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ios/cocos2d/cocos/editor-support/spine/SkeletonRenderer.cpp 32.3 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
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  /******************************************************************************
   * Spine Runtimes Software License v2.5
   *
   * Copyright (c) 2013-2016, Esoteric Software
   * All rights reserved.
   *
   * You are granted a perpetual, non-exclusive, non-sublicensable, and
   * non-transferable license to use, install, execute, and perform the Spine
   * Runtimes software and derivative works solely for personal or internal
   * use. Without the written permission of Esoteric Software (see Section 2 of
   * the Spine Software License Agreement), you may not (a) modify, translate,
   * adapt, or develop new applications using the Spine Runtimes or otherwise
   * create derivative works or improvements of the Spine Runtimes or (b) remove,
   * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
   * or other intellectual property or proprietary rights notices on or in the
   * Software, including any copy thereof. Redistributions in binary or source
   * form must include this license and terms.
   *
   * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
   * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
   * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
   * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
   * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
   * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
   * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
   * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
   * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
   * POSSIBILITY OF SUCH DAMAGE.
   *****************************************************************************/
  
  #include <spine/SkeletonRenderer.h>
  #include <spine/extension.h>
  #include <spine/SkeletonBatch.h>
  #include <spine/SkeletonTwoColorBatch.h>
  #include <spine/AttachmentVertices.h>
  #include <spine/Cocos2dAttachmentLoader.h>
  #include <algorithm>
  
  USING_NS_CC;
  using std::min;
  using std::max;
  
  namespace spine {
  
  SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
  	SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
  	node->autorelease();
  	return node;
  }
  
  SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
  	SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
  	node->autorelease();
  	return node;
  }
  
  SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
  	SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
  	node->autorelease();
  	return node;
  }
  
  void SkeletonRenderer::initialize () {
  	_worldVertices = new float[1000]; // Max number of vertices per mesh.
  	
  	_clipper = spSkeletonClipping_create();
  
  	_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
  	setOpacityModifyRGB(true);
  
  	setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
  }
  
  void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsSkeletonData) {
  	_skeleton = spSkeleton_create(skeletonData);
  	_ownsSkeletonData = ownsSkeletonData;
  }
  
  SkeletonRenderer::SkeletonRenderer ()
  	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
  }
  
  SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
  	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
  	initWithData(skeletonData, ownsSkeletonData);
  }
  
  SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
  	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
  	initWithJsonFile(skeletonDataFile, atlas, scale);
  }
  
  SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
  	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
  	initWithJsonFile(skeletonDataFile, atlasFile, scale);
  }
  
  SkeletonRenderer::~SkeletonRenderer () {
  	if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
  	spSkeleton_dispose(_skeleton);
  	if (_atlas) spAtlas_dispose(_atlas);
  	if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
  	delete [] _worldVertices;
  	spSkeletonClipping_dispose(_clipper);
  }
  
  void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
  	setSkeletonData(skeletonData, ownsSkeletonData);
  
  	initialize();
  }
  
  void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
      _atlas = atlas;
  	_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
  
  	spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
  	json->scale = scale;
  	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
  	CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
  	spSkeletonJson_dispose(json);
  
  	setSkeletonData(skeletonData, true);
  
  	initialize();
  }
  
  void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
  	_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
  	CCASSERT(_atlas, "Error reading atlas file.");
  
  	_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
  
  	spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
  	json->scale = scale;
  	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
  	CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
  	spSkeletonJson_dispose(json);
  
  	setSkeletonData(skeletonData, true);
  
  	initialize();
  }
      
  void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
      _atlas = atlas;
      _attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
      
      spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
      binary->scale = scale;
      spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
      CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
      spSkeletonBinary_dispose(binary);
      
      setSkeletonData(skeletonData, true);
      
      initialize();
  }
  
  void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
      _atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
      CCASSERT(_atlas, "Error reading atlas file.");
      
