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@@ -0,0 +1,910 @@
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+/******************************************************************************
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+ * Spine Runtimes License Agreement
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+ * Last updated May 1, 2019. Replaces all prior versions.
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+ *
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+ * Copyright (c) 2013-2019, 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
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+ * or 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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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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+ * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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+ * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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+ * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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+ * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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+ * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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+ * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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+ * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+#include <spine/spine-cocos2dx.h>
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+#if COCOS2D_VERSION >= 0x00040000
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+
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+#include <spine/Extension.h>
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+#include <spine/AttachmentVertices.h>
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+#include <algorithm>
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+
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+#include "renderer/backend/Types.h"
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+
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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 std::min;
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+using std::max;
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+
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+namespace spine {
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+
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+ static Cocos2dTextureLoader textureLoader;
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+
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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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+ SkeletonRenderer* SkeletonRenderer::createWithSkeleton(Skeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
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+ SkeletonRenderer* node = new SkeletonRenderer(skeleton, ownsSkeleton, ownsSkeletonData);
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+ node->autorelease();
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+ return node;
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+ }
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+
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+ SkeletonRenderer* SkeletonRenderer::createWithData (SkeletonData* skeletonData, bool ownsSkeletonData) {
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+ SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
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+ node->autorelease();
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+ return node;
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+ }
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+
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+ SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, Atlas* atlas, float scale) {
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+ SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
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+ node->autorelease();
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+ return node;
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+ }
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+
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+ SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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+ SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
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+ node->autorelease();
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+ return node;
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+ }
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+
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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 = new (__FILE__, __LINE__) SkeletonClipping();
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+
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+ _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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+ setOpacityModifyRGB(true);
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+
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+ setupGLProgramState(false);
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+
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+ _skeleton->setToSetupPose();
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+ _skeleton->updateWorldTransform();
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+ }
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+
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+ void SkeletonRenderer::setupGLProgramState (bool twoColorTintEnabled) {
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+
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+ _twoColorTintEnabled = twoColorTintEnabled;
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+ if (twoColorTintEnabled) {
