[cocos2dx] Closes #611, cocos2d-x v3 auto-batcher does it's work, makes SkeletonBatch a lot simpler

This commit is contained in:
badlogic 2016-09-11 13:26:51 +02:00
parent e3cdea94a0
commit 48c5b06676
3 changed files with 103 additions and 146 deletions

View File

@ -44,10 +44,6 @@ Scene* BatchingExample::scene () {
bool BatchingExample::init () { bool BatchingExample::init () {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false; if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
// To avoid the SkeletonBatch buffer from being resized, set this to the number of vertices ever rendered in one frame.
// BatchingExample needs ~3200, but let's set it low to test the buffer resizing.
SkeletonBatch::setBufferSize(512);
// Load the texture atlas. // Load the texture atlas.
_atlas = spAtlas_createFromFile("spineboy.atlas", 0); _atlas = spAtlas_createFromFile("spineboy.atlas", 0);
CCASSERT(_atlas, "Error reading atlas file."); CCASSERT(_atlas, "Error reading atlas file.");

View File

@ -41,13 +41,8 @@ namespace spine {
static SkeletonBatch* instance = nullptr; static SkeletonBatch* instance = nullptr;
void SkeletonBatch::setBufferSize (int vertexCount) {
if (instance) delete instance;
instance = new SkeletonBatch(vertexCount);
}
SkeletonBatch* SkeletonBatch::getInstance () { SkeletonBatch* SkeletonBatch::getInstance () {
if (!instance) instance = new SkeletonBatch(8192); if (!instance) instance = new SkeletonBatch();
return instance; return instance;
} }
@ -58,10 +53,8 @@ void SkeletonBatch::destroyInstance () {
} }
} }
SkeletonBatch::SkeletonBatch (int capacity) : SkeletonBatch::SkeletonBatch ()
_capacity(capacity), _position(0)
{ {
_buffer = new V3F_C4B_T2F[capacity];
_firstCommand = new Command(); _firstCommand = new Command();
_command = _firstCommand; _command = _firstCommand;
@ -79,45 +72,22 @@ SkeletonBatch::~SkeletonBatch () {
delete command; delete command;
command = next; command = next;
} }
delete [] _buffer;
} }
void SkeletonBatch::update (float delta) { void SkeletonBatch::update (float delta) {
_position = 0;
_command = _firstCommand; _command = _firstCommand;
} }
void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState, void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState,
BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags
) { ) {
if (_position + triangles.vertCount > _capacity) { _command->triangles->verts = triangles.verts;
int newCapacity = max(_capacity + _capacity / 2, _position + triangles.vertCount);
V3F_C4B_T2F* newBuffer = new V3F_C4B_T2F[newCapacity];
memcpy(newBuffer, _buffer, _position);
int newPosition = 0;
Command* command = _firstCommand;
while (newPosition < _position) {
command->triangles->verts = newBuffer + newPosition;
newPosition += command->triangles->vertCount;
command = command->next;
}
delete [] _buffer;
_buffer = newBuffer;
_capacity = newCapacity;
}
memcpy(_buffer + _position, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount);
_command->triangles->verts = _buffer + _position;
_position += triangles.vertCount;
_command->triangles->vertCount = triangles.vertCount; _command->triangles->vertCount = triangles.vertCount;
_command->triangles->indexCount = triangles.indexCount; _command->triangles->indexCount = triangles.indexCount;
_command->triangles->indices = triangles.indices; _command->triangles->indices = triangles.indices;
_command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform, transformFlags); _command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform);
renderer->addCommand(_command->trianglesCommand); renderer->addCommand(_command->trianglesCommand);
if (!_command->next) _command->next = new Command(); if (!_command->next) _command->next = new Command();

View File

@ -39,11 +39,6 @@ namespace spine {
class SkeletonBatch { class SkeletonBatch {
public: public:
/* Sets the max number of vertices that can be drawn in a single frame. The buffer will grow automatically as needed, but
* setting it to the appropriate is more efficient. Best to call before getInstance is called for the first time. Default is
* 8192. */
static void setBufferSize (int vertexCount);
static SkeletonBatch* getInstance (); static SkeletonBatch* getInstance ();
static void destroyInstance (); static void destroyInstance ();
@ -54,13 +49,9 @@ public:
cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand:: Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags); cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand:: Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
protected: protected:
SkeletonBatch (int capacity); SkeletonBatch ();
virtual ~SkeletonBatch (); virtual ~SkeletonBatch ();
cocos2d::V3F_C4B_T2F* _buffer;
int _capacity;
int _position;
class Command { class Command {
public: public:
Command (); Command ();