Files
SpineViewer/SpineViewer/Spine/Implementations/Spine/Spine37.cs
2025-04-05 00:57:04 +08:00

324 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SpineRuntime37;
namespace SpineViewer.Spine.Implementations.Spine
{
[SpineImplementation(SpineVersion.V37)]
internal class Spine37 : SpineViewer.Spine.Spine
{
private static readonly Animation EmptyAnimation = new(EMPTY_ANIMATION, [], 0);
private class TextureLoader : SpineRuntime37.TextureLoader
{
public void Load(AtlasPage page, string path)
{
var texture = new SFML.Graphics.Texture(path);
if (page.magFilter == TextureFilter.Linear)
texture.Smooth = true;
if (page.uWrap == TextureWrap.Repeat && page.vWrap == TextureWrap.Repeat)
texture.Repeated = true;
page.rendererObject = texture;
}
public void Unload(object texture)
{
((SFML.Graphics.Texture)texture).Dispose();
}
}
private static TextureLoader textureLoader = new();
private Atlas atlas;
private SkeletonBinary? skeletonBinary;
private SkeletonJson? skeletonJson;
private SkeletonData skeletonData;
private AnimationStateData animationStateData;
private Skeleton skeleton;
private AnimationState animationState;
private SkeletonClipping clipping = new();
public Spine37(string skelPath, string atlasPath) : base(skelPath, atlasPath)
{
atlas = new Atlas(AtlasPath, textureLoader);
try
{
// 先尝试二进制文件
skeletonJson = null;
skeletonBinary = new SkeletonBinary(atlas);
skeletonData = skeletonBinary.ReadSkeletonData(SkelPath);
}
catch
{
try
{
// 再尝试 Json 文件
skeletonBinary = null;
skeletonJson = new SkeletonJson(atlas);
skeletonData = skeletonJson.ReadSkeletonData(SkelPath);
}
catch
{
// 都不行就报错
throw new InvalidDataException($"Unknown skeleton file format {SkelPath}");
}
}
foreach (var skin in skeletonData.Skins)
skinNames.Add(skin.Name);
foreach (var anime in skeletonData.Animations)
animationNames.Add(anime.Name);
skeleton = new Skeleton(skeletonData);
animationStateData = new AnimationStateData(skeletonData);
animationState = new AnimationState(animationStateData);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
atlas.Dispose();
}
public override string FileVersion { get => skeletonData.Version; }
protected override float scale
{
get => Math.Abs(skeleton.ScaleX);
set
{
skeleton.ScaleX = Math.Sign(skeleton.ScaleX) * value;
skeleton.ScaleY = Math.Sign(skeleton.ScaleY) * value;
}
}
protected override PointF position
{
get => new(skeleton.X, skeleton.Y);
set
{
skeleton.X = value.X;
skeleton.Y = value.Y;
}
}
protected override bool flipX
{
get => skeleton.ScaleX < 0;
set
{
if (skeleton.ScaleX > 0 && value || skeleton.ScaleX < 0 && !value)
skeleton.ScaleX *= -1;
}
}
protected override bool flipY
{
get => skeleton.ScaleY < 0;
set
{
if (skeleton.ScaleY > 0 && value || skeleton.ScaleY < 0 && !value)
skeleton.ScaleY *= -1;
}
}
protected override void addSkin(string name)
{
if (!skinNames.Contains(name)) return;
skeleton.SetSkin(name); // XXX: 3.7 及以下不支持 AddSkin
skeleton.SetSlotsToSetupPose();
}
protected override void clearSkin()
{
skeleton.SetSkin(skeletonData.DefaultSkin);
skeleton.SetSlotsToSetupPose();
}
protected override int[] getTrackIndices() => animationState.Tracks.Select((_, i) => i).Where(i => animationState.Tracks.Items[i] is not null).ToArray();
protected override string getAnimation(int track) => animationState.GetCurrent(track)?.Animation.Name ?? EMPTY_ANIMATION;
protected override void setAnimation(int track, string name)
{
if (name == EMPTY_ANIMATION)
animationState.SetAnimation(track, EmptyAnimation, false);
else if (animationNames.Contains(name))
animationState.SetAnimation(track, name, true);
}
protected override void clearTrack(int i) => animationState.ClearTrack(i);
public override float GetAnimationDuration(string name) { return skeletonData.FindAnimation(name)?.Duration ?? 0f; }
protected override RectangleF bounds
{
get
{
float[] _ = [];
skeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
return new RectangleF(x, y, w, h);
}
}
protected override void update(float delta)
{
animationState.Update(delta);
animationState.Apply(skeleton);
skeleton.Update(delta);
skeleton.UpdateWorldTransform();
}
private SFML.Graphics.BlendMode GetSFMLBlendMode(BlendMode spineBlendMode)
{
return spineBlendMode switch
{
