void Skeleton::onDraw(const Mat4 &transform, uint32_t flags) { getGLProgram()->use(); getGLProgram()->setUniformsForBuiltins(transform); GL::blendFunc(blendFunc.src, blendFunc.dst); Color3B color = getColor(); skeleton->r = color.r / (float)255; skeleton->g = color.g / (float)255; skeleton->b = color.b / (float)255; skeleton->a = getOpacity() / (float)255; if (premultipliedAlpha) { skeleton->r *= skeleton->a; skeleton->g *= skeleton->a; skeleton->b *= skeleton->a; } int additive = 0; TextureAtlas* textureAtlas = 0; V3F_C4B_T2F_Quad quad; quad.tl.vertices.z = 0; quad.tr.vertices.z = 0; quad.bl.vertices.z = 0; quad.br.vertices.z = 0; for (int i = 0, n = skeleton->slotCount; i < n; i++) { spSlot* slot = skeleton->drawOrder[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment); if (slot->data->additiveBlending != additive) { if (textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } additive = !additive; GL::blendFunc(blendFunc.src, additive ? GL_ONE : blendFunc.dst); } else if (regionTextureAtlas != textureAtlas && textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } textureAtlas = regionTextureAtlas; setFittedBlendingFunc(textureAtlas); ssize_t quadCount = textureAtlas->getTotalQuads(); if (textureAtlas->getCapacity() == quadCount) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); if (!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return; } spRegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha); textureAtlas->updateQuad(&quad, quadCount); } if (textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } if(debugBones || debugSlots) { Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform); if (debugSlots) { // Slots. DrawPrimitives::setDrawColor4B(0, 0, 255, 255); glLineWidth(1); Vec2 points[4]; V3F_C4B_T2F_Quad tmpQuad; for (int i = 0, n = skeleton->slotCount; i < n; i++) { spSlot* slot = skeleton->drawOrder[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_updateQuad(attachment, slot, &tmpQuad); points[0] = Vec2(tmpQuad.bl.vertices.x, tmpQuad.bl.vertices.y); points[1] = Vec2(tmpQuad.br.vertices.x, tmpQuad.br.vertices.y); points[2] = Vec2(tmpQuad.tr.vertices.x, tmpQuad.tr.vertices.y); points[3] = Vec2(tmpQuad.tl.vertices.x, tmpQuad.tl.vertices.y); DrawPrimitives::drawPoly(points, 4, true); } } if (debugBones) { // Bone lengths. glLineWidth(2); DrawPrimitives::setDrawColor4B(255, 0, 0, 255); for (int i = 0, n = skeleton->boneCount; i < n; i++) { spBone *bone = skeleton->bones[i]; float x = bone->data->length * bone->m00 + bone->worldX; float y = bone->data->length * bone->m10 + bone->worldY; DrawPrimitives::drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y)); } // Bone origins. DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue. for (int i = 0, n = skeleton->boneCount; i < n; i++) { spBone *bone = skeleton->bones[i]; DrawPrimitives::drawPoint(Vec2(bone->worldX, bone->worldY)); if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255); } } director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } }
void CCSkeleton::draw () { CC_NODE_DRAW_SETUP(); GL::blendFunc(blendFunc.src, blendFunc.dst); Color3B color = getColor(); skeleton->r = color.r / (float)255; skeleton->g = color.g / (float)255; skeleton->b = color.b / (float)255; skeleton->a = getOpacity() / (float)255; if (premultipliedAlpha) { skeleton->r *= skeleton->a; skeleton->g *= skeleton->a; skeleton->b *= skeleton->a; } TextureAtlas* textureAtlas = 0; V3F_C4B_T2F_Quad quad; quad.tl.vertices.z = 0; quad.tr.vertices.z = 0; quad.bl.vertices.z = 0; quad.br.vertices.z = 0; for (int i = 0, n = skeleton->slotCount; i < n; i++) { Slot* slot = skeleton->slots[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; RegionAttachment* attachment = (RegionAttachment*)slot->attachment; TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment); if (regionTextureAtlas != textureAtlas) { if (textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } } textureAtlas = regionTextureAtlas; if (textureAtlas->getCapacity() == textureAtlas->getTotalQuads() && !textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return; RegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha); textureAtlas->updateQuad(&quad, textureAtlas->getTotalQuads()); } if (textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } if (debugSlots) { // Slots. DrawPrimitives::setDrawColor4B(0, 0, 255, 255); glLineWidth(1); Point points[4]; V3F_C4B_T2F_Quad quad; for (int i = 0, n = skeleton->slotCount; i < n; i++) { Slot* slot = skeleton->slots[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; RegionAttachment* attachment = (RegionAttachment*)slot->attachment; RegionAttachment_updateQuad(attachment, slot, &quad); points[0] = Point(quad.bl.vertices.x, quad.bl.vertices.y); points[1] = Point(quad.br.vertices.x, quad.br.vertices.y); points[2] = Point(quad.tr.vertices.x, quad.tr.vertices.y); points[3] = Point(quad.tl.vertices.x, quad.tl.vertices.y); DrawPrimitives::drawPoly(points, 4, true); } } if (debugBones) { // Bone lengths. glLineWidth(2); DrawPrimitives::setDrawColor4B(255, 0, 0, 255); for (int i = 0, n = skeleton->boneCount; i < n; i++) { Bone *bone = skeleton->bones[i]; float x = bone->data->length * bone->m00 + bone->worldX; float y = bone->data->length * bone->m10 + bone->worldY; DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y)); } // Bone origins. DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue. for (int i = 0, n = skeleton->boneCount; i < n; i++) { Bone *bone = skeleton->bones[i]; DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY)); if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255); } } }
void Skeleton::onDraw () { CC_NODE_DRAW_SETUP(); GL::blendFunc(blendFunc.src, blendFunc.dst); Color3B color = getColor(); skeleton->r = color.r / (float)255; skeleton->g = color.g / (float)255; skeleton->b = color.b / (float)255; skeleton->a = getOpacity() / (float)255; if (premultipliedAlpha) { skeleton->r *= skeleton->a; skeleton->g *= skeleton->a; skeleton->b *= skeleton->a; } int additive = 0; TextureAtlas* textureAtlas = 0; V3F_C4B_T2F_Quad quad; quad.tl.vertices.z = 0; quad.tr.vertices.z = 0; quad.bl.vertices.z = 0; quad.br.vertices.z = 0; for (int i = 0, n = skeleton->slotCount; i < n; i++) { spSlot* slot = skeleton->drawOrder[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment); if (slot->data->additiveBlending != additive) { if (textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } additive = !additive; GL::blendFunc(blendFunc.src, additive ? GL_ONE : blendFunc.dst); } else if (regionTextureAtlas != textureAtlas && textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } textureAtlas = regionTextureAtlas; setFittedBlendingFunc(textureAtlas); ssize_t quadCount = textureAtlas->getTotalQuads(); if (textureAtlas->getCapacity() == quadCount) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); if (!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return; } spRegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha); textureAtlas->updateQuad(&quad, quadCount); } if (textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } if(debugBones || debugSlots) { kmGLPushMatrix(); kmGLLoadMatrix(&_modelViewTransform); if (debugSlots) { // Slots. DrawPrimitives::setDrawColor4B(0, 0, 255, 255); glLineWidth(1); Point points[4]; V3F_C4B_T2F_Quad tmpQuad; for (int i = 0, n = skeleton->slotCount; i < n; i++) { spSlot* slot = skeleton->drawOrder[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_updateQuad(attachment, slot, &tmpQuad); points[0] = Point(tmpQuad.bl.vertices.x, tmpQuad.bl.vertices.y); points[1] = Point(tmpQuad.br.vertices.x, tmpQuad.br.vertices.y); points[2] = Point(tmpQuad.tr.vertices.x, tmpQuad.tr.vertices.y); points[3] = Point(tmpQuad.tl.vertices.x, tmpQuad.tl.vertices.y); DrawPrimitives::drawPoly(points, 4, true); } } if (debugBones) { // Bone lengths. glLineWidth(2); DrawPrimitives::setDrawColor4B(255, 0, 0, 255); for (int i = 0, n = skeleton->boneCount; i < n; i++) { spBone *bone = skeleton->bones[i]; float x = bone->data->length * bone->m00 + bone->worldX; float y = bone->data->length * bone->m10 + bone->worldY; DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y)); } // Bone origins. DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue. for (int i = 0, n = skeleton->boneCount; i < n; i++) { spBone *bone = skeleton->bones[i]; DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY)); if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255); } } kmGLPopMatrix(); } }