      _attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
      
      spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
      binary->scale = scale;
      spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
      CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
      spSkeletonBinary_dispose(binary);
      
      setSkeletonData(skeletonData, true);
      
      initialize();
  }
  
  
  void SkeletonRenderer::update (float deltaTime) {
  	Node::update(deltaTime);
  	spSkeleton_update(_skeleton, deltaTime * _timeScale);
  }
  
  void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
  	SkeletonBatch* batch = SkeletonBatch::getInstance();
  	SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
  	bool isTwoColorTint = this->isTwoColorTint();
  	
  	if (_effect) _effect->begin(_effect, _skeleton);
  
  	Color4F nodeColor;
  	nodeColor.r = getDisplayedColor().r / (float)255;
  	nodeColor.g = getDisplayedColor().g / (float)255;
  	nodeColor.b = getDisplayedColor().b / (float)255;
  	nodeColor.a = getDisplayedOpacity() / (float)255;
  	
      Color4F color;
  	Color4F darkColor;
  	AttachmentVertices* attachmentVertices = nullptr;
  	TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
  	for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
  		spSlot* slot = _skeleton->drawOrder[i];
  		if (!slot->attachment) {
  			spSkeletonClipping_clipEnd(_clipper, slot);
  			continue;
  		}
  		
  		cocos2d::TrianglesCommand::Triangles triangles;
  		TwoColorTriangles trianglesTwoColor;
  		
  		switch (slot->attachment->type) {
  		case SP_ATTACHMENT_REGION: {
  			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
  			attachmentVertices = getAttachmentVertices(attachment);
  			
  			if (!isTwoColorTint) {
  				triangles.indices = attachmentVertices->_triangles->indices;
  				triangles.indexCount = attachmentVertices->_triangles->indexCount;
  				triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
  				triangles.vertCount = attachmentVertices->_triangles->vertCount;
  				memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
  				spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)triangles.verts, 0, 6);
  			} else {
  				trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
  				trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
  				trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
  				trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
  				for (int ii = 0; ii < trianglesTwoColor.vertCount; ii++) {
  					trianglesTwoColor.verts[ii].texCoords = attachmentVertices->_triangles->verts[ii].texCoords;
  				}
  				spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)trianglesTwoColor.verts, 0, 7);
  			}
  			
              color.r = attachment->color.r;
  			color.g = attachment->color.g;
  			color.b = attachment->color.b;
  			color.a = attachment->color.a;
  			
  			break;
  		}
  		case SP_ATTACHMENT_MESH: {
  			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
  			attachmentVertices = getAttachmentVertices(attachment);
  			
  			if (!isTwoColorTint) {
  				triangles.indices = attachmentVertices->_triangles->indices;
  				triangles.indexCount = attachmentVertices->_triangles->indexCount;
  				triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
  				triangles.vertCount = attachmentVertices->_triangles->vertCount;
  				memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
  				spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, (float*)triangles.verts, 0, 6);
  			} else {
  				trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
  				trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
  				trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
  				trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
  				for (int ii = 0; ii < trianglesTwoColor.vertCount; ii++) {
  					trianglesTwoColor.verts[ii].texCoords = attachmentVertices->_triangles->verts[ii].texCoords;
  				}
  				spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, (float*)trianglesTwoColor.verts, 0, 7);
  			}
  			
  			color.r = attachment->color.r;
  			color.g = attachment->color.g;
  			color.b = attachment->color.b;
  			color.a = attachment->color.a;
  			
  			break;
  		}
  		case SP_ATTACHMENT_CLIPPING: {
  			spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
  			spSkeletonClipping_clipStart(_clipper, slot, clip);
  		}
  		default:
  			spSkeletonClipping_clipEnd(_clipper, slot);
  			continue;
  		}
  		