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+ return;
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+ }
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+
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+ Texture2D *texture = nullptr;
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+ for (int i = 0, n = _skeleton->getSlots().size(); i < n; i++) {
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+ Slot* slot = _skeleton->getDrawOrder()[i];
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+ if (!slot->getAttachment()) continue;
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+ if (slot->getAttachment()->getRTTI().isExactly(RegionAttachment::rtti)) {
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+ RegionAttachment* attachment = (RegionAttachment*)slot->getAttachment();
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+ texture = static_cast<AttachmentVertices*>(attachment->getRendererObject())->_texture;
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+ } else if (slot->getAttachment()->getRTTI().isExactly(RegionAttachment::rtti)) {
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+ MeshAttachment* attachment = (MeshAttachment*)slot->getAttachment();
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+ texture = static_cast<AttachmentVertices*>(attachment->getRendererObject())->_texture;
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+ } else {
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+ continue;
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+ }
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+
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+ if (texture != nullptr) {
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+ break;
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+ }
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+ }
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+ //setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture));
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+ }
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+
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+ void SkeletonRenderer::setSkeletonData (SkeletonData *skeletonData, bool ownsSkeletonData) {
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+ _skeleton = new (__FILE__, __LINE__) Skeleton(skeletonData);
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+ _ownsSkeletonData = ownsSkeletonData;
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+ }
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+
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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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+ }
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+
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+ SkeletonRenderer::SkeletonRenderer(Skeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData, bool ownsAtlas)
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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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+ initWithSkeleton(skeleton, ownsSkeleton, ownsSkeletonData, ownsAtlas);
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+ }
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+
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+ SkeletonRenderer::SkeletonRenderer (SkeletonData *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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+ initWithData(skeletonData, ownsSkeletonData);
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+ }
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+
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+ SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, Atlas* 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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+ 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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+ : _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
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+ initWithJsonFile(skeletonDataFile, atlasFile, scale);
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+ }
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+
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+ SkeletonRenderer::~SkeletonRenderer () {
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+ if (_ownsSkeletonData) delete _skeleton->getData();
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+ if (_ownsSkeleton) delete _skeleton;
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+ if (_ownsAtlas && _atlas) delete _atlas;
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+ if (_attachmentLoader) delete _attachmentLoader;
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+ delete _clipper;
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+ }
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+
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+ void SkeletonRenderer::initWithSkeleton(Skeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData, bool ownsAtlas) {
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+ _skeleton = skeleton;
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+ _ownsSkeleton = ownsSkeleton;
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+ _ownsSkeletonData = ownsSkeletonData;
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+ _ownsAtlas = ownsAtlas;
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+
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+ initialize();
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+ }
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+
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+ void SkeletonRenderer::initWithData (SkeletonData* skeletonData, bool ownsSkeletonData) {
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+ _ownsSkeleton = true;
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+ setSkeletonData(skeletonData, ownsSkeletonData);
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+ initialize();
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+ }
