Files
SpineViewer/SpineViewer/Spine/Implementations/Spine/Spine36.cs
2025-03-19 13:12:57 +08:00

342 lines
13 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SpineRuntime36;
namespace SpineViewer.Spine.Implementations.Spine
{
[SpineImplementation(Version.V36)]
internal class Spine36 : SpineViewer.Spine.Spine
{
private static readonly Animation EmptyAnimation = new(EMPTY_ANIMATION, [], 0);
private class TextureLoader : SpineRuntime36.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;
page.width = (int)texture.Size.X;
page.height = (int)texture.Size.Y;
}
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 Spine36(string skelPath, string? atlasPath = null) : 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 ArgumentException($"Unknown skeleton file format {SkelPath}");
}
}
animationStateData = new AnimationStateData(skeletonData);
skeleton = new Skeleton(skeletonData);
animationState = new AnimationState(animationStateData);
foreach (var anime in skeletonData.Animations)
animationNames.Add(anime.Name);
CurrentAnimation = DefaultAnimationName;
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
atlas.Dispose();
}
public override string FileVersion { get => skeletonData.Version; }
public override float Scale
{
get
{
if (skeletonBinary is not null)
return skeletonBinary.Scale;
else if (skeletonJson is not null)
return skeletonJson.Scale;
else
return 1f;
}
set
{
// 保存状态
var position = Position;
var flipX = FlipX;
var flipY = FlipY;
var savedTrack0 = animationState.GetCurrent(0);
var val = Math.Max(value, SCALE_MIN);
if (skeletonBinary is not null)
{
skeletonBinary.Scale = val;
skeletonData = skeletonBinary.ReadSkeletonData(SkelPath);
}
else if (skeletonJson is not null)
{
skeletonJson.Scale = val;
skeletonData = skeletonJson.ReadSkeletonData(SkelPath);
}
// reload skel-dependent data
animationStateData = new AnimationStateData(skeletonData) { DefaultMix = animationStateData.DefaultMix };
skeleton = new Skeleton(skeletonData);
animationState = new AnimationState(animationStateData);
// 恢复状态
Position = position;
FlipX = flipX;
FlipY = flipY;
// 恢复原本 Track0 上所有动画
if (savedTrack0 is not null)
{
var entry = animationState.SetAnimation(0, savedTrack0.Animation.Name, true);
entry.TrackTime = savedTrack0.TrackTime;
var savedEntry = savedTrack0.Next;
while (savedEntry is not null)
{
entry = animationState.AddAnimation(0, savedEntry.Animation.Name, true, 0);
entry.TrackTime = savedEntry.TrackTime;
savedEntry = savedEntry.Next;
}
}
}
}
public override PointF Position
{
get => new(skeleton.X, skeleton.Y);
set
{
skeleton.X = value.X;
skeleton.Y = value.Y;
}
}
public override bool FlipX
{
get => skeleton.FlipX;
set => skeleton.FlipX = value;
}
public override bool FlipY
{
get => skeleton.FlipY;
set => skeleton.FlipY = value;
}
public override string CurrentAnimation
{
get => animationState.GetCurrent(0)?.Animation.Name ?? EMPTY_ANIMATION;
set
{
if (value == EMPTY_ANIMATION)
animationState.SetAnimation(0, EmptyAnimation, false);
else if (animationNames.Contains(value))
animationState.SetAnimation(0, value, true);
Update(0);
}
}
public 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);
}
}
public override float GetAnimationDuration(string name) { return skeletonData.FindAnimation(name)?.Duration ?? 0f; }
public override void Update(float delta)
{
skeleton.Update(delta);
animationState.Update(delta);
animationState.Apply(skeleton);
skeleton.UpdateWorldTransform();
}
private SFML.Graphics.BlendMode GetSFMLBlendMode(BlendMode spineBlendMode)
{
return spineBlendMode switch
{
BlendMode.Normal => BlendModeSFML.Normal,
BlendMode.Additive => BlendModeSFML.Additive,
BlendMode.Multiply => BlendModeSFML.Multiply,
BlendMode.Screen => BlendModeSFML.Screen,
_ => throw new NotImplementedException($"{spineBlendMode}"),
};
}
public override void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states)
{
vertexArray.Clear();
states.Texture = null;
// 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)
{
if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
states.Shader = FragmentShader;
else
states.Shader = null;
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);
}
if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
states.Shader = FragmentShader;
else
states.Shader = null;
target.Draw(vertexArray, states);
clipping.ClipEnd();
}
}
}