  		if (slot->darkColor) {
  			darkColor.r = slot->darkColor->r * 255;
  			darkColor.g = slot->darkColor->g * 255;
  			darkColor.b = slot->darkColor->b * 255;
  		} else {
  			darkColor.r = 0;
  			darkColor.g = 0;
  			darkColor.b = 0;
  		}
  		
  		color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
  		// skip rendering if the color of this attachment is 0
  		if (color.a == 0){
  			spSkeletonClipping_clipEnd(_clipper, slot);
  			continue;
  		}
  		float multiplier = _premultipliedAlpha ? color.a : 255;
  		color.r *= nodeColor.r * _skeleton->color.r * slot->color.r * multiplier;
  		color.g *= nodeColor.g * _skeleton->color.g * slot->color.g * multiplier;
  		color.b *= nodeColor.b * _skeleton->color.b * slot->color.b * multiplier;
  		
  		BlendFunc blendFunc;
  		switch (slot->data->blendMode) {
  			case SP_BLEND_MODE_ADDITIVE:
  				blendFunc.src = _premultipliedAlpha ? backend::BlendFactor::ONE : backend::BlendFactor::SRC_ALPHA;
  				blendFunc.dst = backend::BlendFactor::ONE;
  				break;
  			case SP_BLEND_MODE_MULTIPLY:
  				blendFunc.src = backend::BlendFactor::DST_COLOR;
  				blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
  				break;
  			case SP_BLEND_MODE_SCREEN:
  				blendFunc.src = backend::BlendFactor::ONE;
  				blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_COLOR;
  				break;
  			default:
  				blendFunc.src = _premultipliedAlpha ? backend::BlendFactor::ONE : backend::BlendFactor::SRC_ALPHA;
  				blendFunc.dst = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
  		}
  		
  		if (!isTwoColorTint) {
  			if (spSkeletonClipping_isClipping(_clipper)) {
  				spSkeletonClipping_clipTriangles(_clipper, (float*)&triangles.verts[0].vertices, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, triangles.indices, triangles.indexCount, (float*)&triangles.verts[0].texCoords, 6);
  				batch->deallocateVertices(triangles.vertCount);
  				
  				if (_clipper->clippedTriangles->size == 0){
  					spSkeletonClipping_clipEnd(_clipper, slot);
  					continue;
  				}
  				
  				triangles.vertCount = _clipper->clippedVertices->size >> 1;
  				triangles.verts = batch->allocateVertices(triangles.vertCount);
  				triangles.indexCount = _clipper->clippedTriangles->size;
  				triangles.indices = batch->allocateIndices(triangles.indexCount);
  				memcpy(triangles.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
  				
  				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
  				
  				float* verts = _clipper->clippedVertices->items;
  				float* uvs = _clipper->clippedUVs->items;
  				if (_effect) {
  					spColor light;
  					spColor dark;
  					light.r = color.r / 255.0f;
  					light.g = color.g / 255.0f;
  					light.b = color.b / 255.0f;
  					light.a = color.a / 255.0f;
  					dark.r = dark.g = dark.b = dark.a = 0;
  					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
  						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
  						spColor lightCopy = light;
  						spColor darkCopy = dark;
  						vertex->vertices.x = verts[vv];
  						vertex->vertices.y = verts[vv + 1];
  						vertex->texCoords.u = uvs[vv];
  						vertex->texCoords.v = uvs[vv + 1];
  						_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
  						vertex->colors.r = (GLubyte)(lightCopy.r * 255);
  						vertex->colors.g = (GLubyte)(lightCopy.g * 255);
  						vertex->colors.b = (GLubyte)(lightCopy.b * 255);
  						vertex->colors.a = (GLubyte)(lightCopy.a * 255);
  					}
  				} else {
  					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
  						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
  						vertex->vertices.x = verts[vv];
  						vertex->vertices.y = verts[vv + 1];
  						vertex->texCoords.u = uvs[vv];
  						vertex->texCoords.v = uvs[vv + 1];
  						vertex->colors.r = (GLubyte)color.r;
  						vertex->colors.g = (GLubyte)color.g;
  						vertex->colors.b = (GLubyte)color.b;
  						vertex->colors.a = (GLubyte)color.a;
  					}
  				}
  			} else {
  				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
  				