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+
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+ void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, Atlas* atlas, float scale) {
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+ _atlas = atlas;
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+ _attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
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+
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+ SkeletonJson* json = new (__FILE__, __LINE__) SkeletonJson(_attachmentLoader);
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+ json->setScale(scale);
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+ SkeletonData* skeletonData = json->readSkeletonDataFile(skeletonDataFile.c_str());
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+ CCASSERT(skeletonData, !json->getError().isEmpty() ? json->getError().buffer() : "Error reading skeleton data.");
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+ delete json;
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+
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+ _ownsSkeleton = true;
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+ setSkeletonData(skeletonData, true);
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+
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+ initialize();
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+ }
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+
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+ void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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+ _atlas = new (__FILE__, __LINE__) Atlas(atlasFile.c_str(), &textureLoader);
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+ CCASSERT(_atlas, "Error reading atlas file.");
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+
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+ _attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
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+
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+ SkeletonJson* json = new (__FILE__, __LINE__) SkeletonJson(_attachmentLoader);
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+ json->setScale(scale);
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+ SkeletonData* skeletonData = json->readSkeletonDataFile(skeletonDataFile.c_str());
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+ CCASSERT(skeletonData, !json->getError().isEmpty() ? json->getError().buffer() : "Error reading skeleton data.");
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+ delete json;
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+
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+ _ownsSkeleton = true;
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+ _ownsAtlas = true;
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+ setSkeletonData(skeletonData, true);
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+
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+ initialize();
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+ }
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+
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+ void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, Atlas* atlas, float scale) {
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+ _atlas = atlas;
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+ _attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
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+
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+ SkeletonBinary* binary = new (__FILE__, __LINE__) SkeletonBinary(_attachmentLoader);
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+ binary->setScale(scale);
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+ SkeletonData* skeletonData = binary->readSkeletonDataFile(skeletonDataFile.c_str());
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+ CCASSERT(skeletonData, !binary->getError().isEmpty() ? binary->getError().buffer() : "Error reading skeleton data.");
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+ delete binary;
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+ _ownsSkeleton = true;
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+ setSkeletonData(skeletonData, true);
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+
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+ initialize();
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+ }
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+
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+ void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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+ _atlas = new (__FILE__, __LINE__) Atlas(atlasFile.c_str(), &textureLoader);
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+ CCASSERT(_atlas, "Error reading atlas file.");
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+
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+ _attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
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+
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+ SkeletonBinary* binary = new (__FILE__, __LINE__) SkeletonBinary(_attachmentLoader);
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+ binary->setScale(scale);
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+ SkeletonData* skeletonData = binary->readSkeletonDataFile(skeletonDataFile.c_str());
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+ CCASSERT(skeletonData, !binary->getError().isEmpty() ? binary->getError().buffer() : "Error reading skeleton data.");
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+ delete binary;
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+ _ownsSkeleton = true;
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+ _ownsAtlas = true;
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+ setSkeletonData(skeletonData, true);
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+
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+ initialize();
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+ }
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+
