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[cocos2d-x] Added ETC1 support, thanks @halx99. Closes #989

badlogic 8 年之前
父節點
當前提交
c1538b113b
共有 3 個文件被更改,包括 972 次插入943 次删除
  1. 1 0
      CHANGELOG.md
  2. 820 792
      spine-cocos2dx/src/spine/SkeletonRenderer.cpp
  3. 151 151
      spine-cocos2dx/src/spine/SkeletonRenderer.h

+ 1 - 0
CHANGELOG.md

@@ -62,6 +62,7 @@
  * Added support for clipping.
  * Added support for clipping.
  * SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
  * SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
  * Added support for vertex effects. See `RaptorExample.cpp`.
  * Added support for vertex effects. See `RaptorExample.cpp`.
+ * Added ETC1 support, thanks @halx99!
 
 
 ### Cocos2d-Objc
 ### Cocos2d-Objc
  * Fixed renderer to work with 3.6 changes
  * Fixed renderer to work with 3.6 changes

+ 820 - 792
spine-cocos2dx/src/spine/SkeletonRenderer.cpp

@@ -1,792 +1,820 @@
-/******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable, and
- * non-transferable license to use, install, execute, and perform the Spine
- * Runtimes software and derivative works solely for personal or internal
- * use. Without the written permission of Esoteric Software (see Section 2 of
- * the Spine Software License Agreement), you may not (a) modify, translate,
- * adapt, or develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes or (b) remove,
- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
- * or other intellectual property or proprietary rights notices on or in the
- * Software, including any copy thereof. Redistributions in binary or source
- * form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
- * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
- * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-
-#include <spine/SkeletonRenderer.h>
-#include <spine/extension.h>
-#include <spine/SkeletonBatch.h>
-#include <spine/SkeletonTwoColorBatch.h>
-#include <spine/AttachmentVertices.h>
-#include <spine/Cocos2dAttachmentLoader.h>
-#include <algorithm>
-
-USING_NS_CC;
-using std::min;
-using std::max;
-
-namespace spine {
-
-SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
-	SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
-	node->autorelease();
-	return node;
-}
-
-SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
-	SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
-	node->autorelease();
-	return node;
-}
-
-SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
-	SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
-	node->autorelease();
-	return node;
-}
-
-void SkeletonRenderer::initialize () {
-	_worldVertices = new float[1000]; // Max number of vertices per mesh.
-	
-	_clipper = spSkeletonClipping_create();
-
-	_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
-	setOpacityModifyRGB(true);
-
-	setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
-}
-
-void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsSkeletonData) {
-	_skeleton = spSkeleton_create(skeletonData);
-	_ownsSkeletonData = ownsSkeletonData;
-}
-
-SkeletonRenderer::SkeletonRenderer ()
-	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
-}
-
-SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
-	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
-	initWithData(skeletonData, ownsSkeletonData);
-}
-
-SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
-	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
-	initWithJsonFile(skeletonDataFile, atlas, scale);
-}
-
-SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
-	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
-	initWithJsonFile(skeletonDataFile, atlasFile, scale);
-}
-
-SkeletonRenderer::~SkeletonRenderer () {
-	if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
-	spSkeleton_dispose(_skeleton);
-	if (_atlas) spAtlas_dispose(_atlas);
-	if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
-	delete [] _worldVertices;
-	spSkeletonClipping_dispose(_clipper);
-}
-
-void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
-	setSkeletonData(skeletonData, ownsSkeletonData);
-
-	initialize();
-}
-
-void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
-    _atlas = atlas;
-	_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
-
-	spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
-	json->scale = scale;
-	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
-	CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
-	spSkeletonJson_dispose(json);
-
-	setSkeletonData(skeletonData, true);
-
-	initialize();
-}
-
-void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
-	_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
-	CCASSERT(_atlas, "Error reading atlas file.");
-
-	_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
-
-	spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
-	json->scale = scale;
-	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
-	CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
-	spSkeletonJson_dispose(json);
-
-	setSkeletonData(skeletonData, true);
-
-	initialize();
-}
-    
-void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
-    _atlas = atlas;
-    _attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
-    
-    spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
-    binary->scale = scale;
-    spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
-    CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
-    spSkeletonBinary_dispose(binary);
-    
-    setSkeletonData(skeletonData, true);
-    
-    initialize();
-}
-
-void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
-    _atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
-    CCASSERT(_atlas, "Error reading atlas file.");
-    
-    _attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
-    
-    spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
-    binary->scale = scale;
-    spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
-    CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
-    spSkeletonBinary_dispose(binary);
-    
-    setSkeletonData(skeletonData, true);
-    
-    initialize();
-}
-
-
-void SkeletonRenderer::update (float deltaTime) {
-	Node::update(deltaTime);
-	spSkeleton_update(_skeleton, deltaTime * _timeScale);
-}
-
-void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
-	SkeletonBatch* batch = SkeletonBatch::getInstance();
-	SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
-	bool isTwoColorTint = this->isTwoColorTint();
-	