  				if (_effect) {
  					spColor light;
  					spColor dark;
  					light.r = color.r / 255.0f;
  					light.g = color.g / 255.0f;
  					light.b = color.b / 255.0f;
  					light.a = color.a / 255.0f;
  					dark.r = dark.g = dark.b = dark.a = 0;
  					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
  						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
  						spColor lightCopy = light;
  						spColor darkCopy = dark;
  						_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
  						vertex->colors.r = (GLubyte)(lightCopy.r * 255);
  						vertex->colors.g = (GLubyte)(lightCopy.g * 255);
  						vertex->colors.b = (GLubyte)(lightCopy.b * 255);
  						vertex->colors.a = (GLubyte)(lightCopy.a * 255);
  					}
  				} else {
  					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
  						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
  						vertex->colors.r = (GLubyte)color.r;
  						vertex->colors.g = (GLubyte)color.g;
  						vertex->colors.b = (GLubyte)color.b;
  						vertex->colors.a = (GLubyte)color.a;
  					}
  				}
  			}
  		} else {
  			if (spSkeletonClipping_isClipping(_clipper)) {
  				spSkeletonClipping_clipTriangles(_clipper, (float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, 7);
  				twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
  				
  				if (_clipper->clippedTriangles->size == 0){
  					spSkeletonClipping_clipEnd(_clipper, slot);
  					continue;
  				}
  				
  				trianglesTwoColor.vertCount = _clipper->clippedVertices->size >> 1;
  				trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
  				trianglesTwoColor.indexCount = _clipper->clippedTriangles->size;
  				trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
  				memcpy(trianglesTwoColor.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
  				
  				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
  				
  				float* verts = _clipper->clippedVertices->items;
  				float* uvs = _clipper->clippedUVs->items;
  				
  				if (_effect) {
  					spColor light;
  					spColor dark;
  					light.r = color.r / 255.0f;
  					light.g = color.g / 255.0f;
  					light.b = color.b / 255.0f;
  					light.a = color.a / 255.0f;
  					dark.r = darkColor.r / 255.0f;
  					dark.g = darkColor.g / 255.0f;
  					dark.b = darkColor.b / 255.0f;
  					dark.a = darkColor.a / 255.0f;
  					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
  						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
  						spColor lightCopy = light;
  						spColor darkCopy = dark;
  						vertex->position.x = verts[vv];
  						vertex->position.y = verts[vv + 1];
  						vertex->texCoords.u = uvs[vv];
  						vertex->texCoords.v = uvs[vv + 1];
  						_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
  						vertex->color.r = (GLubyte)(lightCopy.r * 255);
  						vertex->color.g = (GLubyte)(lightCopy.g * 255);
  						vertex->color.b = (GLubyte)(lightCopy.b * 255);
  						vertex->color.a = (GLubyte)(lightCopy.a * 255);
  						vertex->color2.r = (GLubyte)(darkCopy.r * 255);
  						vertex->color2.g = (GLubyte)(darkCopy.g * 255);
  						vertex->color2.b = (GLubyte)(darkCopy.b * 255);
  						vertex->color2.a = 1;
  					}
  				} else {
  					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
  						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
  						vertex->position.x = verts[vv];
  						vertex->position.y = verts[vv + 1];
  						vertex->texCoords.u = uvs[vv];
  						vertex->texCoords.v = uvs[vv + 1];
  						vertex->color.r = (GLubyte)color.r;
  						vertex->color.g = (GLubyte)color.g;
  						vertex->color.b = (GLubyte)color.b;
  						vertex->color.a = (GLubyte)color.a;
  						vertex->color2.r = (GLubyte)darkColor.r;
  						vertex->color2.g = (GLubyte)darkColor.g;
  						vertex->color2.b = (GLubyte)darkColor.b;
  						vertex->color2.a = 1;
  					}
  				}
  			} else {
  				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
  				
