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@@ -11,6 +11,9 @@ namespace spine {
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Skeleton *skeleton;
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bool ownsAnimationStateData;
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AnimationState *animationState;
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+ SkeletonClipping clipper;
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+ Vector<float> worldVertices;
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+ Vector<unsigned short> quadIndices;
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SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *animationStateData = nullptr) {
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Bone::setYDown(true);
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@@ -19,6 +22,12 @@ namespace spine {
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ownsAnimationStateData = animationStateData == 0;
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if (ownsAnimationStateData) animationStateData = new(__FILE__, __LINE__) AnimationStateData(skeletonData);
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animationState = new(__FILE__, __LINE__) AnimationState(animationStateData);
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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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~SkeletonDrawable() {
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@@ -33,18 +42,124 @@ namespace spine {
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skeleton->updateWorldTransform();
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}
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- void draw() {
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-
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+ void draw(SDL_Renderer *renderer) {
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+ SDL_Texture *texture;
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+ spine::Vector<SDL_Vertex> sdlVertices;
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+ SDL_Vertex sdlVertex;
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+ Vector<int> sdlIndices;
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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) continue;
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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> *vertices = &worldVertices;
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+ int verticesCount = 0;
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+ Vector<float> *uvs = NULL;
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+ Vector<unsigned short> *indices;
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+ int indicesCount = 0;
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+ Color *attachmentColor;
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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 = (SDL_Texture *) ((AtlasRegion *) regionAttachment->getRendererObject())->page->getRendererObject();
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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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+ texture = (SDL_Texture *) ((AtlasRegion *) mesh->getRendererObject())->page->getRendererObject();
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+ mesh->computeWorldVertices(slot, 0, mesh->getWorldVerticesLength(), worldVertices.buffer(), 0, 2);
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+ verticesCount = mesh->getWorldVerticesLength() >> 1;
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+ uvs = &mesh->getUVs();
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+ indices = &mesh->getTriangles();
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+ indicesCount = indices->size();
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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 r = static_cast<Uint8>(skeleton->getColor().r * slot.getColor().r * attachmentColor->r * 255);
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+ Uint8 g = static_cast<Uint8>(skeleton->getColor().g * slot.getColor().g * attachmentColor->g * 255);
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+ Uint8 b = static_cast<Uint8>(skeleton->getColor().b * slot.getColor().b * attachmentColor->b * 255);
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+ Uint8 a = static_cast<Uint8>(skeleton->getColor().a * slot.getColor().a * attachmentColor->a * 255);
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+ sdlVertex.color.r = r;
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+ sdlVertex.color.g = g;
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+ sdlVertex.color.b = b;
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+ sdlVertex.color.a = a;
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+
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+ Color light;
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+ light.r = r / 255.0f;
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+ light.g = g / 255.0f;
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+ light.b = b / 255.0f;
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+ light.a = a / 255.0f;
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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 = clipper.getClippedVertices().size() >> 1;
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+ uvs = &clipper.getClippedUVs();
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+ indices = &clipper.getClippedTriangles();
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+ indicesCount = clipper.getClippedTriangles().size();
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+ }
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+
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+
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+ sdlVertices.clear();
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+ for (int ii = 0; ii < verticesCount; ++ii) {
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+ sdlVertex.position.x = (*vertices)[ii];
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+ sdlVertex.position.y = (*vertices)[ii + 1];
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+ sdlVertex.tex_coord.x = (*uvs)[ii];
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+ sdlVertex.tex_coord.y = (*uvs)[ii + 1];
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+ sdlVertices.add(sdlVertex);
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+ }
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+ sdlIndices.clear();
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+ for (int ii = 0; ii < indices->size(); ii++)
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+ sdlIndices.add((*indices)[ii]);
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+
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+ SDL_RenderGeometry(renderer, texture, sdlVertices.buffer(), sdlVertices.size(), sdlIndices.buffer(), indicesCount);
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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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};
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class SDLTextureLoader : public spine::TextureLoader {
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SDL_Renderer *renderer;
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+ public:
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SDLTextureLoader(SDL_Renderer *renderer): renderer(renderer) {
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}
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- SDL_Texture *loadTexture(SDL_Renderer *renderer, const spine::String &path) {
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+ SDL_Texture *loadTexture(const spine::String &path) {
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int width, height, components;
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stbi_uc *imageData = stbi_load(path.buffer(), &width, &height, &components, 4);
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if (!imageData) return nullptr;
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@@ -62,7 +177,7 @@ namespace spine {
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}
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void load(AtlasPage &page, const String &path) {
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- SDL_Texture *texture = loadTexture(renderer, path);
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+ SDL_Texture *texture = loadTexture(path);
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if (!texture) return;
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page.setRendererObject(texture);
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SDL_QueryTexture(texture, nullptr, nullptr, &page.width, &page.height);
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@@ -100,6 +215,16 @@ int main() {
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printf("Error: %s", SDL_GetError());
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return -1;
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}
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+
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+ spine::SDLTextureLoader textureLoader(renderer);
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+ spine::Atlas atlas("/Users/badlogic/workspaces/spine-runtimes/examples/spineboy/export/spineboy.atlas", &textureLoader);
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+ spine::AtlasAttachmentLoader attachmentLoader(&atlas);
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+ spine::SkeletonJson json(&attachmentLoader);
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+ spine::SkeletonData *skeletonData = json.readSkeletonDataFile("/Users/badlogic/workspaces/spine-runtimes/examples/spineboy/export/spineboy-pro.json");
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+ spine::SkeletonDrawable drawable(skeletonData);
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+ drawable.skeleton->setPosition(400, 500);
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+ drawable.update(0);
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+
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// spine::SkeletonDrawable skeletonDrawable(nullptr, nullptr);
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bool quit = false;
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@@ -114,6 +239,7 @@ int main() {
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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+ drawable.draw(renderer);
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SDL_RenderPresent(renderer);
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}
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