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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated April 5, 2025. Replaces all prior versions.
- *
- * Copyright (c) 2013-2025, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #include <glbinding/glbinding.h>
- #include <glbinding/gl/gl.h>
- #define GLFW_INCLUDE_NONE
- #include <GLFW/glfw3.h>
- #include <iostream>
- #include <spine-glfw.h>
- using namespace spine;
- int width = 800, height = 600;
- GLFWwindow *init_glfw() {
- if (!glfwInit()) {
- std::cerr << "Failed to initialize GLFW" << std::endl;
- return nullptr;
- }
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- GLFWwindow *window = glfwCreateWindow(width, height, "spine-glfw", NULL, NULL);
- if (!window) {
- std::cerr << "Failed to create GLFW window" << std::endl;
- glfwTerminate();
- return nullptr;
- }
- glfwMakeContextCurrent(window);
- glbinding::initialize(glfwGetProcAddress);
- return window;
- }
- int main() {
- // Initialize GLFW and glbinding
- GLFWwindow *window = init_glfw();
- if (!window) return -1;
- // We use a y-down coordinate system, see renderer_set_viewport_size()
- Bone::setYDown(true);
- // Load the atlas and the skeleton data
- GlTextureLoader textureLoader;
- Atlas *atlas = new Atlas("data/spineboy-pma.atlas", &textureLoader);
- SkeletonBinary binary(atlas);
- SkeletonData *skeletonData = binary.readSkeletonDataFile("data/spineboy-pro.skel");
- // Create a skeleton from the data, set the skeleton's position to the bottom center of
- // the screen and scale it to make it smaller.
- Skeleton skeleton(skeletonData);
- skeleton.setPosition(width / 2, height - 100);
- skeleton.setScaleX(0.3);
- skeleton.setScaleY(0.3);
- // Create an AnimationState to drive animations on the skeleton. Set the "portal" animation
- // on track with index 0.
- AnimationStateData animationStateData(skeletonData);
- animationStateData.setDefaultMix(0.2f);
- AnimationState animationState(&animationStateData);
- animationState.setAnimation(0, "portal", true);
- animationState.addAnimation(0, "run", true, 0);
- // Create the renderer and set the viewport size to match the window size. This sets up a
- // pixel perfect orthogonal projection for 2D rendering.
- renderer_t *renderer = renderer_create();
- renderer_set_viewport_size(renderer, width, height);
- // Rendering loop
- double lastTime = glfwGetTime();
- while (!glfwWindowShouldClose(window)) {
- // Calculate the delta time in seconds
- double currTime = glfwGetTime();
- float delta = currTime - lastTime;
- lastTime = currTime;
- // Update and apply the animation state to the skeleton
- animationState.update(delta);
- animationState.apply(skeleton);
- // Update the skeleton time (used for physics)
- skeleton.update(delta);
- // Calculate the new pose
- skeleton.updateWorldTransform(spine::Physics_Update);
- // Clear the screen
- gl::glClear(gl::GL_COLOR_BUFFER_BIT);
- // Render the skeleton in its current pose
- renderer_draw(renderer, &skeleton, true);
- // Present the rendering results and poll for events
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- // Dispose everything
- renderer_dispose(renderer);
- delete skeletonData;
- delete atlas;
- // Kill the window and GLFW
- glfwTerminate();
- return 0;
- }
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