  				if (_effect) {
  					spColor light;
  					spColor dark;
  					light.r = color.r / 255.0f;
  					light.g = color.g / 255.0f;
  					light.b = color.b / 255.0f;
  					light.a = color.a / 255.0f;
  					dark.r = darkColor.r / 255.0f;
  					dark.g = darkColor.g / 255.0f;
  					dark.b = darkColor.b / 255.0f;
  					dark.a = darkColor.a / 255.0f;
  					
  					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
  						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
  						spColor lightCopy = light;
  						spColor darkCopy = dark;
  						_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
  						vertex->color.r = (GLubyte)(lightCopy.r * 255);
  						vertex->color.g = (GLubyte)(lightCopy.g * 255);
  						vertex->color.b = (GLubyte)(lightCopy.b * 255);
  						vertex->color.a = (GLubyte)(lightCopy.a * 255);
  						vertex->color2.r = (GLubyte)(darkCopy.r * 255);
  						vertex->color2.g = (GLubyte)(darkCopy.g * 255);
  						vertex->color2.b = (GLubyte)(darkCopy.b * 255);
  						vertex->color2.a = 1;
  					}
  				} else {
  					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
  						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
  						vertex->color.r = (GLubyte)color.r;
  						vertex->color.g = (GLubyte)color.g;
  						vertex->color.b = (GLubyte)color.b;
  						vertex->color.a = (GLubyte)color.a;
  						vertex->color2.r = (GLubyte)darkColor.r;
  						vertex->color2.g = (GLubyte)darkColor.g;
  						vertex->color2.b = (GLubyte)darkColor.b;
  						vertex->color2.a = 1;
  					}
  				}
  			}
  		}
  		spSkeletonClipping_clipEnd(_clipper, slot);
  	}
  	spSkeletonClipping_clipEnd2(_clipper);
  	
  	if (lastTwoColorTrianglesCommand) {
  		Node* parent = this->getParent();
  		
  		// We need to decide if we can postpone flushing the current
  		// batch. We can postpone if the next sibling node is a
  		// two color tinted skeleton with the same global-z.
  		// The parent->getChildrenCount() > 100 check is a hack
  		// as checking for a sibling is an O(n) operation, and if
  		// all children of this nodes parent are skeletons, we
  		// are in O(n2) territory.
  		if (!parent || parent->getChildrenCount() > 100 || getChildrenCount() != 0) {
  			lastTwoColorTrianglesCommand->setForceFlush(true);
  		} else {
  			Vector<Node*>& children = parent->getChildren();
  			Node* sibling = nullptr;
  			for (ssize_t i = 0; i < children.size(); i++) {
  				if (children.at(i) == this) {
  					if (i < children.size() - 1) {
  						sibling = children.at(i+1);
  						break;
  					}
  				}
  			}
  			if (!sibling) {
  				lastTwoColorTrianglesCommand->setForceFlush(true);
  			} else {
  				SkeletonRenderer* siblingSkeleton = dynamic_cast<SkeletonRenderer*>(sibling);
  				if (!siblingSkeleton || // flush is next sibling isn't a SkeletonRenderer
  					!siblingSkeleton->isTwoColorTint() || // flush if next sibling isn't two color tinted
  					!siblingSkeleton->isVisible() || // flush if next sibling is two color tinted but not visible
  					(siblingSkeleton->getGlobalZOrder() != this->getGlobalZOrder())) { // flush if next sibling is two color tinted but z-order differs
  					lastTwoColorTrianglesCommand->setForceFlush(true);
  				}
  			}
  		}
  	}
  	
  	if (_effect) _effect->end(_effect);
  
  	if (_debugSlots || _debugBones || _debugMeshes) {
          drawDebug(renderer, transform, transformFlags);
  	}
  }
  
  void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) {
  
      Director* director = Director::getInstance();
      director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
      director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
      
