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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
[cocos2dx] Removed hard coded scratch buffer size, replaced with dynamic allocation. Also made it a global scratch buffer, instead of a per instance buffer. Saves 4kb per SkeletonRenderer instance. Closes #1015.
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@ -36,12 +36,35 @@
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#include <spine/Cocos2dAttachmentLoader.h>
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#include <spine/Cocos2dAttachmentLoader.h>
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#include <algorithm>
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#include <algorithm>
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#define INITIAL_WORLD_VERTICES_LENGTH 1000
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// Used for transforming attachments for bounding boxes & debug rendering
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static float* worldVertices = nullptr;
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static size_t worldVerticesLength = 0;
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void ensureWorldVerticesCapacity(size_t capacity) {
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if (worldVerticesLength < capacity) {
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float* newWorldVertices = new float[capacity];
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memcpy(newWorldVertices, worldVertices, capacity * sizeof(float));
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delete[] worldVertices;
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worldVertices = newWorldVertices;
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worldVerticesLength = capacity;
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}
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}
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USING_NS_CC;
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USING_NS_CC;
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using std::min;
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using std::min;
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using std::max;
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using std::max;
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namespace spine {
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namespace spine {
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void SkeletonRenderer::destroyScratchBuffers() {
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if (worldVertices) {
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delete[] worldVertices;
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worldVertices = nullptr;
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worldVerticesLength = 0;
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}
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}
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SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
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SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
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node->autorelease();
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node->autorelease();
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@ -61,7 +84,10 @@ SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonD
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}
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}
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void SkeletonRenderer::initialize () {
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void SkeletonRenderer::initialize () {
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_worldVertices = new float[1000]; // Max number of vertices per mesh.
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if (!worldVertices) {
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worldVertices = new float[INITIAL_WORLD_VERTICES_LENGTH];
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worldVerticesLength = INITIAL_WORLD_VERTICES_LENGTH;
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}
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_clipper = spSkeletonClipping_create();
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_clipper = spSkeletonClipping_create();
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@ -131,8 +157,7 @@ SkeletonRenderer::~SkeletonRenderer () {
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if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
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if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
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spSkeleton_dispose(_skeleton);
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spSkeleton_dispose(_skeleton);
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if (_atlas) spAtlas_dispose(_atlas);
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if (_atlas) spAtlas_dispose(_atlas);
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if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
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if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
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delete [] _worldVertices;
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spSkeletonClipping_dispose(_clipper);
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spSkeletonClipping_dispose(_clipper);
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}
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}
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@ -613,11 +638,11 @@ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uin
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spSlot* slot = _skeleton->drawOrder[i];
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
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if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, worldVertices, 0, 2);
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points[0] = Vec2(_worldVertices[0], _worldVertices[1]);
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points[0] = Vec2(worldVertices[0], worldVertices[1]);
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points[1] = Vec2(_worldVertices[2], _worldVertices[3]);
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points[1] = Vec2(worldVertices[2], worldVertices[3]);
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points[2] = Vec2(_worldVertices[4], _worldVertices[5]);
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points[2] = Vec2(worldVertices[4], worldVertices[5]);
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points[3] = Vec2(_worldVertices[6], _worldVertices[7]);
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points[3] = Vec2(worldVertices[6], worldVertices[7]);
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drawNode->drawPoly(points, 4, true, Color4F::BLUE);
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drawNode->drawPoly(points, 4, true, Color4F::BLUE);
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}
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}
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}
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}
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@ -645,12 +670,13 @@ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uin
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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spSlot* slot = _skeleton->drawOrder[i];
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
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if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
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spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
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spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
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spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, _worldVertices, 0, 2);
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ensureWorldVerticesCapacity(attachment->super.worldVerticesLength);
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spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, worldVertices, 0, 2);
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for (int ii = 0; ii < attachment->trianglesCount;) {
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for (int ii = 0; ii < attachment->trianglesCount;) {
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Vec2 v1(_worldVertices + (attachment->triangles[ii++] * 2));
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Vec2 v1(worldVertices + (attachment->triangles[ii++] * 2));
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Vec2 v2(_worldVertices + (attachment->triangles[ii++] * 2));
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Vec2 v2(worldVertices + (attachment->triangles[ii++] * 2));
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Vec2 v3(_worldVertices + (attachment->triangles[ii++] * 2));
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Vec2 v3(worldVertices + (attachment->triangles[ii++] * 2));
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drawNode->drawLine(v1, v2, Color4F::YELLOW);
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drawNode->drawLine(v1, v2, Color4F::YELLOW);
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drawNode->drawLine(v2, v3, Color4F::YELLOW);
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drawNode->drawLine(v2, v3, Color4F::YELLOW);
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drawNode->drawLine(v3, v1, Color4F::YELLOW);
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drawNode->drawLine(v3, v1, Color4F::YELLOW);
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@ -680,16 +706,17 @@ Rect SkeletonRenderer::getBoundingBox () const {
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int verticesCount;
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int verticesCount;
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if (slot->attachment->type == SP_ATTACHMENT_REGION) {
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if (slot->attachment->type == SP_ATTACHMENT_REGION) {
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, worldVertices, 0, 2);
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verticesCount = 8;
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verticesCount = 8;
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} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
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} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
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spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
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spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
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spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, _worldVertices, 0, 2);
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ensureWorldVerticesCapacity(mesh->super.worldVerticesLength);
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spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, worldVertices, 0, 2);
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verticesCount = mesh->super.worldVerticesLength;
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verticesCount = mesh->super.worldVerticesLength;
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} else
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} else
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continue;
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continue;
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for (int ii = 0; ii < verticesCount; ii += 2) {
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for (int ii = 0; ii < verticesCount; ii += 2) {
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float x = _worldVertices[ii] * scaleX, y = _worldVertices[ii + 1] * scaleY;
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float x = worldVertices[ii] * scaleX, y = worldVertices[ii + 1] * scaleY;
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minX = min(minX, x);
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minX = min(minX, x);
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minY = min(minY, y);
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minY = min(minY, y);
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maxX = max(maxX, x);
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maxX = max(maxX, x);
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@ -108,6 +108,9 @@ public:
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virtual const cocos2d::BlendFunc& getBlendFunc () const override;
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virtual const cocos2d::BlendFunc& getBlendFunc () const override;
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virtual void setOpacityModifyRGB (bool value) override;
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virtual void setOpacityModifyRGB (bool value) override;
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virtual bool isOpacityModifyRGB () const override;
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virtual bool isOpacityModifyRGB () const override;
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// Frees global memory used for temporay vertex transformations.
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static void destroyScratchBuffers();
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CC_CONSTRUCTOR_ACCESS:
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CC_CONSTRUCTOR_ACCESS:
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SkeletonRenderer ();
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SkeletonRenderer ();
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@ -136,7 +139,6 @@ protected:
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spAttachmentLoader* _attachmentLoader;
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spAttachmentLoader* _attachmentLoader;
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cocos2d::CustomCommand _debugCommand;
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cocos2d::CustomCommand _debugCommand;
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cocos2d::BlendFunc _blendFunc;
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cocos2d::BlendFunc _blendFunc;
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float* _worldVertices;
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bool _premultipliedAlpha;
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bool _premultipliedAlpha;
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spSkeleton* _skeleton;
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spSkeleton* _skeleton;
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float _timeScale;
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float _timeScale;
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