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+ void SkeletonRenderer::update (float deltaTime) {
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+ Node::update(deltaTime);
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+ if (_ownsSkeleton) _skeleton->update(deltaTime * _timeScale);
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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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+ SkeletonBatch* batch = SkeletonBatch::getInstance();
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+ SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
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+ bool isTwoColorTint = this->isTwoColorTint();
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+
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+ // Early exit if the skeleton is invisible
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+ if (getDisplayedOpacity() == 0 || _skeleton->getColor().a == 0){
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+ return;
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+ }
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+
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+ if (_effect) _effect->begin(*_skeleton);
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+
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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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+
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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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+ AttachmentVertices* attachmentVertices = 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->getSlots().size(); i < n; ++i) {
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+ Slot* slot = _skeleton->getDrawOrder()[i];
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+
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+ if (_startSlotIndex >= 0 && _startSlotIndex == slot->getData().getIndex()) {
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+ inRange = true;
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+ }
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+
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+ if (!inRange) {
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+ _clipper->clipEnd(*slot);
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+ continue;
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+ }
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+
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+ if (_endSlotIndex >= 0 && _endSlotIndex == slot->getData().getIndex()) {
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+ inRange = false;
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+ }
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+
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+ if (!slot->getAttachment()) {
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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 exit if slot is invisible
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+ if (slot->getColor().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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+ cocos2d::TrianglesCommand::Triangles triangles;
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+ TwoColorTriangles trianglesTwoColor;
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+
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+ if (slot->getAttachment()->getRTTI().isExactly(RegionAttachment::rtti)) {
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+ RegionAttachment* attachment = (RegionAttachment*)slot->getAttachment();
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+ attachmentVertices = (AttachmentVertices*)attachment->getRendererObject();
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+
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+ // Early exit if attachment is invisible
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+ if (attachment->getColor().a == 0) {
|
|
|
|
+ _clipper->clipEnd(*slot);
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!isTwoColorTint) {
|
|
|
|
+ triangles.indices = attachmentVertices->_triangles->indices;
|
|
|
|
+ triangles.indexCount = attachmentVertices->_triangles->indexCount;
|
|
|
|
+ triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
|
|
|
|
+ triangles.vertCount = attachmentVertices->_triangles->vertCount;
|
|
|
|
+ memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
|
|
|
|
+ attachment->computeWorldVertices(slot->getBone(), (float*)triangles.verts, 0, 6);
|
|
|
|
+ } else {
|
|
|
|
+ trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
|
|
|
|
+ trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
|
|
|
|
+ trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
|
|
|
|
+ trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
|
|
|
|
+ for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
|
|
|
|
+ trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
|
|
|
|
+ }
|
|
|
|
+ attachment->computeWorldVertices(slot->getBone(), (float*)trianglesTwoColor.verts, 0, 7);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ color.r = attachment->getColor().r;
|
|
|
|
+ color.g = attachment->getColor().g;
|
|
|
|
+ color.b = attachment->getColor().b;
|
|
|
|
+ color.a = attachment->getColor().a;
|
|
|
|
+ }
|
|
|
|
+ else if (slot->getAttachment()->getRTTI().isExactly(MeshAttachment::rtti)) {
|
|
|
|
+ MeshAttachment* attachment = (MeshAttachment*)slot->getAttachment();
|
|
|
|
+ attachmentVertices = (AttachmentVertices*)attachment->getRendererObject();
|
|
|
|
+
|
|
|
|
+ // Early exit if attachment is invisible
|
|
|
|
+ if (attachment->getColor().a == 0) {
|
|
|
|
+ _clipper->clipEnd(*slot);
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!isTwoColorTint) {
|
|
|
|
+ triangles.indices = attachmentVertices->_triangles->indices;
|
|
|
|
+ triangles.indexCount = attachmentVertices->_triangles->indexCount;
|
|
|
|
+ triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
|
|
|
|