      DrawNode* drawNode = DrawNode::create();
      
      if (_debugSlots) {
          // Slots.
          // DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
          glLineWidth(1);
          Vec2 points[4];
          V3F_C4B_T2F_Quad quad;
          for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
              spSlot* slot = _skeleton->drawOrder[i];
              if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
              spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
              spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
              points[0] = Vec2(_worldVertices[0], _worldVertices[1]);
              points[1] = Vec2(_worldVertices[2], _worldVertices[3]);
              points[2] = Vec2(_worldVertices[4], _worldVertices[5]);
              points[3] = Vec2(_worldVertices[6], _worldVertices[7]);
              drawNode->drawPoly(points, 4, true, Color4F::BLUE);
          }
      }
      if (_debugBones) {
          // Bone lengths.
          glLineWidth(2);
          for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
              spBone *bone = _skeleton->bones[i];
              float x = bone->data->length * bone->a + bone->worldX;
              float y = bone->data->length * bone->c + bone->worldY;
              drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
          }
          // Bone origins.
          auto color = Color4F::BLUE; // Root bone is blue.
          for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
              spBone *bone = _skeleton->bones[i];
              drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
              if (i == 0) color = Color4F::GREEN;
          }
      }
  	
  	if (_debugMeshes) {
  		// Meshes.
  		glLineWidth(1);
  		for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
  			spSlot* slot = _skeleton->drawOrder[i];
  			if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
  			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;			
  			spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, _worldVertices, 0, 2);
  			for (int ii = 0; ii < attachment->trianglesCount;) {
  				Vec2 v1(_worldVertices + (attachment->triangles[ii++] * 2));
  				Vec2 v2(_worldVertices + (attachment->triangles[ii++] * 2));
  				Vec2 v3(_worldVertices + (attachment->triangles[ii++] * 2));
  				drawNode->drawLine(v1, v2, Color4F::YELLOW);
  				drawNode->drawLine(v2, v3, Color4F::YELLOW);
  				drawNode->drawLine(v3, v1, Color4F::YELLOW);
  			}
  		}
  		
  	}
      
      drawNode->draw(renderer, transform, transformFlags);
      director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
  }
  
  AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spRegionAttachment* attachment) const {
  	return (AttachmentVertices*)attachment->rendererObject;
  }
  
  AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* attachment) const {
  	return (AttachmentVertices*)attachment->rendererObject;
  }
  
  Rect SkeletonRenderer::getBoundingBox () const {
  	float minX = FLT_MAX, minY = FLT_MAX, maxX = -FLT_MAX, maxY = -FLT_MAX;
  	float scaleX = getScaleX(), scaleY = getScaleY();
  	for (int i = 0; i < _skeleton->slotsCount; ++i) {
  		spSlot* slot = _skeleton->slots[i];
  		if (!slot->attachment) continue;
  		int verticesCount;
  		if (slot->attachment->type == SP_ATTACHMENT_REGION) {
  			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
  			spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
  			verticesCount = 8;
  		} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
  			spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
  			spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, _worldVertices, 0, 2);
  			verticesCount = mesh->super.worldVerticesLength;
  		} else
  			continue;
  		for (int ii = 0; ii < verticesCount; ii += 2) {
  			float x = _worldVertices[ii] * scaleX, y = _worldVertices[ii + 1] * scaleY;
  			minX = min(minX, x);
  			minY = min(minY, y);
  			maxX = max(maxX, x);
  			maxY = max(maxY, y);
  		}
  	}
  	Vec2 position = getPosition();
      if (minX == FLT_MAX) minX = minY = maxX = maxY = 0;    
  	return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
  }
  
