Пример #1
0
void CCSkeleton::draw () {
	CC_NODE_DRAW_SETUP();

	ccGLBlendFunc(blendFunc.src, blendFunc.dst);
	ccColor3B 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;

	int additive = 0;
	CCTextureAtlas* textureAtlas = 0;
	ccV3F_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;
		CCTextureAtlas* regionTextureAtlas = getTextureAtlas(attachment);

		if (slot->data->additiveBlending != additive) {
			if (textureAtlas) {
				textureAtlas->drawQuads();
				textureAtlas->removeAllQuads();
			}
			additive = !additive;
			ccGLBlendFunc(blendFunc.src, additive ? GL_ONE : blendFunc.dst);
		} else if (regionTextureAtlas != textureAtlas && textureAtlas) {
			textureAtlas->drawQuads();
			textureAtlas->removeAllQuads();
		}
		textureAtlas = regionTextureAtlas;

		int 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 (debugSlots) {
		// Slots.
		ccDrawColor4B(0, 0, 255, 255);
		glLineWidth(1);
		CCPoint points[4];
		ccV3F_C4B_T2F_Quad quad;
		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, &quad);
			points[0] = ccp(quad.bl.vertices.x, quad.bl.vertices.y);
			points[1] = ccp(quad.br.vertices.x, quad.br.vertices.y);
			points[2] = ccp(quad.tr.vertices.x, quad.tr.vertices.y);
			points[3] = ccp(quad.tl.vertices.x, quad.tl.vertices.y);
			ccDrawPoly(points, 4, true);
		}
	}
	if (debugBones) {
		// Bone lengths.
		glLineWidth(2);
		ccDrawColor4B(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;
			ccDrawLine(ccp(bone->worldX, bone->worldY), ccp(x, y));
		}
		// Bone origins.
		ccPointSize(4);
		ccDrawColor4B(0, 0, 255, 255); // Root bone is blue.
		for (int i = 0, n = skeleton->boneCount; i < n; i++) {
			spBone *bone = skeleton->bones[i];
			ccDrawPoint(ccp(bone->worldX, bone->worldY));
			if (i == 0) ccDrawColor4B(0, 255, 0, 255);
		}
	}
}
Пример #2
0
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);
    }
}
Пример #3
0
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();
    }
}