+ triangles.vertCount = attachmentVertices->_triangles->vertCount;
|
|
|
|
+ memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
|
|
|
|
+ attachment->computeWorldVertices(*slot, 0, attachment->getWorldVerticesLength(), (float*)triangles.verts, 0, 6);
|
|
|
|
+ } else {
|
|
|
|
+ trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
|
|
|
|
+ trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
|
|
|
|
+ trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
|
|
|
|
+ trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
|
|
|
|
+ for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
|
|
|
|
+ trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
|
|
|
|
+ }
|
|
|
|
+ attachment->computeWorldVertices(*slot, 0, attachment->getWorldVerticesLength(), (float*)trianglesTwoColor.verts, 0, 7);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ color.r = attachment->getColor().r;
|
|
|
|
+ color.g = attachment->getColor().g;
|
|
|
|
+ color.b = attachment->getColor().b;
|
|
|
|
+ color.a = attachment->getColor().a;
|
|
|
|
+ }
|
|
|
|
+ else if (slot->getAttachment()->getRTTI().isExactly(ClippingAttachment::rtti)) {
|
|
|
|
+ ClippingAttachment* clip = (ClippingAttachment*)slot->getAttachment();
|
|
|
|
+ _clipper->clipStart(*slot, clip);
|
|
|
|
+ continue;
|
|
|
|
+ } else {
|
|
|
|
+ _clipper->clipEnd(*slot);
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ float alpha = nodeColor.a * _skeleton->getColor().a * slot->getColor().a * color.a * 255;
|
|
|
|
+ // skip rendering if the color of this attachment is 0
|
|
|
|
+ if (alpha == 0){
|
|
|
|
+ _clipper->clipEnd(*slot);
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ float multiplier = _premultipliedAlpha ? alpha : 255;
|
|
|
|
+ float red = nodeColor.r * _skeleton->getColor().r * color.r * multiplier;
|
|
|
|
+ float green = nodeColor.g * _skeleton->getColor().g * color.g * multiplier;
|
|
|
|
+ float blue = nodeColor.b * _skeleton->getColor().b * color.b * multiplier;
|
|
|
|
+
|
|
|
|
+ color.r = red * slot->getColor().r;
|
|
|
|
+ color.g = green * slot->getColor().g;
|
|
|
|
+ color.b = blue * slot->getColor().b;
|
|
|
|
+ color.a = alpha;
|
|
|
|
+
|
|
|
|
+ if (slot->hasDarkColor()) {
|
|
|
|
+ darkColor.r = red * slot->getDarkColor().r;
|
|
|
|
+ darkColor.g = green * slot->getDarkColor().g;
|
|
|
|
+ darkColor.b = blue * slot->getDarkColor().b;
|
|
|
|
+ } else {
|
|
|
|
+ darkColor.r = 0;
|
|
|
|
+ darkColor.g = 0;
|
|
|
|
+ darkColor.b = 0;
|
|
|
|
+ }
|
|
|
|
+ darkColor.a = darkPremultipliedAlpha;
|
|
|
|
+
|
|
|
|
+ BlendFunc blendFunc;
|
|
|
|
+ switch (slot->getData().getBlendMode()) {
|
|
|
|
+ case BlendMode_Additive:
|
|
|
|
+ blendFunc.src = _premultipliedAlpha ? backend::BlendFactor::ONE : backend::BlendFactor::SRC_ALPHA;
|
|
|
|
+ blendFunc.dst = backend::BlendFactor::ONE;
|
|
|
|
+ break;
|
|
|
|
+ case BlendMode_Multiply:
|
|
|
|
+ blendFunc.src = backend::BlendFactor::DST_COLOR;
|
|
|
|
+ blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
|
|
|
|
+ break;
|
|
|
|
+ case BlendMode_Screen:
|
|
|
|
+ blendFunc.src = backend::BlendFactor::ONE;
|
|
|
|
+ blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_COLOR;
|
|
|
|
+ break;
|
|
|
|
+ default:
|
|
|
|
+ blendFunc.src = _premultipliedAlpha ? backend::BlendFactor::ONE : backend::BlendFactor::SRC_ALPHA;
|
|
|
|
+ blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!isTwoColorTint) {
|
|
|
|
+ if (_clipper->isClipping()) {
|
|
|
|
+ _clipper->clipTriangles((float*)&triangles.verts[0].vertices, triangles.indices, triangles.indexCount, (float*)&triangles.verts[0].texCoords, sizeof(cocos2d::V3F_C4B_T2F) / 4);
|
|
|
|
+ batch->deallocateVertices(triangles.vertCount);
|
|
|
|
+
|
|
|
|
+ if (_clipper->getClippedTriangles().size() == 0){
|
|
|
|
+ _clipper->clipEnd(*slot);
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ triangles.vertCount = _clipper->getClippedVertices().size() >> 1;
|
|
|
|
+ triangles.verts = batch->allocateVertices(triangles.vertCount);
|
|
|
|
+ triangles.indexCount = _clipper->getClippedTriangles().size();
|
|
|
|
+ triangles.indices = batch->allocateIndices(triangles.indexCount);
|
|
|
|
+ memcpy(triangles.indices, _clipper->getClippedTriangles().buffer(), sizeof(unsigned short) * _clipper->getClippedTriangles().size());
|
|
|
|
+
|
|
|
|
+ cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, blendFunc, triangles, transform, transformFlags);
|
|
|
|
+
|
|
|
|
+ float* verts = _clipper->getClippedVertices().buffer();
|
|
|
|
+ float* uvs = _clipper->getClippedUVs().buffer();
|
|
|
|
+ if (_effect) {
|
|
|
|
+ Color light;
|
|
|
|
+ Color 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;
|
|
|
|
+ Color lightCopy = light;
|
|
|
|
+ Color 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(vertex->vertices.x, vertex->vertices.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkCopy);
|
|
|
|
+ vertex->colors.r = (uint8_t)(lightCopy.r * 255);
|
|
|
|
+ vertex->colors.g = (uint8_t)(lightCopy.g * 255);
|
|
|
|
+ vertex->colors.b = (uint8_t)(lightCopy.b * 255);
|
|
|
|
+ vertex->colors.a = (uint8_t)(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 = (uint8_t)color.r;
|
|
|
|
+ vertex->colors.g = (uint8_t)color.g;
|
|
|
|
+ vertex->colors.b = (uint8_t)color.b;
|
|
|
|
+ vertex->colors.a = (uint8_t)color.a;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, blendFunc, triangles, transform, transformFlags);
|
|
|
|
+
|
|
|
|
+ if (_effect) {
|
|
|
|
+ Color light;
|
|
|
|
+ Color 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;
|
|
|
|
+ Color lightCopy = light;
|
|
|
|
+ Color darkCopy = dark;
|
|
|
|
+ _effect->transform(vertex->vertices.x, vertex->vertices.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkCopy);
|
|
|
|
+ vertex->colors.r = (uint8_t)(lightCopy.r * 255);
|
|
|
|
+ vertex->colors.g = (uint8_t)(lightCopy.g * 255);
|
|
|
|
+ vertex->colors.b = (uint8_t)(lightCopy.b * 255);
|
|
|
|
+ vertex->colors.a = (uint8_t)(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 = (uint8_t)color.r;
|
|
|
|
+ vertex->colors.g = (uint8_t)color.g;
|
|
|
|
+ vertex->colors.b = (uint8_t)color.b;
|
|
|
|
+ vertex->colors.a = (uint8_t)color.a;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ if (_clipper->isClipping()) {
