/****************************************************************************** * 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 #ifndef SPINE_MESH_VERTEX_COUNT_MAX #define SPINE_MESH_VERTEX_COUNT_MAX 1000 #endif using namespace sf; sf::BlendMode normal = sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::OneMinusSrcAlpha); sf::BlendMode additive = sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::One); sf::BlendMode multiply = sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha); sf::BlendMode screen = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor); sf::BlendMode normalPma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcAlpha); sf::BlendMode additivePma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::One); sf::BlendMode multiplyPma = sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha); sf::BlendMode screenPma = sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor); _SP_ARRAY_IMPLEMENT_TYPE(spColorArray, spColor) void _AtlasPage_createTexture (AtlasPage* self, const char* path){ Texture* texture = new Texture(); if (!texture->loadFromFile(path)) return; if (self->magFilter == SP_ATLAS_LINEAR) texture->setSmooth(true); if (self->uWrap == SP_ATLAS_REPEAT && self->vWrap == SP_ATLAS_REPEAT) texture->setRepeated(true); self->rendererObject = texture; Vector2u size = texture->getSize(); self->width = size.x; self->height = size.y; } void _AtlasPage_disposeTexture (AtlasPage* self){ delete (Texture*)self->rendererObject; } char* _Util_readFile (const char* path, int* length){ return _spReadFile(path, length); } /**/ namespace spine { SkeletonDrawable::SkeletonDrawable (SkeletonData* skeletonData, AnimationStateData* stateData) : timeScale(1), vertexArray(new VertexArray(Triangles, skeletonData->bonesCount * 4)), vertexEffect(0), worldVertices(0), clipper(0) { Bone_setYDown(true); worldVertices = MALLOC(float, SPINE_MESH_VERTEX_COUNT_MAX); skeleton = Skeleton_create(skeletonData); tempUvs = spFloatArray_create(16); tempColors = spColorArray_create(16); ownsAnimationStateData = stateData == 0; if (ownsAnimationStateData) stateData = AnimationStateData_create(skeletonData); state = AnimationState_create(stateData); clipper = spSkeletonClipping_create(); } SkeletonDrawable::~SkeletonDrawable () { delete vertexArray; FREE(worldVertices); if (ownsAnimationStateData) AnimationStateData_dispose(state->data); AnimationState_dispose(state); Skeleton_dispose(skeleton); spSkeletonClipping_dispose(clipper); spFloatArray_dispose(tempUvs); spColorArray_dispose(tempColors); } void SkeletonDrawable::update (float deltaTime) { Skeleton_update(skeleton, deltaTime); AnimationState_update(state, deltaTime * timeScale); AnimationState_apply(state, skeleton); Skeleton_updateWorldTransform(skeleton); } void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const { vertexArray->clear(); states.texture = 0; unsigned short quadIndices[6] = { 0, 1, 2, 2, 3, 0 }; if (vertexEffect != 0) vertexEffect->begin(vertexEffect, skeleton); sf::Vertex vertex; Texture* texture = 0; for (int i = 0; i < skeleton->slotsCount; ++i) { Slot* slot = skeleton->drawOrder[i]; Attachment* attachment = slot->attachment; if (!attachment) continue; float* vertices = worldVertices; int verticesCount = 0; float* uvs = 0; unsigned short* indices = 0; int indicesCount = 0; spColor* attachmentColor; if (attachment->type == ATTACHMENT_REGION) { RegionAttachment* regionAttachment = (RegionAttachment*)attachment; spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, vertices, 0, 2); verticesCount = 4; uvs = regionAttachment->uvs; indices = quadIndices; indicesCount = 6; texture = (Texture*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject; attachmentColor = ®ionAttachment->color; } else if (attachment->type == ATTACHMENT_MESH) { MeshAttachment* mesh = (MeshAttachment*)attachment; if (mesh->super.worldVerticesLength > SPINE_MESH_VERTEX_COUNT_MAX) continue; texture = (Texture*)((AtlasRegion*)mesh->rendererObject)->page->rendererObject; spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, worldVertices, 0, 2); verticesCount = mesh->super.worldVerticesLength >> 1; uvs = mesh->uvs; indices = mesh->triangles; indicesCount = mesh->trianglesCount; attachmentColor = &mesh->color; } else if (attachment->type == SP_ATTACHMENT_CLIPPING) { spClippingAttachment* clip = (spClippingAttachment*)slot->attachment; spSkeletonClipping_clipStart(clipper, slot, clip); continue; } else continue; Uint8 r = static_cast(skeleton->color.r * slot->color.r * attachmentColor->r * 255); Uint8 g = static_cast(skeleton->color.g * slot->color.g * attachmentColor->g * 255); Uint8 b = static_cast(skeleton->color.b * slot->color.b * attachmentColor->b * 255); Uint8 a = static_cast(skeleton->color.a * slot->color.a * attachmentColor->a * 255); vertex.color.r = r; vertex.color.g = g; vertex.color.b = b; vertex.color.a = a; spColor light; light.r = r / 255.0f; light.g = g / 255.0f; light.b = b / 255.0f; light.a = a / 255.0f; sf::BlendMode blend; if (!usePremultipliedAlpha) { switch (slot->data->blendMode) { case BLEND_MODE_NORMAL: blend = normal; break; case BLEND_MODE_ADDITIVE: blend = additive; break; case BLEND_MODE_MULTIPLY: blend = multiply; break; case BLEND_MODE_SCREEN: blend = screen; break; default: blend = normal; } } else { switch (slot->data->blendMode) { case BLEND_MODE_NORMAL: blend = normalPma; break; case BLEND_MODE_ADDITIVE: blend = additivePma; break; case BLEND_MODE_MULTIPLY: blend = multiplyPma; break; case BLEND_MODE_SCREEN: blend = screenPma; break; default: blend = normalPma; } } if (states.texture == 0) states.texture = texture; if (states.blendMode != blend || states.texture != texture) { target.draw(*vertexArray, states); vertexArray->clear(); states.blendMode = blend; states.texture = texture; } if (spSkeletonClipping_isClipping(clipper)) { spSkeletonClipping_clipTriangles(clipper, vertices, verticesCount << 1, indices, indicesCount, uvs, 2); vertices = clipper->clippedVertices->items; verticesCount = clipper->clippedVertices->size >> 1; uvs = clipper->clippedUVs->items; indices = clipper->clippedTriangles->items; indicesCount = clipper->clippedTriangles->size; } Vector2u size = texture->getSize(); if (vertexEffect != 0) { spFloatArray_clear(tempUvs); spColorArray_clear(tempColors); for (int i = 0; i < verticesCount; i++) { spColor vertexColor = light; spColor dark; dark.r = dark.g = dark.b = dark.a = 0; int index = i << 1; float x = vertices[index]; float y = vertices[index + 1]; float u = uvs[index]; float v = uvs[index + 1]; vertexEffect->transform(vertexEffect, &x, &y, &u, &v, &vertexColor, &dark); vertices[index] = x; vertices[index + 1] = y; spFloatArray_add(tempUvs, u); spFloatArray_add(tempUvs, v); spColorArray_add(tempColors, vertexColor); } for (int i = 0; i < indicesCount; ++i) { int index = indices[i] << 1; vertex.position.x = vertices[index]; vertex.position.y = vertices[index + 1]; vertex.texCoords.x = uvs[index] * size.x; vertex.texCoords.y = uvs[index + 1] * size.y; spColor vertexColor = tempColors->items[index >> 1]; vertex.color.r = static_cast(vertexColor.r * 255); vertex.color.g = static_cast(vertexColor.g * 255); vertex.color.b = static_cast(vertexColor.b * 255); vertex.color.a = static_cast(vertexColor.a * 255); vertexArray->append(vertex); } } else { for (int i = 0; i < indicesCount; ++i) { int index = indices[i] << 1; vertex.position.x = vertices[index]; vertex.position.y = vertices[index + 1]; vertex.texCoords.x = uvs[index] * size.x; vertex.texCoords.y = uvs[index + 1] * size.y; vertexArray->append(vertex); } } spSkeletonClipping_clipEnd(clipper, slot); } target.draw(*vertexArray, states); spSkeletonClipping_clipEnd2(clipper); if (vertexEffect != 0) vertexEffect->end(vertexEffect); } } /* namespace spine */