands[i];
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+ startIndex = i;
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+ numVertices = first->numVertices;
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+ numIndices = first->numIndices;
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+ }
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+ i++;
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+ }
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+ return root;
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+}
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+
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+
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+RenderCommand *SkeletonRenderer::render(Skeleton &skeleton) {
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+ _allocator.compress();
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+ _renderCommands.clear();
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+
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+ SkeletonClipping &clipper = _clipping;
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+
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+ for (unsigned i = 0; i < skeleton.getSlots().size(); ++i) {
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+ Slot &slot = *skeleton.getDrawOrder()[i];
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+ Attachment *attachment = slot.getAttachment();
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+ if (!attachment) {
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+ clipper.clipEnd(slot);
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+ continue;
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+ }
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+
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+ // Early out if the slot color is 0 or the bone is not active
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+ if (slot.getColor().a == 0 || !slot.getBone().isActive()) {
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+ clipper.clipEnd(slot);
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+ continue;
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+ }
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+
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+ Vector<float> *worldVertices = &_worldVertices;
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+ Vector<unsigned short> *quadIndices = &_quadIndices;
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+ Vector<float> *vertices = worldVertices;
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+ int32_t verticesCount;
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+ Vector<float> *uvs;
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+ Vector<unsigned short> *indices;
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+ int32_t indicesCount;
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+ Color *attachmentColor;
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+ void *texture;
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+
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+ if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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+ RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
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+ attachmentColor = ®ionAttachment->getColor();
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+
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+ // Early out if the slot color is 0
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+ if (attachmentColor->a == 0) {
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+ clipper.clipEnd(slot);
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+ continue;
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+ }
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+
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+ worldVertices->setSize(8, 0);
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+ regionAttachment->computeWorldVertices(slot, *worldVertices, 0, 2);
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+ verticesCount = 4;
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+ uvs = ®ionAttachment->getUVs();
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+ indices = quadIndices;
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+ indicesCount = 6;
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+ texture = regionAttachment->getRegion()->rendererObject;
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+
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+ } else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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+ MeshAttachment *mesh = (MeshAttachment *) attachment;
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+ attachmentColor = &mesh->getColor();
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+
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+ // Early out if the slot color is 0
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+ if (attachmentColor->a == 0) {
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+ clipper.clipEnd(slot);
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+ continue;
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+ }
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+
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+ worldVertices->setSize(mesh->getWorldVerticesLength(), 0);
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+ mesh->computeWorldVertices(slot, 0, mesh->getWorldVerticesLength(), worldVertices->buffer(), 0, 2);
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+ verticesCount = (int32_t) (mesh->getWorldVerticesLength() >> 1);
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+ uvs = &mesh->getUVs();
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+ indices = &mesh->getTriangles();
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+ indicesCount = (int32_t) indices->size();
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+ texture = mesh->getRegion()->rendererObject;
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+
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+ } else if (attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
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+ ClippingAttachment *clip = (ClippingAttachment *) slot.getAttachment();
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+ clipper.clipStart(slot, clip);
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+ continue;
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+ } else
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+ continue;
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+
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+ uint8_t r = static_cast<uint8_t>(skeleton.getColor().r * slot.getColor().r * attachmentColor->r * 255);
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+ uint8_t g = static_cast<uint8_t>(skeleton.getColor().g * slot.getColor().g * attachmentColor->g * 255);
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+ uint8_t b = static_cast<uint8_t>(skeleton.getColor().b * slot.getColor().b * attachmentColor->b * 255);
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+ uint8_t a = static_cast<uint8_t>(skeleton.getColor().a * slot.getColor().a * attachmentColor->a * 255);
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+ uint32_t color = (a << 24) | (r << 16) | (g << 8) | b;
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+ uint32_t darkColor = 0xff000000;
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+ if (slot.hasDarkColor()) {
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+ Color &slotDarkColor = slot.getDarkColor();
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+ darkColor = 0xff000000 | (static_cast<uint8_t>(slotDarkColor.r * 255) << 16) | (static_cast<uint8_t>(slotDarkColor.g * 255) << 8) | static_cast<uint8_t>(slotDarkColor.b * 255);
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+ }
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+
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+ if (clipper.isClipping()) {
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+ clipper.clipTriangles(*worldVertices, *indices, *uvs, 2);
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+ vertices = &clipper.getClippedVertices();
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+ verticesCount = (int32_t) (clipper.getClippedVertices().size() >> 1);
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+ uvs = &clipper.getClippedUVs();
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+ indices = &clipper.getClippedTriangles();
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+ indicesCount = (int32_t) (clipper.getClippedTriangles().size());
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+ }
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+
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+ RenderCommand *cmd = createRenderCommand(_allocator, verticesCount, indicesCount, slot.getData().getBlendMode(), texture);
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+ _renderCommands.add(cmd);
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+ memcpy(cmd->positions, vertices->buffer(), (verticesCount << 1) * sizeof(float));
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+ memcpy(cmd->uvs, uvs->buffer(), (verticesCount << 1) * sizeof(float));
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+ for (int ii = 0; ii < verticesCount; ii++) {
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+ cmd->colors[ii] = color;
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+ cmd->darkColors[ii] = darkColor;
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+ }
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+ memcpy(cmd->indices, indices->buffer(), indices->size() * sizeof(uint16_t));
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+ clipper.clipEnd(slot);
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+ }
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+ clipper.clipEnd();
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+
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+ return batchCommands(_allocator, _renderCommands);
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+}
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