|
|
|
|
+ _clipper->clipTriangles((float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, sizeof(V3F_C4B_C4B_T2F) / 4);
|
|
|
|
+ twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
|
|
|
|
+
|
|
|
|
+ if (_clipper->getClippedTriangles().size() == 0){
|
|
|
|
+ _clipper->clipEnd(*slot);
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ trianglesTwoColor.vertCount = _clipper->getClippedVertices().size() >> 1;
|
|
|
|
+ trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
|
|
|
|
+ trianglesTwoColor.indexCount = _clipper->getClippedTriangles().size();
|
|
|
|
+ trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
|
|
|
|
+ memcpy(trianglesTwoColor.indices, _clipper->getClippedTriangles().buffer(), sizeof(unsigned short) * _clipper->getClippedTriangles().size());
|
|
|
|
+
|
|
|
|
+ TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, blendFunc, trianglesTwoColor, transform, transformFlags);
|
|
|
|
+
|
|
|
|
+ float* verts = _clipper->getClippedVertices().buffer();
|
|
|
|
+ float* uvs = _clipper->getClippedUVs().buffer();
|
|
|
|
+
|
|
|
|
+ if (_effect) {
|
|
|
|
+ Color light;
|
|
|
|
+ Color 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;
|
|
|
|
+ Color lightCopy = light;
|
|
|
|
+ Color 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(vertex->position.x, vertex->position.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkCopy);
|
|
|
|
+ vertex->color.r = (uint8_t)(lightCopy.r * 255);
|
|
|
|
+ vertex->color.g = (uint8_t)(lightCopy.g * 255);
|
|
|
|
+ vertex->color.b = (uint8_t)(lightCopy.b * 255);
|
|
|
|
+ vertex->color.a = (uint8_t)(lightCopy.a * 255);
|
|
|
|
+ vertex->color2.r = (uint8_t)(darkCopy.r * 255);
|
|
|
|
+ vertex->color2.g = (uint8_t)(darkCopy.g * 255);
|
|
|
|
+ vertex->color2.b = (uint8_t)(darkCopy.b * 255);
|
|
|
|
+ vertex->color2.a = (uint8_t)darkColor.a;
|
|
|
|
+ }
|
|
|
|
+ } 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 = (uint8_t)color.r;
|
|
|
|
+ vertex->color.g = (uint8_t)color.g;
|
|
|
|
+ vertex->color.b = (uint8_t)color.b;
|
|
|
|
+ vertex->color.a = (uint8_t)color.a;
|
|
|
|
+ vertex->color2.r = (uint8_t)darkColor.r;
|
|
|
|
+ vertex->color2.g = (uint8_t)darkColor.g;
|
|
|
|
+ vertex->color2.b = (uint8_t)darkColor.b;
|
|
|
|
+ vertex->color2.a = (uint8_t)darkColor.a;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, blendFunc, trianglesTwoColor, transform, transformFlags);
|
|
|
|
+
|
|
|
|
+ if (_effect) {
|
|
|
|
+ Color light;
|
|
|
|
+ Color 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;
|
|
|
|
+ Color lightCopy = light;
|
|
|
|
+ Color darkCopy = dark;
|
|
|
|
+ _effect->transform(vertex->position.x, vertex->position.y, vertex->texCoords.u, vertex->texCoords.v, lightCopy, darkCopy);
|
|
|
|
+ vertex->color.r = (uint8_t)(lightCopy.r * 255);
|
|
|
|
+ vertex->color.g = (uint8_t)(lightCopy.g * 255);
|
|
|
|
+ vertex->color.b = (uint8_t)(lightCopy.b * 255);
|
|
|
|
+ vertex->color.a = (uint8_t)(lightCopy.a * 255);
|
|
|
|
+ vertex->color2.r = (uint8_t)(darkCopy.r * 255);
|
|
|
|
+ vertex->color2.g = (uint8_t)(darkCopy.g * 255);
|
|
|
|
+ vertex->color2.b = (uint8_t)(darkCopy.b * 255);
|
|
|
|
+ vertex->color2.a = (uint8_t)darkColor.a;
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
|
|
|
|
+ V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
|
|
|
|
+ vertex->color.r = (uint8_t)color.r;
|
|
|
|
+ vertex->color.g = (uint8_t)color.g;
|
|
|
|
+ vertex->color.b = (uint8_t)color.b;
|
|
|
|
+ vertex->color.a = (uint8_t)color.a;
|
|
|
|
+ vertex->color2.r = (uint8_t)darkColor.r;
|
|
|
|
+ vertex->color2.g = (uint8_t)darkColor.g;
|
|
|
|
+ vertex->color2.b = (uint8_t)darkColor.b;
|
|
|
|
+ vertex->color2.a = (uint8_t)darkColor.a;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ _clipper->clipEnd(*slot);
|
|
|
|
+ }
|
|
|
|
+ _clipper->clipEnd();
|
|
|
|
+
|
|
|
|
+ if (lastTwoColorTrianglesCommand) {
|
|
|
|
+ Node* parent = this->getParent();
|
|
|
|
+
|
|
|
|
+ // We need to decide if we can postpone flushing the current
|
|
|
|
+ // batch. We can postpone if the next sibling node is a
|
|
|
|
+ // two color tinted skeleton with the same global-z.
|
|
|
|
+ // The parent->getChildrenCount() > 100 check is a hack
|
|
|
|
+ // as checking for a sibling is an O(n) operation, and if
|
|
|
|
+ // all children of this nodes parent are skeletons, we
|
|
|
|
+ // are in O(n2) territory.
|
|
|
|
+ if (!parent || parent->getChildrenCount() > 100 || getChildrenCount() != 0) {
|
|
|
|
+ lastTwoColorTrianglesCommand->setForceFlush(true);
|
|
|
|
+ } else {
|
|
|
|
+ cocos2d::Vector<Node*>& children = parent->getChildren();
|
|
|
|
+ Node* sibling = nullptr;
|
|
|
|
+ for (ssize_t i = 0; i < children.size(); i++) {
|
|
|
|
+ if (children.at(i) == this) {
|
|
|
|
+ if (i < children.size() - 1) {
|
|
|
|
+ sibling = children.at(i+1);
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ if (!sibling) {
|
|
|
|
+ lastTwoColorTrianglesCommand->setForceFlush(true);
|
|
|
|
+ } else {
|
|
|
|
+ SkeletonRenderer* siblingSkeleton = dynamic_cast<SkeletonRenderer*>(sibling);
|
|
|
|
+ if (!siblingSkeleton || // flush is next sibling isn't a SkeletonRenderer
|
|
|
|
+ !siblingSkeleton->isTwoColorTint() || // flush if next sibling isn't two color tinted
|
|
|
|
+ !siblingSkeleton->isVisible() || // flush if next sibling is two color tinted but not visible
|
|
|
|
+ (siblingSkeleton->getGlobalZOrder() != this->getGlobalZOrder())) { // flush if next sibling is two color tinted but z-order differs
|
|
|
|
+ lastTwoColorTrianglesCommand->setForceFlush(true);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (_effect) _effect->end();
|
|
|
|
+
|
|
|
|
+ if (_debugSlots || _debugBones || _debugMeshes) {
|
|
|
|
+ drawDebug(renderer, transform, transformFlags);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) {
|
|
|
|
+
|
|
|
|
+ Director* director = Director::getInstance();
|
|
|
|
+ director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
+ director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
|
|
|
|
+
|
|
|
|
+ DrawNode* drawNode = DrawNode::create();
|
|
|
|
+
|
|
|
|
+ if (_debugSlots) {
|
|
|
|
+ // Slots.