BlendMode.Normal => BlendModeSFML.NormalPma,
BlendMode.Additive => BlendModeSFML.AdditivePma,
BlendMode.Multiply => BlendModeSFML.MultiplyPma,
BlendMode.Screen => BlendModeSFML.ScreenPma,
_ => throw new NotImplementedException($"{spineBlendMode}"),
};
}
protected override void draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states)
{
vertexArray.Clear();
states.Texture = null;
states.Shader = Shader.GetSpineShader(usePremultipliedAlpha);
// 要用 DrawOrder 而不是 Slots
foreach (var slot in skeleton.DrawOrder)
{
var attachment = slot.Attachment;
SFML.Graphics.Texture texture;
float[] worldVertices = worldVerticesBuffer; // 顶点世界坐标, 连续的 [x0, y0, x1, y1, ...] 坐标值
int worldVerticesCount; // 等于顶点数组的长度除以 2
int[] worldTriangleIndices; // 三角形索引, 从顶点坐标数组取的时候要乘以 2, 最大值是 worldVerticesCount - 1
int worldTriangleIndicesLength; // 三角形索引数组长度
float[] uvs; // 纹理坐标
float tintR = skeleton.R * slot.R;
float tintG = skeleton.G * slot.G;
float tintB = skeleton.B * slot.B;
float tintA = skeleton.A * slot.A;
if (attachment is RegionAttachment regionAttachment)
{
texture = (SFML.Graphics.Texture)((AtlasRegion)regionAttachment.RendererObject).page.rendererObject;
regionAttachment.ComputeWorldVertices(slot.Bone, worldVertices, 0);
worldVerticesCount = 4;
worldTriangleIndices = [0, 1, 2, 2, 3, 0];
worldTriangleIndicesLength = 6;
uvs = regionAttachment.UVs;
tintR *= regionAttachment.R;
tintG *= regionAttachment.G;
tintB *= regionAttachment.B;
tintA *= regionAttachment.A;
}
else if (attachment is MeshAttachment meshAttachment)
{
texture = (SFML.Graphics.Texture)((AtlasRegion)meshAttachment.RendererObject).page.rendererObject;
if (meshAttachment.WorldVerticesLength > worldVertices.Length)
worldVertices = worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
meshAttachment.ComputeWorldVertices(slot, worldVertices);
worldVerticesCount = meshAttachment.WorldVerticesLength / 2;
worldTriangleIndices = meshAttachment.Triangles;
worldTriangleIndicesLength = meshAttachment.Triangles.Length;
uvs = meshAttachment.UVs;
tintR *= meshAttachment.R;
tintG *= meshAttachment.G;
tintB *= meshAttachment.B;
tintA *= meshAttachment.A;
}
else if (attachment is ClippingAttachment clippingAttachment)
{
clipping.ClipStart(slot, clippingAttachment);
continue;
}
else
{
clipping.ClipEnd(slot);
continue;
}
SFML.Graphics.BlendMode blendMode = GetSFMLBlendMode(slot.Data.BlendMode);
states.Texture ??= texture;
if (states.BlendMode != blendMode || states.Texture != texture)
{
if (vertexArray.VertexCount > 0)
{
// 调试纹理
if (!isDebug || debugTexture)
target.Draw(vertexArray, states);
vertexArray.Clear();
}
states.BlendMode = blendMode;
states.Texture = texture;
}
if (clipping.IsClipping)
{
// 这里必须单独记录 Count, 和 Items 的 Length 是不一致的
clipping.ClipTriangles(worldVertices, worldVerticesCount * 2, worldTriangleIndices, worldTriangleIndicesLength, uvs);
worldVertices = clipping.ClippedVertices.Items;
worldVerticesCount = clipping.ClippedVertices.Count / 2;
worldTriangleIndices = clipping.ClippedTriangles.Items;
worldTriangleIndicesLength = clipping.ClippedTriangles.Count;
uvs = clipping.ClippedUVs.Items;
}
var textureSizeX = texture.Size.X;
var textureSizeY = texture.Size.Y;
SFML.Graphics.Vertex vertex = new();
vertex.Color.R = (byte)(tintR * 255);
vertex.Color.G = (byte)(tintG * 255);
vertex.Color.B = (byte)(tintB * 255);
vertex.Color.A = (byte)(tintA * 255);
// 必须用 worldTriangleIndicesLength 不能直接 foreach
for (int i = 0; i < worldTriangleIndicesLength; i++)
{
var index = worldTriangleIndices[i] * 2;
vertex.Position.X = worldVertices[index];
vertex.Position.Y = worldVertices[index + 1];
vertex.TexCoords.X = uvs[index] * textureSizeX;
vertex.TexCoords.Y = uvs[index + 1] * textureSizeY;
vertexArray.Append(vertex);
}
clipping.ClipEnd(slot);
}
clipping.ClipEnd();
// 调试纹理
if (!isDebug || debugTexture)
target.Draw(vertexArray, states);
// 包围盒
if (isDebug && isSelected && debugBounds)
{
var b = bounds;
boundsVertices[0] = boundsVertices[4] = new(new(b.Left, b.Top), BoundsColor);
boundsVertices[1] = new(new(b.Right, b.Top), BoundsColor);
boundsVertices[2] = new(new(b.Right, b.Bottom), BoundsColor);
boundsVertices[3] = new(new(b.Left, b.Bottom), BoundsColor);
target.Draw(boundsVertices);
}
}
}
}