-	if (_effect) _effect->begin(_effect, _skeleton);
-
-	Color4F nodeColor;
-	nodeColor.r = getDisplayedColor().r / (float)255;
-	nodeColor.g = getDisplayedColor().g / (float)255;
-	nodeColor.b = getDisplayedColor().b / (float)255;
-	nodeColor.a = getDisplayedOpacity() / (float)255;
-	
-    Color4F color;
-	Color4F darkColor;
-	AttachmentVertices* attachmentVertices = nullptr;
-	TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
-	for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
-		spSlot* slot = _skeleton->drawOrder[i];
-		if (!slot->attachment) {
-			spSkeletonClipping_clipEnd(_clipper, slot);
-			continue;
-		}
-		
-		cocos2d::TrianglesCommand::Triangles triangles;
-		TwoColorTriangles trianglesTwoColor;
-		
-		switch (slot->attachment->type) {
-		case SP_ATTACHMENT_REGION: {
-			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-			attachmentVertices = getAttachmentVertices(attachment);
-			
-			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);
-				spRegionAttachment_computeWorldVertices(attachment, slot->bone, (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;
-				}
-				spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)trianglesTwoColor.verts, 0, 7);
-			}
-			
-            color.r = attachment->color.r;
-			color.g = attachment->color.g;
-			color.b = attachment->color.b;
-			color.a = attachment->color.a;
-			
-			break;
-		}
-		case SP_ATTACHMENT_MESH: {
-			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
-			attachmentVertices = getAttachmentVertices(attachment);
-			
-			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);
-				spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, (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;
-				}
-				spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, (float*)trianglesTwoColor.verts, 0, 7);
-			}
-			
-			color.r = attachment->color.r;
-			color.g = attachment->color.g;
-			color.b = attachment->color.b;
-			color.a = attachment->color.a;
-			
-			break;
-		}
-		case SP_ATTACHMENT_CLIPPING: {
-			spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
-			spSkeletonClipping_clipStart(_clipper, slot, clip);
-			continue;
-		}
-		default:
-			spSkeletonClipping_clipEnd(_clipper, slot);
-			continue;
-		}
-		
-		if (slot->darkColor) {
-			darkColor.r = slot->darkColor->r * 255;
-			darkColor.g = slot->darkColor->g * 255;
-			darkColor.b = slot->darkColor->b * 255;
-		} else {
-			darkColor.r = 0;
-			darkColor.g = 0;
-			darkColor.b = 0;
-		}
-		
-		color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
-		// skip rendering if the color of this attachment is 0
-		if (color.a == 0){
-			spSkeletonClipping_clipEnd(_clipper, slot);
-			continue;
-		}
-		float multiplier = _premultipliedAlpha ? color.a : 255;
-		color.r *= nodeColor.r * _skeleton->color.r * slot->color.r * multiplier;
-		color.g *= nodeColor.g * _skeleton->color.g * slot->color.g * multiplier;
-		color.b *= nodeColor.b * _skeleton->color.b * slot->color.b * multiplier;
-		
-		BlendFunc blendFunc;
-		switch (slot->data->blendMode) {
-			case SP_BLEND_MODE_ADDITIVE:
-				blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
-				blendFunc.dst = GL_ONE;
-				break;
-			case SP_BLEND_MODE_MULTIPLY:
-				blendFunc.src = GL_DST_COLOR;
-				blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
-				break;
-			case SP_BLEND_MODE_SCREEN:
-				blendFunc.src = GL_ONE;
-				blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
-				break;
-			default:
-				blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
-				blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
-		}
-		
-		if (!isTwoColorTint) {
-			if (spSkeletonClipping_isClipping(_clipper)) {
-				spSkeletonClipping_clipTriangles(_clipper, (float*)&triangles.verts[0].vertices, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, triangles.indices, triangles.indexCount, (float*)&triangles.verts[0].texCoords, 6);
-				batch->deallocateVertices(triangles.vertCount);
-				
-				if (_clipper->clippedTriangles->size == 0){
-					spSkeletonClipping_clipEnd(_clipper, slot);
-					continue;
-				}
-				
-				triangles.vertCount = _clipper->clippedVertices->size >> 1;
-				triangles.verts = batch->allocateVertices(triangles.vertCount);
-				triangles.indexCount = _clipper->clippedTriangles->size;
-				triangles.indices = batch->allocateIndices(triangles.indexCount);
-				memcpy(triangles.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
-				
-				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
-				
-				float* verts = _clipper->clippedVertices->items;
-				float* uvs = _clipper->clippedUVs->items;
-				if (_effect) {
-					spColor light;
-					spColor dark;
-					light.r = color.r / 255.0f;
-					light.g = color.g / 255.0f;
-					light.b = color.b / 255.0f;
-					light.a = color.a / 255.0f;
-					dark.r = dark.g = dark.b = dark.a = 0;
-					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
-						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-						spColor lightCopy = light;
-						spColor darkCopy = dark;
-						vertex->vertices.x = verts[vv];
-						vertex->vertices.y = verts[vv + 1];
-						vertex->texCoords.u = uvs[vv];
-						vertex->texCoords.v = uvs[vv + 1];
-						_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
-						vertex->colors.r = (GLubyte)(lightCopy.r * 255);
-						vertex->colors.g = (GLubyte)(lightCopy.g * 255);
-						vertex->colors.b = (GLubyte)(lightCopy.b * 255);
-						vertex->colors.a = (GLubyte)(lightCopy.a * 255);
-					}
-				} else {
-					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
-						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-						vertex->vertices.x = verts[vv];
-						vertex->vertices.y = verts[vv + 1];
-						vertex->texCoords.u = uvs[vv];
-						vertex->texCoords.v = uvs[vv + 1];
-						vertex->colors.r = (GLubyte)color.r;
-						vertex->colors.g = (GLubyte)color.g;
-						vertex->colors.b = (GLubyte)color.b;
-						vertex->colors.a = (GLubyte)color.a;
-					}
-				}
-			} else {
-				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
-				
-				if (_effect) {
-					spColor light;
-					spColor dark;
-					light.r = color.r / 255.0f;
-					light.g = color.g / 255.0f;
-					light.b = color.b / 255.0f;
-					light.a = color.a / 255.0f;
-					dark.r = dark.g = dark.b = dark.a = 0;
-					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
-						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-						spColor lightCopy = light;