|
|
|
|
+ // DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
|
|
|
|
+ drawNode->setLineWidth(1.0f);
|
|
|
|
+ Vec2 points[4];
|
|
|
|
+ V3F_C4B_T2F_Quad quad;
|
|
|
|
+ for (int i = 0, n = _skeleton->getSlots().size(); i < n; i++) {
|
|
|
|
+ Slot* slot = _skeleton->getDrawOrder()[i];
|
|
|
|
+ if (!slot->getAttachment() || !slot->getAttachment()->getRTTI().isExactly(RegionAttachment::rtti)) continue;
|
|
|
|
+ RegionAttachment* attachment = (RegionAttachment*)slot->getAttachment();
|
|
|
|
+ attachment->computeWorldVertices(slot->getBone(), 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]);
|
|
|
|
+ drawNode->drawPoly(points, 4, true, Color4F::BLUE);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ if (_debugBones) {
|
|
|
|
+ // Bone lengths.
|
|
|
|
+ drawNode->setLineWidth(2.0f);
|
|
|
|
+ for (int i = 0, n = _skeleton->getBones().size(); i < n; i++) {
|
|
|
|
+ Bone *bone = _skeleton->getBones()[i];
|
|
|
|
+ float x = bone->getData().getLength() * bone->getA() + bone->getWorldX();
|
|
|
|
+ float y = bone->getData().getLength() * bone->getC() + bone->getWorldY();
|
|
|
|
+ drawNode->drawLine(Vec2(bone->getWorldX(), bone->getWorldY()), Vec2(x, y), Color4F::RED);
|
|
|
|
+ }
|
|
|
|
+ // Bone origins.
|
|
|
|
+ auto color = Color4F::BLUE; // Root bone is blue.
|
|
|
|
+ for (int i = 0, n = _skeleton->getBones().size(); i < n; i++) {
|
|
|
|
+ Bone *bone = _skeleton->getBones()[i];
|
|
|
|
+ drawNode->drawPoint(Vec2(bone->getWorldX(), bone->getWorldY()), 4, color);
|
|
|
|
+ if (i == 0) color = Color4F::GREEN;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (_debugMeshes) {
|
|
|
|
+ // Meshes.
|
|
|
|
+ drawNode->setLineWidth(1.0f);
|
|
|
|
+ for (int i = 0, n = _skeleton->getSlots().size(); i < n; ++i) {
|
|
|
|
+ Slot* slot = _skeleton->getDrawOrder()[i];
|
|
|
|
+ if (!slot->getAttachment() || !slot->getAttachment()->getRTTI().isExactly(MeshAttachment::rtti)) continue;
|
|
|
|
+ MeshAttachment* attachment = (MeshAttachment*)slot->getAttachment();
|
|
|
|
+ ensureWorldVerticesCapacity(attachment->getWorldVerticesLength());
|
|
|
|
+ attachment->computeWorldVertices(*slot, 0, attachment->getWorldVerticesLength(), worldVertices, 0, 2);
|
|
|
|
+ for (int ii = 0; ii < attachment->getTriangles().size();) {
|
|
|
|
+ Vec2 v1(worldVertices + (attachment->getTriangles()[ii++] * 2));
|
|
|
|
+ Vec2 v2(worldVertices + (attachment->getTriangles()[ii++] * 2));
|
|
|
|
+ Vec2 v3(worldVertices + (attachment->getTriangles()[ii++] * 2));
|
|
|
|
+ drawNode->drawLine(v1, v2, Color4F::YELLOW);
|
|
|
|
+ drawNode->drawLine(v2, v3, Color4F::YELLOW);
|
|
|
|
+ drawNode->drawLine(v3, v1, Color4F::YELLOW);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ drawNode->draw(renderer, transform, transformFlags);
|
|
|
|
+ director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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->getSlots().size(); ++i) {
|
|
|
|
+ Slot* slot = _skeleton->getSlots()[i];
|
|
|
|
+ if (!slot->getAttachment()) continue;
|
|
|
|
+ int verticesCount;
|
|
|
|
+ if (slot->getAttachment()->getRTTI().isExactly(RegionAttachment::rtti)) {
|
|
|
|
+ RegionAttachment* attachment = (RegionAttachment*)slot->getAttachment();
|
|
|
|
+ attachment->computeWorldVertices(slot->getBone(), worldVertices, 0, 2);
|
|
|
|
+ verticesCount = 8;
|
|
|
|
+ } else if (slot->getAttachment()->getRTTI().isExactly(MeshAttachment::rtti)) {
|
|
|
|
+ MeshAttachment* mesh = (MeshAttachment*)slot->getAttachment();
|
|
|
|
+ ensureWorldVerticesCapacity(mesh->getWorldVerticesLength());
|
|
|
|
+ mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), worldVertices, 0, 2);
|
|
|
|
+ verticesCount = mesh->getWorldVerticesLength();
|
|
|
|
+ } 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);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // --- Convenience methods for Skeleton_* functions.
