[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.");

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@ -39,38 +39,31 @@ using std::max;
namespace spine { namespace spine {
static SkeletonBatch* instance = nullptr; static SkeletonBatch* instance = nullptr;
void SkeletonBatch::setBufferSize (int vertexCount) { SkeletonBatch* SkeletonBatch::getInstance () {
if (instance) delete instance; if (!instance) instance = new SkeletonBatch();
instance = new SkeletonBatch(vertexCount);
}
SkeletonBatch* SkeletonBatch::getInstance () {
if (!instance) instance = new SkeletonBatch(8192);
return instance; return instance;
} }
void SkeletonBatch::destroyInstance () { void SkeletonBatch::destroyInstance () {
if (instance) { if (instance) {
delete instance; delete instance;
instance = nullptr; instance = nullptr;
} }
} }
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;
Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){ Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){
this->update(0); this->update(0);
});; });;
} }
SkeletonBatch::~SkeletonBatch () { SkeletonBatch::~SkeletonBatch () {
Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION); Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
Command* command = _firstCommand; Command* command = _firstCommand;
@ -79,61 +72,38 @@ 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();
_command = _command->next; _command = _command->next;
} }
SkeletonBatch::Command::Command () : SkeletonBatch::Command::Command () :
next(nullptr) next(nullptr)
{ {
trianglesCommand = new TrianglesCommand(); trianglesCommand = new TrianglesCommand();
triangles = new TrianglesCommand::Triangles(); triangles = new TrianglesCommand::Triangles();
} }
SkeletonBatch::Command::~Command () { SkeletonBatch::Command::~Command () {
delete triangles; delete triangles;
delete trianglesCommand; delete trianglesCommand;
} }
} }

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@ -37,13 +37,8 @@
namespace spine { 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 ();
@ -53,14 +48,10 @@ public:
void addCommand (cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState, void addCommand (cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState,
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 ();
@ -73,7 +64,7 @@ protected:
Command* _firstCommand; Command* _firstCommand;
Command* _command; Command* _command;
}; };
} }