  // --- Convenience methods for Skeleton_* functions.
  
  void SkeletonRenderer::updateWorldTransform () {
  	spSkeleton_updateWorldTransform(_skeleton);
  }
  
  void SkeletonRenderer::setToSetupPose () {
  	spSkeleton_setToSetupPose(_skeleton);
  }
  void SkeletonRenderer::setBonesToSetupPose () {
  	spSkeleton_setBonesToSetupPose(_skeleton);
  }
  void SkeletonRenderer::setSlotsToSetupPose () {
  	spSkeleton_setSlotsToSetupPose(_skeleton);
  }
  
  spBone* SkeletonRenderer::findBone (const std::string& boneName) const {
  	return spSkeleton_findBone(_skeleton, boneName.c_str());
  }
  
  spSlot* SkeletonRenderer::findSlot (const std::string& slotName) const {
  	return spSkeleton_findSlot(_skeleton, slotName.c_str());
  }
  
  bool SkeletonRenderer::setSkin (const std::string& skinName) {
  	return spSkeleton_setSkinByName(_skeleton, skinName.empty() ? 0 : skinName.c_str()) ? true : false;
  }
  bool SkeletonRenderer::setSkin (const char* skinName) {
  	return spSkeleton_setSkinByName(_skeleton, skinName) ? true : false;
  }
  
  spAttachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
  	return spSkeleton_getAttachmentForSlotName(_skeleton, slotName.c_str(), attachmentName.c_str());
  }
  bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
  	return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str()) ? true : false;
  }
  bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
  	return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName) ? true : false;
  }
  	
  void SkeletonRenderer::setTwoColorTint(bool enabled) {
  	if (enabled)
  		setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
  	else
  		setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
  }
  
  bool SkeletonRenderer::isTwoColorTint() {
  	return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
  }
  	
  void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
  	this->_effect = effect;
  }
  
  spSkeleton* SkeletonRenderer::getSkeleton () {
  	return _skeleton;
  }
  
  void SkeletonRenderer::setTimeScale (float scale) {
  	_timeScale = scale;
  }
  float SkeletonRenderer::getTimeScale () const {
  	return _timeScale;
  }
  
  void SkeletonRenderer::setDebugSlotsEnabled (bool enabled) {
  	_debugSlots = enabled;
  }
  bool SkeletonRenderer::getDebugSlotsEnabled () const {
  	return _debugSlots;
  }
  
  void SkeletonRenderer::setDebugBonesEnabled (bool enabled) {
  	_debugBones = enabled;
  }
  bool SkeletonRenderer::getDebugBonesEnabled () const {
  	return _debugBones;
  }
  	
  void SkeletonRenderer::setDebugMeshesEnabled (bool enabled) {
  	_debugMeshes = enabled;
  }
  bool SkeletonRenderer::getDebugMeshesEnabled () const {
  	return _debugMeshes;
  }
  
  void SkeletonRenderer::onEnter () {
  #if CC_ENABLE_SCRIPT_BINDING
  	if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
  #endif
  	Node::onEnter();
  	scheduleUpdate();
  }
  
  void SkeletonRenderer::onExit () {
  #if CC_ENABLE_SCRIPT_BINDING
  	if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnExit)) return;
  #endif
  	Node::onExit();
  	unscheduleUpdate();
  }
  
  // --- CCBlendProtocol
  
  const BlendFunc& SkeletonRenderer::getBlendFunc () const {
  	return _blendFunc;
  }
  
  void SkeletonRenderer::setBlendFunc (const BlendFunc &blendFunc) {
  	_blendFunc = blendFunc;
  }
  
  void SkeletonRenderer::setOpacityModifyRGB (bool value) {
  	_premultipliedAlpha = value;
  }
  
  bool SkeletonRenderer::isOpacityModifyRGB () const {
  	return _premultipliedAlpha;
  }
  
  }