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SpineViewer/SpineViewer/Spine/Spine.cs
2025-03-04 23:09:05 +08:00

248 lines
8.1 KiB
C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Text.RegularExpressions;
using System.Numerics;
using System.Collections;
using System.Collections.ObjectModel;
using SFML.System;
using SFML.Window;
using System.ComponentModel;
using System.Reflection;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
namespace SpineViewer.Spine
{
/// <summary>
/// Spine 实现类标记
/// </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
public class SpineImplementationAttribute : Attribute
{
public Version Version { get; }
public SpineImplementationAttribute(Version version)
{
Version = version;
}
}
/// <summary>
/// Spine 基类, 使用静态方法 New 来创建具体版本对象
/// </summary>
public abstract class Spine : SFML.Graphics.Drawable, IDisposable
{
/// <summary>
/// 实现类缓存
/// </summary>
private static readonly Dictionary<Version, Type> ImplementationTypes = [];
/// <summary>
/// 用于解决 PMA 和渐变动画问题的片段着色器
/// </summary>
private const string FRAGMENT_SHADER = (
"uniform sampler2D t;" +
"void main() { vec4 p = texture2D(t, gl_TexCoord[0].xy);" +
"if (p.a > 0) p.rgb /= max(max(max(p.r, p.g), p.b), p.a);" +
"gl_FragColor = gl_Color * p; }"
);
/// <summary>
/// 用于解决 PMA 和渐变动画问题的片段着色器
/// </summary>
protected static readonly SFML.Graphics.Shader? FragmentShader = null;
/// <summary>
/// 静态构造函数
/// </summary>
static Spine()
{
// 遍历并缓存标记了 SpineImplementationAttribute 的类型
var impTypes = Assembly.GetExecutingAssembly().GetTypes().Where(t => typeof(Spine).IsAssignableFrom(t) && !t.IsAbstract);
foreach (var type in impTypes)
{
var attr = type.GetCustomAttribute<SpineImplementationAttribute>();
if (attr is not null)
{
ImplementationTypes[attr.Version] = type;
}
}
Program.Logger.Debug("Find Spine implementations: [{}]", string.Join(", ", ImplementationTypes.Keys));
// 加载 FragmentShader
try
{
FragmentShader = SFML.Graphics.Shader.FromString(null, null, FRAGMENT_SHADER);
}
catch (Exception ex)
{
FragmentShader = null;
Program.Logger.Error(ex.ToString());
Program.Logger.Error("Failed to load fragment shader");
MessageBox.Show("Fragment shader 加载失败预乘Alpha通道属性失效", "错误信息", MessageBoxButtons.OK, MessageBoxIcon.Information);
}
}
/// <summary>
/// 创建特定版本的 Spine
/// </summary>
public static Spine New(Version version, string skelPath, string? atlasPath = null)
{
if (!ImplementationTypes.TryGetValue(version, out var spineType))
{
throw new NotImplementedException($"Not implemented version: {version}");
}
return (Spine)Activator.CreateInstance(spineType, skelPath, atlasPath);
}
/// <summary>
/// 构造函数
/// </summary>
public Spine(string skelPath, string? atlasPath = null)
{
// 获取子类类型
var type = GetType();
var attr = type.GetCustomAttribute<SpineImplementationAttribute>();
if (attr is null)
{
throw new InvalidOperationException($"Class {type.Name} has no SpineImplementationAttribute.");
}
atlasPath ??= Path.ChangeExtension(skelPath, ".atlas");
// 设置 Version
Version = attr.Version;
SkelPath = Path.GetFullPath(skelPath);
AtlasPath = Path.GetFullPath(atlasPath);
Name = Path.GetFileNameWithoutExtension(skelPath);
}
~Spine() { Dispose(false); }
public void Dispose() { Dispose(true); GC.SuppressFinalize(this); }
protected virtual void Dispose(bool disposing) { }
/// <summary>
/// 缩放最小值
/// </summary>
[Browsable(false)]
public const float SCALE_MIN = 0.001f;
/// <summary>
/// 获取所属版本
/// </summary>
[TypeConverter(typeof(VersionTypeConverter))]
[Category("基本信息"), DisplayName("版本")]
public Version Version { get; }
/// <summary>
/// skel 文件完整路径
/// </summary>
[Category("基本信息"), DisplayName("skel文件路径")]
public string SkelPath { get; }
/// <summary>
/// atlas 文件完整路径
/// </summary>
[Category("基本信息"), DisplayName("atlas文件路径")]
public string AtlasPath { get; }
[Category("基本信息"), DisplayName("名称")]
public string Name { get; }
/// <summary>
/// 缩放比例
/// </summary>
[Category("变换"), DisplayName("缩放比例")]
public abstract float Scale { get; set; }
/// <summary>
/// 位置
/// </summary>
[TypeConverter(typeof(PointFTypeConverter))]
[Category("变换"), DisplayName("位置")]
public abstract PointF Position { get; set; }
/// <summary>
/// 水平翻转
/// </summary>
[Category("变换"), DisplayName("水平翻转")]
public abstract bool FlipX { get; set; }
/// <summary>
/// 垂直翻转
/// </summary>
[Category("变换"), DisplayName("垂直翻转")]
public abstract bool FlipY { get; set; }
/// <summary>
/// 是否使用预乘Alpha
/// </summary>
[Category("画面"), DisplayName("预乘Alpha通道")]
public bool UsePremultipliedAlpha { get; set; } = true;
/// <summary>
/// 包含的所有动画名称
/// </summary>
[Browsable(false)]
public ReadOnlyCollection<string> AnimationNames { get => animationNames.AsReadOnly(); }
protected List<string> animationNames = [];
/// <summary>
/// 默认动画名称
/// </summary>
[Browsable(false)]
public string DefaultAnimationName { get => animationNames.Last(); }
/// <summary>
/// 当前动画名称
/// </summary>
[TypeConverter(typeof(AnimationTypeConverter))]
[Category("动画"), DisplayName("当前动画")]
public abstract string CurrentAnimation { get; set; }
/// <summary>
/// 当前动画时长
/// </summary>
[Category("动画"), DisplayName("当前动画时长")]
public float CurrentAnimationDuration { get => GetAnimationDuration(CurrentAnimation); }
/// <summary>
/// 骨骼包围盒
/// </summary>
[Browsable(false)]
public abstract RectangleF Bounds { get; }
/// <summary>
/// 获取动画时长, 如果动画不存在则返回 0
/// </summary>
public abstract float GetAnimationDuration(string name);
/// <summary>
/// 更新内部状态
/// </summary>
/// <param name="delta">时间间隔</param>
public abstract void Update(float delta);
/// <summary>
/// 顶点坐标缓冲区
/// </summary>
protected float[] worldVerticesBuffer = new float[1024];
/// <summary>
/// 顶点缓冲区
/// </summary>
protected SFML.Graphics.VertexArray vertexArray = new(SFML.Graphics.PrimitiveType.Triangles);
/// <summary>
/// SFML.Graphics.Drawable 接口实现
/// </summary>
public abstract void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states);
}
}