-						spColor darkCopy = dark;
-						_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
-						vertex->colors.r = (GLubyte)(lightCopy.r * 255);
-						vertex->colors.g = (GLubyte)(lightCopy.g * 255);
-						vertex->colors.b = (GLubyte)(lightCopy.b * 255);
-						vertex->colors.a = (GLubyte)(lightCopy.a * 255);
-					}
-				} else {
-					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
-						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-						vertex->colors.r = (GLubyte)color.r;
-						vertex->colors.g = (GLubyte)color.g;
-						vertex->colors.b = (GLubyte)color.b;
-						vertex->colors.a = (GLubyte)color.a;
-					}
-				}
-			}
-		} else {
-			if (spSkeletonClipping_isClipping(_clipper)) {
-				spSkeletonClipping_clipTriangles(_clipper, (float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, 7);
-				twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
-				
-				if (_clipper->clippedTriangles->size == 0){
-					spSkeletonClipping_clipEnd(_clipper, slot);
-					continue;
-				}
-				
-				trianglesTwoColor.vertCount = _clipper->clippedVertices->size >> 1;
-				trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
-				trianglesTwoColor.indexCount = _clipper->clippedTriangles->size;
-				trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
-				memcpy(trianglesTwoColor.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
-				
-				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
-				
-				float* verts = _clipper->clippedVertices->items;
-				float* uvs = _clipper->clippedUVs->items;
-				
-				if (_effect) {
-					spColor light;
-					spColor dark;
-					light.r = color.r / 255.0f;
-					light.g = color.g / 255.0f;
-					light.b = color.b / 255.0f;
-					light.a = color.a / 255.0f;
-					dark.r = darkColor.r / 255.0f;
-					dark.g = darkColor.g / 255.0f;
-					dark.b = darkColor.b / 255.0f;
-					dark.a = darkColor.a / 255.0f;
-					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
-						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-						spColor lightCopy = light;
-						spColor darkCopy = dark;
-						vertex->position.x = verts[vv];
-						vertex->position.y = verts[vv + 1];
-						vertex->texCoords.u = uvs[vv];
-						vertex->texCoords.v = uvs[vv + 1];
-						_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
-						vertex->color.r = (GLubyte)(lightCopy.r * 255);
-						vertex->color.g = (GLubyte)(lightCopy.g * 255);
-						vertex->color.b = (GLubyte)(lightCopy.b * 255);
-						vertex->color.a = (GLubyte)(lightCopy.a * 255);
-						vertex->color2.r = (GLubyte)(darkCopy.r * 255);
-						vertex->color2.g = (GLubyte)(darkCopy.g * 255);
-						vertex->color2.b = (GLubyte)(darkCopy.b * 255);
-						vertex->color2.a = 1;
-					}
-				} else {
-					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
-						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-						vertex->position.x = verts[vv];
-						vertex->position.y = verts[vv + 1];
-						vertex->texCoords.u = uvs[vv];
-						vertex->texCoords.v = uvs[vv + 1];
-						vertex->color.r = (GLubyte)color.r;
-						vertex->color.g = (GLubyte)color.g;
-						vertex->color.b = (GLubyte)color.b;
-						vertex->color.a = (GLubyte)color.a;
-						vertex->color2.r = (GLubyte)darkColor.r;
-						vertex->color2.g = (GLubyte)darkColor.g;
-						vertex->color2.b = (GLubyte)darkColor.b;
-						vertex->color2.a = 1;
-					}
-				}
-			} else {
-				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
-				
-				if (_effect) {
-					spColor light;
-					spColor dark;
-					light.r = color.r / 255.0f;
-					light.g = color.g / 255.0f;
-					light.b = color.b / 255.0f;
-					light.a = color.a / 255.0f;
-					dark.r = darkColor.r / 255.0f;
-					dark.g = darkColor.g / 255.0f;
-					dark.b = darkColor.b / 255.0f;
-					dark.a = darkColor.a / 255.0f;
-					
-					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
-						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-						spColor lightCopy = light;
-						spColor darkCopy = dark;
-						_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
-						vertex->color.r = (GLubyte)(lightCopy.r * 255);
-						vertex->color.g = (GLubyte)(lightCopy.g * 255);
-						vertex->color.b = (GLubyte)(lightCopy.b * 255);
-						vertex->color.a = (GLubyte)(lightCopy.a * 255);
-						vertex->color2.r = (GLubyte)(darkCopy.r * 255);
-						vertex->color2.g = (GLubyte)(darkCopy.g * 255);
-						vertex->color2.b = (GLubyte)(darkCopy.b * 255);
-						vertex->color2.a = 1;
-					}
-				} else {
-					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
-						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-						vertex->color.r = (GLubyte)color.r;
-						vertex->color.g = (GLubyte)color.g;
-						vertex->color.b = (GLubyte)color.b;
-						vertex->color.a = (GLubyte)color.a;
-						vertex->color2.r = (GLubyte)darkColor.r;
-						vertex->color2.g = (GLubyte)darkColor.g;
-						vertex->color2.b = (GLubyte)darkColor.b;
-						vertex->color2.a = 1;
-					}
-				}
-			}
-		}
-		spSkeletonClipping_clipEnd(_clipper, slot);
-	}
-	spSkeletonClipping_clipEnd2(_clipper);
-	
-	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 {
-			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(_effect);
-
-	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);
-        glLineWidth(1);
-        Vec2 points[4];
-        V3F_C4B_T2F_Quad quad;
-        for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
-            spSlot* slot = _skeleton->drawOrder[i];
-            if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
-            spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-            spRegionAttachment_computeWorldVertices(attachment, slot->bone, _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.
-        glLineWidth(2);
-        for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
-            spBone *bone = _skeleton->bones[i];
-            float x = bone->data->length * bone->a + bone->worldX;
-            float y = bone->data->length * bone->c + bone->worldY;
-            drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
-        }
-        // Bone origins.
-        auto color = Color4F::BLUE; // Root bone is blue.
-        for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
-            spBone *bone = _skeleton->bones[i];
-            drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
-            if (i == 0) color = Color4F::GREEN;
-        }
-    }
-	
-	if (_debugMeshes) {
-		// Meshes.