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::updateWorldTransform () {
|
|
|
|
+ _skeleton->updateWorldTransform();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setToSetupPose () {
|
|
|
|
+ _skeleton->setToSetupPose();
|
|
|
|
+ }
|
|
|
|
+ void SkeletonRenderer::setBonesToSetupPose () {
|
|
|
|
+ _skeleton->setBonesToSetupPose();
|
|
|
|
+ }
|
|
|
|
+ void SkeletonRenderer::setSlotsToSetupPose () {
|
|
|
|
+ _skeleton->setSlotsToSetupPose();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ Bone* SkeletonRenderer::findBone (const std::string& boneName) const {
|
|
|
|
+ return _skeleton->findBone(boneName.c_str());
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ Slot* SkeletonRenderer::findSlot (const std::string& slotName) const {
|
|
|
|
+ return _skeleton->findSlot(slotName.c_str());
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setSkin (const std::string& skinName) {
|
|
|
|
+ _skeleton->setSkin(skinName.empty() ? 0 : skinName.c_str());
|
|
|
|
+ }
|
|
|
|
+ void SkeletonRenderer::setSkin (const char* skinName) {
|
|
|
|
+ _skeleton->setSkin(skinName);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ Attachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
|
|
|
|
+ return _skeleton->getAttachment(slotName.c_str(), attachmentName.c_str());
|
|
|
|
+ }
|
|
|
|
+ bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
|
|
|
|
+ return _skeleton->getAttachment(slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str()) ? true : false;
|
|
|
|
+ }
|
|
|
|
+ bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
|
|
|
|
+ return _skeleton->getAttachment(slotName.c_str(), attachmentName) ? true : false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setTwoColorTint(bool enabled) {
|
|
|
|
+ setupGLProgramState(enabled);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ bool SkeletonRenderer::isTwoColorTint() {
|
|
|
|
+ return _twoColorTintEnabled;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setVertexEffect(VertexEffect *effect) {
|
|
|
|
+ this->_effect = effect;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setSlotsRange(int startSlotIndex, int endSlotIndex) {
|
|
|
|
+ this->_startSlotIndex = startSlotIndex;
|
|
|
|
+ this->_endSlotIndex = endSlotIndex;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ Skeleton* SkeletonRenderer::getSkeleton () {
|
|
|
|
+ return _skeleton;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setTimeScale (float scale) {
|
|
|
|
+ _timeScale = scale;
|
|
|
|
+ }
|
|
|
|
+ float SkeletonRenderer::getTimeScale () const {
|
|
|
|
+ return _timeScale;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setDebugSlotsEnabled (bool enabled) {
|
|
|
|
+ _debugSlots = enabled;
|
|
|
|
+ }
|
|
|
|
+ bool SkeletonRenderer::getDebugSlotsEnabled () const {
|
|
|
|
+ return _debugSlots;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setDebugBonesEnabled (bool enabled) {
|
|
|
|
+ _debugBones = enabled;
|
|
|
|
+ }
|
|
|
|
+ bool SkeletonRenderer::getDebugBonesEnabled () const {
|
|
|
|
+ return _debugBones;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setDebugMeshesEnabled (bool enabled) {
|
|
|
|
+ _debugMeshes = enabled;
|
|
|
|
+ }
|
|
|
|
+ bool SkeletonRenderer::getDebugMeshesEnabled () const {
|
|
|
|
+ return _debugMeshes;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::onEnter () {
|
|
|
|
+#if CC_ENABLE_SCRIPT_BINDING
|
|
|
|
+ if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
|
|
|
|
+#endif
|
|
|
|
+ Node::onEnter();
|
|
|
|
+ scheduleUpdate();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::onExit () {
|
|
|
|
+#if CC_ENABLE_SCRIPT_BINDING
|
|
|
|
+ if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnExit)) return;
|
|
|
|
+#endif
|
|
|
|
+ Node::onExit();
|
|
|
|
+ unscheduleUpdate();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // --- CCBlendProtocol
|
|
|
|
+
|
|
|
|
+ const BlendFunc& SkeletonRenderer::getBlendFunc () const {
|
|
|
|
+ return _blendFunc;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setBlendFunc (const BlendFunc &blendFunc) {
|
|
|
|
+ _blendFunc = blendFunc;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ void SkeletonRenderer::setOpacityModifyRGB (bool value) {
|
|
|
|
+ _premultipliedAlpha = value;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ bool SkeletonRenderer::isOpacityModifyRGB () const {
|
|
|
|
+ return _premultipliedAlpha;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+#endif
|