[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

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@ -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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@ -39,101 +39,71 @@ 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); return instance;
}
SkeletonBatch* SkeletonBatch::getInstance () {
if (!instance) instance = new SkeletonBatch(8192);
return instance;
}
void SkeletonBatch::destroyInstance () {
if (instance) {
delete instance;
instance = nullptr;
} }
}
SkeletonBatch::SkeletonBatch (int capacity) : void SkeletonBatch::destroyInstance () {
_capacity(capacity), _position(0) if (instance) {
{ delete instance;
_buffer = new V3F_C4B_T2F[capacity]; instance = nullptr;
_firstCommand = new Command(); }
_command = _firstCommand; }
Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){ SkeletonBatch::SkeletonBatch ()
this->update(0); {
});; _firstCommand = new Command();
} _command = _firstCommand;
SkeletonBatch::~SkeletonBatch () { Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){
Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION); this->update(0);
});;
}
Command* command = _firstCommand; SkeletonBatch::~SkeletonBatch () {
while (command) { Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
Command* next = command->next;
delete command;
command = next;
}
delete [] _buffer; Command* command = _firstCommand;
} while (command) {
Command* next = command->next;
delete command;
command = next;
}
}
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->triangles->vertCount = triangles.vertCount;
Command* command = _firstCommand; _command->triangles->indexCount = triangles.indexCount;
while (newPosition < _position) { _command->triangles->indices = triangles.indices;
command->triangles->verts = newBuffer + newPosition;
newPosition += command->triangles->vertCount;
command = command->next;
}
delete [] _buffer; _command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform);
_buffer = newBuffer; renderer->addCommand(_command->trianglesCommand);
_capacity = newCapacity;
}
memcpy(_buffer + _position, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount); if (!_command->next) _command->next = new Command();
_command->triangles->verts = _buffer + _position; _command = _command->next;
_position += triangles.vertCount; }
_command->triangles->vertCount = triangles.vertCount; SkeletonBatch::Command::Command () :
_command->triangles->indexCount = triangles.indexCount; next(nullptr)
_command->triangles->indices = triangles.indices; {
trianglesCommand = new TrianglesCommand();
triangles = new TrianglesCommand::Triangles();
}
_command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform, transformFlags); SkeletonBatch::Command::~Command () {
renderer->addCommand(_command->trianglesCommand); delete triangles;
delete trianglesCommand;
if (!_command->next) _command->next = new Command(); }
_command = _command->next;
}
SkeletonBatch::Command::Command () :
next(nullptr)
{
trianglesCommand = new TrianglesCommand();
triangles = new TrianglesCommand::Triangles();
}
SkeletonBatch::Command::~Command () {
delete triangles;
delete trianglesCommand;
}
} }

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@ -37,43 +37,34 @@
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 static SkeletonBatch* getInstance ();
* 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 void destroyInstance ();
static void destroyInstance (); void update (float delta);
void update (float delta); 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);
void addCommand (cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState, protected:
cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand:: Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags); SkeletonBatch ();
virtual ~SkeletonBatch ();
protected: class Command {
SkeletonBatch (int capacity); public:
virtual ~SkeletonBatch (); Command ();
virtual ~Command ();
cocos2d::V3F_C4B_T2F* _buffer; cocos2d::TrianglesCommand* trianglesCommand;
int _capacity; cocos2d::TrianglesCommand::Triangles* triangles;
int _position; Command* next;
};
class Command { Command* _firstCommand;
public: Command* _command;
Command (); };
virtual ~Command ();
cocos2d::TrianglesCommand* trianglesCommand;
cocos2d::TrianglesCommand::Triangles* triangles;
Command* next;
};
Command* _firstCommand;
Command* _command;
};
} }