-		glLineWidth(1);
-		for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
-			spSlot* slot = _skeleton->drawOrder[i];
-			if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
-			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;			
-			spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, _worldVertices, 0, 2);
-			for (int ii = 0; ii < attachment->trianglesCount;) {
-				Vec2 v1(_worldVertices + (attachment->triangles[ii++] * 2));
-				Vec2 v2(_worldVertices + (attachment->triangles[ii++] * 2));
-				Vec2 v3(_worldVertices + (attachment->triangles[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);
-}
-
-AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spRegionAttachment* attachment) const {
-	return (AttachmentVertices*)attachment->rendererObject;
-}
-
-AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* attachment) const {
-	return (AttachmentVertices*)attachment->rendererObject;
-}
-
-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->slotsCount; ++i) {
-		spSlot* slot = _skeleton->slots[i];
-		if (!slot->attachment) continue;
-		int verticesCount;
-		if (slot->attachment->type == SP_ATTACHMENT_REGION) {
-			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-			spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
-			verticesCount = 8;
-		} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
-			spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
-			spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, _worldVertices, 0, 2);
-			verticesCount = mesh->super.worldVerticesLength;
-		} 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 () {
-	spSkeleton_updateWorldTransform(_skeleton);
-}
-
-void SkeletonRenderer::setToSetupPose () {
-	spSkeleton_setToSetupPose(_skeleton);
-}
-void SkeletonRenderer::setBonesToSetupPose () {
-	spSkeleton_setBonesToSetupPose(_skeleton);
-}
-void SkeletonRenderer::setSlotsToSetupPose () {
-	spSkeleton_setSlotsToSetupPose(_skeleton);
-}
-
-spBone* SkeletonRenderer::findBone (const std::string& boneName) const {
-	return spSkeleton_findBone(_skeleton, boneName.c_str());
-}
-
-spSlot* SkeletonRenderer::findSlot (const std::string& slotName) const {
-	return spSkeleton_findSlot(_skeleton, slotName.c_str());
-}
-
-bool SkeletonRenderer::setSkin (const std::string& skinName) {
-	return spSkeleton_setSkinByName(_skeleton, skinName.empty() ? 0 : skinName.c_str()) ? true : false;
-}
-bool SkeletonRenderer::setSkin (const char* skinName) {
-	return spSkeleton_setSkinByName(_skeleton, skinName) ? true : false;
-}
-
-spAttachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
-	return spSkeleton_getAttachmentForSlotName(_skeleton, slotName.c_str(), attachmentName.c_str());
-}
-bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
-	return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str()) ? true : false;
-}
-bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
-	return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName) ? true : false;
-}
-	
-void SkeletonRenderer::setTwoColorTint(bool enabled) {
-	if (enabled)
-		setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
-	else
-		setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
-}
-
-bool SkeletonRenderer::isTwoColorTint() {
-	return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
-}
-	
-void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
-	this->_effect = effect;
-}
-
-spSkeleton* 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;
-}
-
-}
+/******************************************************************************
+ * Spine Runtimes Software License v2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+
+#include <spine/SkeletonRenderer.h>
+#include <spine/extension.h>
+#include <spine/SkeletonBatch.h>
+#include <spine/SkeletonTwoColorBatch.h>
+#include <spine/AttachmentVertices.h>
+#include <spine/Cocos2dAttachmentLoader.h>
+#include <algorithm>
+
+USING_NS_CC;
+using std::min;
+using std::max;
+
+namespace spine {
+
+SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
+	SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
+	node->autorelease();
+	return node;
+}
+
+SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
+	SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
+	node->autorelease();
+	return node;
+}
+
+SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
+	SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
+	node->autorelease();
+	return node;
+}
+
+void SkeletonRenderer::initialize () {
+	_worldVertices = new float[1000]; // Max number of vertices per mesh.
+	
+	_clipper = spSkeletonClipping_create();
+
+	_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
+	setOpacityModifyRGB(true);
+
+	setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
+}
+	
+void SkeletonRenderer::setupGLProgramState () {
+	Texture2D *texture = nullptr;
+	for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
+		spSlot* slot = _skeleton->drawOrder[i];
+		if (!slot->attachment) continue;
+		switch (slot->attachment->type) {
+			case SP_ATTACHMENT_REGION: {
+				spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
+				texture = static_cast<AttachmentVertices*>(attachment->rendererObject)->_texture;
+				break;
+			}
+			case SP_ATTACHMENT_MESH: {
+				spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
+				texture = static_cast<AttachmentVertices*>(attachment->rendererObject)->_texture;
+				break;
+			}
+			default:
+				continue;
+		}
+		
+		if (texture != nullptr) {
+			break;
+		}
+	}
+	
+	setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture));
+}
+
+void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsSkeletonData) {
+	_skeleton = spSkeleton_create(skeletonData);
+	_ownsSkeletonData = ownsSkeletonData;
+}
+
+SkeletonRenderer::SkeletonRenderer ()
+	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
+}
+
+SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
+	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
+	initWithData(skeletonData, ownsSkeletonData);
+}
+
+SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
+	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
+	initWithJsonFile(skeletonDataFile, atlas, scale);
+}
+
+SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
+	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
+	initWithJsonFile(skeletonDataFile, atlasFile, scale);
+}
+
+SkeletonRenderer::~SkeletonRenderer () {
+	if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
+	spSkeleton_dispose(_skeleton);
+	if (_atlas) spAtlas_dispose(_atlas);
+	if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
+	delete [] _worldVertices;
+	spSkeletonClipping_dispose(_clipper);
+}
+
+void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
+	setSkeletonData(skeletonData, ownsSkeletonData);
+
+	initialize();
+}
+
+void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
+    _atlas = atlas;
+	_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
+
+	spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
+	json->scale = scale;
+	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
+	CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
+	spSkeletonJson_dispose(json);
+
+	setSkeletonData(skeletonData, true);
+
+	initialize();
+}
+
+void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
+	_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
+	CCASSERT(_atlas, "Error reading atlas file.");
+
+	_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
+
+	spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
+	json->scale = scale;
+	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
+	CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
+	spSkeletonJson_dispose(json);
+
+	setSkeletonData(skeletonData, true);
+
+	initialize();
+}
+    
+void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
+    _atlas = atlas;
+    _attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
+    
+    spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
+    binary->scale = scale;
+    spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
+    CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
+    spSkeletonBinary_dispose(binary);
+    
+    setSkeletonData(skeletonData, true);
+    
+    initialize();
+}
+
+void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
+    _atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
+    CCASSERT(_atlas, "Error reading atlas file.");
+    
+    _attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
+    
+    spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
+    binary->scale = scale;
+    spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
+    CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
+    spSkeletonBinary_dispose(binary);
+    
+    setSkeletonData(skeletonData, true);
+    
+    initialize();
+}
+
+
+void SkeletonRenderer::update (float deltaTime) {
+	Node::update(deltaTime);
+	spSkeleton_update(_skeleton, deltaTime * _timeScale);
+}
+
+void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
+	SkeletonBatch* batch = SkeletonBatch::getInstance();
+	SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
+	bool isTwoColorTint = this->isTwoColorTint();
+	
+	if (_effect) _effect->begin(_effect, _skeleton);
+
+	Color4F nodeColor;
+	nodeColor.r = getDisplayedColor().r / (float)255;
+	nodeColor.g = getDisplayedColor().g / (float)255;
+	nodeColor.b = getDisplayedColor().b / (float)255;
+	nodeColor.a = getDisplayedOpacity() / (float)255;
+	
+    Color4F color;
+	Color4F darkColor;
+	AttachmentVertices* attachmentVertices = nullptr;
+	TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
+	for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
+		spSlot* slot = _skeleton->drawOrder[i];
+		if (!slot->attachment) {
+			spSkeletonClipping_clipEnd(_clipper, slot);
+			continue;
+		}
+		
+		cocos2d::TrianglesCommand::Triangles triangles;
+		TwoColorTriangles trianglesTwoColor;
+		
+		switch (slot->attachment->type) {
+		case SP_ATTACHMENT_REGION: {
+			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
+			attachmentVertices = getAttachmentVertices(attachment);
+			
+			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);
+				spRegionAttachment_computeWorldVertices(attachment, slot->bone, (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;
+				}
+				spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)trianglesTwoColor.verts, 0, 7);
+			}
+			
+            color.r = attachment->color.r;
+			color.g = attachment->color.g;
+			color.b = attachment->color.b;
+			color.a = attachment->color.a;
+			
+			break;
+		}
+		case SP_ATTACHMENT_MESH: {
+			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
+			attachmentVertices = getAttachmentVertices(attachment);
+			
+			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);
+				spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, (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;
+				}
+				spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, (float*)trianglesTwoColor.verts, 0, 7);
+			}
+			
+			color.r = attachment->color.r;
+			color.g = attachment->color.g;
+			color.b = attachment->color.b;
+			color.a = attachment->color.a;
+			
+			break;
+		}
+		case SP_ATTACHMENT_CLIPPING: {
+			spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
+			spSkeletonClipping_clipStart(_clipper, slot, clip);
+			continue;
+		}
+		default:
+			spSkeletonClipping_clipEnd(_clipper, slot);
+			continue;
+		}
+		
+		if (slot->darkColor) {
+			darkColor.r = slot->darkColor->r * 255;
+			darkColor.g = slot->darkColor->g * 255;
+			darkColor.b = slot->darkColor->b * 255;
+		} else {
+			darkColor.r = 0;
+			darkColor.g = 0;
+			darkColor.b = 0;
+		}
+		
+		color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
+		// skip rendering if the color of this attachment is 0
+		if (color.a == 0){
+			spSkeletonClipping_clipEnd(_clipper, slot);
+			continue;
+		}
+		float multiplier = _premultipliedAlpha ? color.a : 255;
+		color.r *= nodeColor.r * _skeleton->color.r * slot->color.r * multiplier;
+		color.g *= nodeColor.g * _skeleton->color.g * slot->color.g * multiplier;
+		color.b *= nodeColor.b * _skeleton->color.b * slot->color.b * multiplier;
+		
+		BlendFunc blendFunc;
+		switch (slot->data->blendMode) {
+			case SP_BLEND_MODE_ADDITIVE:
+				blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
+				blendFunc.dst = GL_ONE;
+				break;
+			case SP_BLEND_MODE_MULTIPLY:
+				blendFunc.src = GL_DST_COLOR;
+				blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
+				break;
+			case SP_BLEND_MODE_SCREEN:
+				blendFunc.src = GL_ONE;
+				blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
+				break;
+			default:
+				blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
+				blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
+		}
+		
+		if (!isTwoColorTint) {
+			if (spSkeletonClipping_isClipping(_clipper)) {
+				spSkeletonClipping_clipTriangles(_clipper, (float*)&triangles.verts[0].vertices, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, triangles.indices, triangles.indexCount, (float*)&triangles.verts[0].texCoords, 6);
+				batch->deallocateVertices(triangles.vertCount);
+				
+				if (_clipper->clippedTriangles->size == 0){
+					spSkeletonClipping_clipEnd(_clipper, slot);
+					continue;
+				}
+				
+				triangles.vertCount = _clipper->clippedVertices->size >> 1;
+				triangles.verts = batch->allocateVertices(triangles.vertCount);
+				triangles.indexCount = _clipper->clippedTriangles->size;
+				triangles.indices = batch->allocateIndices(triangles.indexCount);
+				memcpy(triangles.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
+				
+				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
+				
+				float* verts = _clipper->clippedVertices->items;
+				float* uvs = _clipper->clippedUVs->items;
+				if (_effect) {
+					spColor light;
+					spColor dark;
+					light.r = color.r / 255.0f;
+					light.g = color.g / 255.0f;
+					light.b = color.b / 255.0f;
+					light.a = color.a / 255.0f;
+					dark.r = dark.g = dark.b = dark.a = 0;
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
+						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						spColor lightCopy = light;
+						spColor darkCopy = dark;
+						vertex->vertices.x = verts[vv];
+						vertex->vertices.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						vertex->texCoords.v = uvs[vv + 1];
+						_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
+						vertex->colors.r = (GLubyte)(lightCopy.r * 255);
+						vertex->colors.g = (GLubyte)(lightCopy.g * 255);
+						vertex->colors.b = (GLubyte)(lightCopy.b * 255);
+						vertex->colors.a = (GLubyte)(lightCopy.a * 255);
+					}
+				} else {
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
+						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->vertices.x = verts[vv];
+						vertex->vertices.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						vertex->texCoords.v = uvs[vv + 1];
+						vertex->colors.r = (GLubyte)color.r;
+						vertex->colors.g = (GLubyte)color.g;
+						vertex->colors.b = (GLubyte)color.b;
+						vertex->colors.a = (GLubyte)color.a;
+					}
+				}
+			} else {
+				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
+				
+				if (_effect) {
+					spColor light;
+					spColor dark;
+					light.r = color.r / 255.0f;
+					light.g = color.g / 255.0f;
+					light.b = color.b / 255.0f;
+					light.a = color.a / 255.0f;
+					dark.r = dark.g = dark.b = dark.a = 0;
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
+						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						spColor lightCopy = light;
+						spColor darkCopy = dark;
+						_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
+						vertex->colors.r = (GLubyte)(lightCopy.r * 255);
+						vertex->colors.g = (GLubyte)(lightCopy.g * 255);
+						vertex->colors.b = (GLubyte)(lightCopy.b * 255);
+						vertex->colors.a = (GLubyte)(lightCopy.a * 255);
+					}
+				} else {
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
+						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->colors.r = (GLubyte)color.r;
+						vertex->colors.g = (GLubyte)color.g;
+						vertex->colors.b = (GLubyte)color.b;
+						vertex->colors.a = (GLubyte)color.a;
+					}
+				}
+			}
+		} else {
+			if (spSkeletonClipping_isClipping(_clipper)) {
+				spSkeletonClipping_clipTriangles(_clipper, (float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, 7);
+				twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
+				
+				if (_clipper->clippedTriangles->size == 0){
+					spSkeletonClipping_clipEnd(_clipper, slot);
+					continue;
+				}
+				
+				trianglesTwoColor.vertCount = _clipper->clippedVertices->size >> 1;
+				trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
+				trianglesTwoColor.indexCount = _clipper->clippedTriangles->size;
+				trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
+				memcpy(trianglesTwoColor.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
+				
+				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
+				
+				float* verts = _clipper->clippedVertices->items;
+				float* uvs = _clipper->clippedUVs->items;
+				
+				if (_effect) {
+					spColor light;
+					spColor dark;
+					light.r = color.r / 255.0f;
+					light.g = color.g / 255.0f;
+					light.b = color.b / 255.0f;
+					light.a = color.a / 255.0f;
+					dark.r = darkColor.r / 255.0f;
+					dark.g = darkColor.g / 255.0f;
+					dark.b = darkColor.b / 255.0f;
+					dark.a = darkColor.a / 255.0f;
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						spColor lightCopy = light;
+						spColor darkCopy = dark;
+						vertex->position.x = verts[vv];
+						vertex->position.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						vertex->texCoords.v = uvs[vv + 1];
+						_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
+						vertex->color.r = (GLubyte)(lightCopy.r * 255);
+						vertex->color.g = (GLubyte)(lightCopy.g * 255);
+						vertex->color.b = (GLubyte)(lightCopy.b * 255);
+						vertex->color.a = (GLubyte)(lightCopy.a * 255);
+						vertex->color2.r = (GLubyte)(darkCopy.r * 255);
+						vertex->color2.g = (GLubyte)(darkCopy.g * 255);
+						vertex->color2.b = (GLubyte)(darkCopy.b * 255);
+						vertex->color2.a = 1;
+					}
+				} else {
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->position.x = verts[vv];
+						vertex->position.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						vertex->texCoords.v = uvs[vv + 1];
+						vertex->color.r = (GLubyte)color.r;
+						vertex->color.g = (GLubyte)color.g;
+						vertex->color.b = (GLubyte)color.b;
+						vertex->color.a = (GLubyte)color.a;
+						vertex->color2.r = (GLubyte)darkColor.r;
+						vertex->color2.g = (GLubyte)darkColor.g;
+						vertex->color2.b = (GLubyte)darkColor.b;
+						vertex->color2.a = 1;
+					}
+				}
+			} else {
+				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
+				
+				if (_effect) {
+					spColor light;
+					spColor dark;
+					light.r = color.r / 255.0f;
+					light.g = color.g / 255.0f;
+					light.b = color.b / 255.0f;
+					light.a = color.a / 255.0f;
+					dark.r = darkColor.r / 255.0f;
+					dark.g = darkColor.g / 255.0f;
+					dark.b = darkColor.b / 255.0f;
+					dark.a = darkColor.a / 255.0f;
+					
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						spColor lightCopy = light;
+						spColor darkCopy = dark;
+						_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
+						vertex->color.r = (GLubyte)(lightCopy.r * 255);
+						vertex->color.g = (GLubyte)(lightCopy.g * 255);
+						vertex->color.b = (GLubyte)(lightCopy.b * 255);
+						vertex->color.a = (GLubyte)(lightCopy.a * 255);
+						vertex->color2.r = (GLubyte)(darkCopy.r * 255);
+						vertex->color2.g = (GLubyte)(darkCopy.g * 255);
+						vertex->color2.b = (GLubyte)(darkCopy.b * 255);
+						vertex->color2.a = 1;
+					}
+				} else {
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->color.r = (GLubyte)color.r;
+						vertex->color.g = (GLubyte)color.g;
+						vertex->color.b = (GLubyte)color.b;
+						vertex->color.a = (GLubyte)color.a;
+						vertex->color2.r = (GLubyte)darkColor.r;
+						vertex->color2.g = (GLubyte)darkColor.g;
+						vertex->color2.b = (GLubyte)darkColor.b;
+						vertex->color2.a = 1;
+					}
+				}
+			}
+		}
+		spSkeletonClipping_clipEnd(_clipper, slot);
+	}
+	spSkeletonClipping_clipEnd2(_clipper);
+	
+	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 {
+			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(_effect);
+
+	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);
+        glLineWidth(1);
+        Vec2 points[4];
+        V3F_C4B_T2F_Quad quad;
+        for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
+            spSlot* slot = _skeleton->drawOrder[i];
+            if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
+            spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
+            spRegionAttachment_computeWorldVertices(attachment, slot->bone, _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.
+        glLineWidth(2);
+        for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
+            spBone *bone = _skeleton->bones[i];
+            float x = bone->data->length * bone->a + bone->worldX;
+            float y = bone->data->length * bone->c + bone->worldY;
+            drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
+        }
+        // Bone origins.
+        auto color = Color4F::BLUE; // Root bone is blue.
+        for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
+            spBone *bone = _skeleton->bones[i];
+            drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
+            if (i == 0) color = Color4F::GREEN;
+        }
+    }
+	
+	if (_debugMeshes) {
+		// Meshes.
+		glLineWidth(1);
+		for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
+			spSlot* slot = _skeleton->drawOrder[i];
+			if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
+			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;			
+			spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, _worldVertices, 0, 2);
+			for (int ii = 0; ii < attachment->trianglesCount;) {
+				Vec2 v1(_worldVertices + (attachment->triangles[ii++] * 2));
+				Vec2 v2(_worldVertices + (attachment->triangles[ii++] * 2));
+				Vec2 v3(_worldVertices + (attachment->triangles[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);
+}
+
+AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spRegionAttachment* attachment) const {
+	return (AttachmentVertices*)attachment->rendererObject;
+}
+
+AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* attachment) const {
+	return (AttachmentVertices*)attachment->rendererObject;
+}
+
+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->slotsCount; ++i) {
+		spSlot* slot = _skeleton->slots[i];
+		if (!slot->attachment) continue;
+		int verticesCount;
+		if (slot->attachment->type == SP_ATTACHMENT_REGION) {
+			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
+			spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
+			verticesCount = 8;
+		} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
+			spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
+			spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, _worldVertices, 0, 2);
+			verticesCount = mesh->super.worldVerticesLength;
+		} 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 () {
+	spSkeleton_updateWorldTransform(_skeleton);
+}
+
+void SkeletonRenderer::setToSetupPose () {
+	spSkeleton_setToSetupPose(_skeleton);
+}
+void SkeletonRenderer::setBonesToSetupPose () {
+	spSkeleton_setBonesToSetupPose(_skeleton);
+}
+void SkeletonRenderer::setSlotsToSetupPose () {
+	spSkeleton_setSlotsToSetupPose(_skeleton);
+}
+
+spBone* SkeletonRenderer::findBone (const std::string& boneName) const {
+	return spSkeleton_findBone(_skeleton, boneName.c_str());
+}
+
+spSlot* SkeletonRenderer::findSlot (const std::string& slotName) const {
+	return spSkeleton_findSlot(_skeleton, slotName.c_str());
+}
+
+bool SkeletonRenderer::setSkin (const std::string& skinName) {
+	return spSkeleton_setSkinByName(_skeleton, skinName.empty() ? 0 : skinName.c_str()) ? true : false;
+}
+bool SkeletonRenderer::setSkin (const char* skinName) {
+	return spSkeleton_setSkinByName(_skeleton, skinName) ? true : false;
+}
+
+spAttachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
+	return spSkeleton_getAttachmentForSlotName(_skeleton, slotName.c_str(), attachmentName.c_str());
+}
+bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
+	return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str()) ? true : false;
+}
+bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
+	return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName) ? true : false;
+}
+	
+void SkeletonRenderer::setTwoColorTint(bool enabled) {
+	if (enabled)
+		setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
+	else
+		setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
+}
+
+bool SkeletonRenderer::isTwoColorTint() {
+	return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
+}
+	
+void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
+	this->_effect = effect;
+}
+
+spSkeleton* 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;
+}
+
+}

+ 151 - 151
spine-cocos2dx/src/spine/SkeletonRenderer.h

@@ -1,151 +1,151 @@
-/******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable, and
- * non-transferable license to use, install, execute, and perform the Spine
- * Runtimes software and derivative works solely for personal or internal
- * use. Without the written permission of Esoteric Software (see Section 2 of
- * the Spine Software License Agreement), you may not (a) modify, translate,
- * adapt, or develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes or (b) remove,
- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
- * or other intellectual property or proprietary rights notices on or in the
- * Software, including any copy thereof. Redistributions in binary or source
- * form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
- * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
- * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-
-#ifndef SPINE_SKELETONRENDERER_H_
-#define SPINE_SKELETONRENDERER_H_
-
-#include <spine/spine.h>
-#include "cocos2d.h"
-
-namespace spine {
-
-class AttachmentVertices;
-
-/* Draws a skeleton. */
-class SkeletonRenderer: public cocos2d::Node, public cocos2d::BlendProtocol {
-public:
-	CREATE_FUNC(SkeletonRenderer);
-	static SkeletonRenderer* createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
-	static SkeletonRenderer* createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
-	static SkeletonRenderer* createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
-
-	virtual void update (float deltaTime) override;
-	virtual void draw (cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t transformFlags) override;
-    virtual void drawDebug (cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t transformFlags);
-	virtual cocos2d::Rect getBoundingBox () const override;
-	virtual void onEnter () override;
-	virtual void onExit () override;
-
-	spSkeleton* getSkeleton();
-
-	void setTimeScale(float scale);
-	float getTimeScale() const;
-
-	/*  */
-	void setDebugSlotsEnabled(bool enabled);
-	bool getDebugSlotsEnabled() const;
-
-	void setDebugBonesEnabled(bool enabled);
-	bool getDebugBonesEnabled() const;
-	
-	void setDebugMeshesEnabled(bool enabled);
-	bool getDebugMeshesEnabled() const;
-
-	// --- Convenience methods for common Skeleton_* functions.
-	void updateWorldTransform ();
-
-	void setToSetupPose ();
-	void setBonesToSetupPose ();
-	void setSlotsToSetupPose ();
-
-	/* Returns 0 if the bone was not found. */
-	spBone* findBone (const std::string& boneName) const;
-	/* Returns 0 if the slot was not found. */
-	spSlot* findSlot (const std::string& slotName) const;
-	
-	/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
-	 * attached if the corresponding attachment from the old skin was attached. Returns false if the skin was not found.
-	 * @param skin May be empty string ("") for no skin.*/
-	bool setSkin (const std::string& skinName);
-	/** @param skin May be 0 for no skin.*/
-	bool setSkin (const char* skinName);
-	
-	/* Returns 0 if the slot or attachment was not found. */
-	spAttachment* getAttachment (const std::string& slotName, const std::string& attachmentName) const;
-	/* Returns false if the slot or attachment was not found.
-	 * @param attachmentName May be empty string ("") for no attachment. */
-	bool setAttachment (const std::string& slotName, const std::string& attachmentName);
-	/* @param attachmentName May be 0 for no attachment. */
-	bool setAttachment (const std::string& slotName, const char* attachmentName);
-	
-	/* Enables/disables two color tinting for this instance. May break batching */
-	void setTwoColorTint(bool enabled);
-	/* Whether two color tinting is enabled */
-	bool isTwoColorTint();
-	
-	/* Sets the vertex effect to be used, set to 0 to disable vertex effects */
-	void setVertexEffect(spVertexEffect* effect);
-
-    // --- BlendProtocol
-    virtual void setBlendFunc (const cocos2d::BlendFunc& blendFunc)override;
-    virtual const cocos2d::BlendFunc& getBlendFunc () const override;
-    virtual void setOpacityModifyRGB (bool value) override;
-    virtual bool isOpacityModifyRGB () const override;
-
-CC_CONSTRUCTOR_ACCESS:
-	SkeletonRenderer ();
-	SkeletonRenderer (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
-	SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
-	SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
-
-	virtual ~SkeletonRenderer ();
-
-	void initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
-	void initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
-	void initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
-    void initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
-    void initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
-
-	virtual void initialize ();
-
-protected:
-	void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);
-	virtual AttachmentVertices* getAttachmentVertices (spRegionAttachment* attachment) const;
-	virtual AttachmentVertices* getAttachmentVertices (spMeshAttachment* attachment) const;	
-
-	bool _ownsSkeletonData;
-	spAtlas* _atlas;
-	spAttachmentLoader* _attachmentLoader;
-	cocos2d::CustomCommand _debugCommand;
-	cocos2d::BlendFunc _blendFunc;
-	float* _worldVertices;
-	bool _premultipliedAlpha;
-	spSkeleton* _skeleton;
-	float _timeScale;
-	bool _debugSlots;
-	bool _debugBones;
-	bool _debugMeshes;
-	spSkeletonClipping* _clipper;
-	spVertexEffect* _effect;
-};
-
-}
-
-#endif /* SPINE_SKELETONRENDERER_H_ */
+/******************************************************************************
+ * Spine Runtimes Software License v2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+
+#ifndef SPINE_SKELETONRENDERER_H_
+#define SPINE_SKELETONRENDERER_H_
+
+#include <spine/spine.h>
+#include "cocos2d.h"
+
+namespace spine {
+
+class AttachmentVertices;
+
+/* Draws a skeleton. */
+class SkeletonRenderer: public cocos2d::Node, public cocos2d::BlendProtocol {
+public:
+	CREATE_FUNC(SkeletonRenderer);
+	static SkeletonRenderer* createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
+	static SkeletonRenderer* createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
+	static SkeletonRenderer* createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
+
+	virtual void update (float deltaTime) override;
+	virtual void draw (cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t transformFlags) override;
+	virtual void drawDebug (cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t transformFlags);
+	virtual cocos2d::Rect getBoundingBox () const override;
+	virtual void onEnter () override;
+	virtual void onExit () override;
+
+	spSkeleton* getSkeleton();
+
+	void setTimeScale(float scale);
+	float getTimeScale() const;
+
+	/*  */
+	void setDebugSlotsEnabled(bool enabled);
+	bool getDebugSlotsEnabled() const;
+
+	void setDebugBonesEnabled(bool enabled);
+	bool getDebugBonesEnabled() const;
+	
+	void setDebugMeshesEnabled(bool enabled);
+	bool getDebugMeshesEnabled() const;
+
+	// --- Convenience methods for common Skeleton_* functions.
+	void updateWorldTransform ();
+
+	void setToSetupPose ();
+	void setBonesToSetupPose ();
+	void setSlotsToSetupPose ();
+
+	/* Returns 0 if the bone was not found. */
+	spBone* findBone (const std::string& boneName) const;
+	/* Returns 0 if the slot was not found. */
+	spSlot* findSlot (const std::string& slotName) const;
+	
+	/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
+	 * attached if the corresponding attachment from the old skin was attached. Returns false if the skin was not found.
+	 * @param skin May be empty string ("") for no skin.*/
+	bool setSkin (const std::string& skinName);
+	/** @param skin May be 0 for no skin.*/
+	bool setSkin (const char* skinName);
+	
+	/* Returns 0 if the slot or attachment was not found. */
+	spAttachment* getAttachment (const std::string& slotName, const std::string& attachmentName) const;
+	/* Returns false if the slot or attachment was not found.
+	 * @param attachmentName May be empty string ("") for no attachment. */
+	bool setAttachment (const std::string& slotName, const std::string& attachmentName);
+	/* @param attachmentName May be 0 for no attachment. */
+	bool setAttachment (const std::string& slotName, const char* attachmentName);
+	
+	/* Enables/disables two color tinting for this instance. May break batching */
+	void setTwoColorTint(bool enabled);
+	/* Whether two color tinting is enabled */
+	bool isTwoColorTint();
+	
+	/* Sets the vertex effect to be used, set to 0 to disable vertex effects */
+	void setVertexEffect(spVertexEffect* effect);
+
+    // --- BlendProtocol
+	virtual void setBlendFunc (const cocos2d::BlendFunc& blendFunc)override;
+	virtual const cocos2d::BlendFunc& getBlendFunc () const override;
+	virtual void setOpacityModifyRGB (bool value) override;
+	virtual bool isOpacityModifyRGB () const override;
+
+CC_CONSTRUCTOR_ACCESS:
+	SkeletonRenderer ();
+	SkeletonRenderer (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
+	SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
+	SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
+
+	virtual ~SkeletonRenderer ();
+
+	void initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
+	void initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
+	void initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
+	void initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
+	void initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
+
+	virtual void initialize ();
+	void setupGLProgramState();
+protected:
+	void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);
+	virtual AttachmentVertices* getAttachmentVertices (spRegionAttachment* attachment) const;
+	virtual AttachmentVertices* getAttachmentVertices (spMeshAttachment* attachment) const;	
+
+	bool _ownsSkeletonData;
+	spAtlas* _atlas;
+	spAttachmentLoader* _attachmentLoader;
+	cocos2d::CustomCommand _debugCommand;
+	cocos2d::BlendFunc _blendFunc;
+	float* _worldVertices;
+	bool _premultipliedAlpha;
+	spSkeleton* _skeleton;
+	float _timeScale;
+	bool _debugSlots;
+	bool _debugBones;
+	bool _debugMeshes;
+	spSkeletonClipping* _clipper;
+	spVertexEffect* _effect;
+};
+
+}
+
+#endif /* SPINE_SKELETONRENDERER_H_ */