More efficient cococs2d-x batching.

This commit is contained in:
NathanSweet 2016-04-02 15:23:42 +02:00
parent 9a404e5c49
commit a133221acd
14 changed files with 439 additions and 212 deletions

View File

@ -98,8 +98,8 @@ bool AppDelegate::applicationDidFinishLaunching () {
director->setAnimationInterval(1.0f / 60);
// create a scene. it's an autorelease object
auto scene = RaptorExample::scene();
//auto scene = BatchingExample::scene();
//auto scene = RaptorExample::scene();
auto scene = BatchingExample::scene();
// run
director->runWithScene(scene);

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@ -45,28 +45,32 @@ bool BatchingExample::init () {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
// Load the texture atlas.
spAtlas* atlas = spAtlas_createFromFile("spineboy.atlas", 0);
CCASSERT(atlas, "Error reading atlas file.");
_atlas = spAtlas_createFromFile("spineboy.atlas", 0);
CCASSERT(_atlas, "Error reading atlas file.");
// This attachment loader configures attachments with data needed for cocos2d-x rendering.
// Do not dispose the attachment loader until the skeleton data is disposed!
_attachmentLoader = (spAttachmentLoader*)Cocos2dAttachmentLoader_create(_atlas);
// Load the skeleton data.
spSkeletonJson* json = spSkeletonJson_create(atlas);
json->scale = 0.6f;
spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, "spineboy.json");
CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
json->scale = 0.6f; // Resizes skeleton data to 60% of the size it was in Spine.
_skeletonData = spSkeletonJson_readSkeletonDataFile(json, "spineboy.json");
CCASSERT(_skeletonData, json->error ? json->error : "Error reading skeleton data file.");
spSkeletonJson_dispose(json);
// Setup mix times.
spAnimationStateData* stateData = spAnimationStateData_create(skeletonData);
spAnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
spAnimationStateData_setMixByName(stateData, "jump", "run", 0.2f);
_stateData = spAnimationStateData_create(_skeletonData);
spAnimationStateData_setMixByName(_stateData, "walk", "jump", 0.2f);
spAnimationStateData_setMixByName(_stateData, "jump", "run", 0.2f);
Size windowSize = Director::getInstance()->getWinSize();
int xMin = (int)(windowSize.width * 0.10f), xMax = (int)windowSize.width - xMin;
int yMin = 20, yMax = windowSize.height - 350;
for (int i = 0; i < 50; i++) {
// Each skeleton node shares the same atlas, skeleton data, and mix times.
SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(skeletonData, false);
skeletonNode->setAnimationStateData(stateData);
SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
skeletonNode->setAnimationStateData(_stateData);
skeletonNode->setAnimation(0, "walk", true);
skeletonNode->addAnimation(0, "jump", false, 3);
@ -90,3 +94,12 @@ bool BatchingExample::init () {
return true;
}
BatchingExample::~BatchingExample () {
// SkeletonAnimation instances are cocos2d-x nodes and are disposed of automatically as normal, but the data created
// manually to be shared across multiple SkeletonAnimations needs to be disposed of manually.
spSkeletonData_dispose(_skeletonData);
spAnimationStateData_dispose(_stateData);
spAttachmentLoader_dispose(_attachmentLoader);
spAtlas_dispose(_atlas);
}

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@ -40,8 +40,15 @@ public:
static cocos2d::Scene* scene ();
CREATE_FUNC(BatchingExample);
~BatchingExample ();
virtual bool init ();
protected:
spAtlas* _atlas;
spAttachmentLoader* _attachmentLoader;
spSkeletonData* _skeletonData;
spAnimationStateData* _stateData;
};
#endif // _BATCHINGEXAMPLE_H_

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@ -129,6 +129,8 @@
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="..\..\src\spine\AttachmentVertices.h" />
<ClInclude Include="..\..\src\spine\Cocos2dAttachmentLoader.h" />
<ClInclude Include="..\..\src\spine\SkeletonBatch.h" />
<ClInclude Include="..\..\src\spine\SkeletonAnimation.h" />
<ClInclude Include="..\..\src\spine\SkeletonRenderer.h" />
@ -142,6 +144,8 @@
<ClInclude Include="main.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\spine\AttachmentVertices.cpp" />
<ClCompile Include="..\..\src\spine\Cocos2dAttachmentLoader.c" />
<ClCompile Include="..\..\src\spine\SkeletonBatch.cpp" />
<ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp" />
<ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp" />

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@ -45,6 +45,12 @@
<ClInclude Include="..\..\src\spine\SkeletonBatch.h">
<Filter>src</Filter>
</ClInclude>
<ClInclude Include="..\..\src\spine\Cocos2dAttachmentLoader.h">
<Filter>src</Filter>
</ClInclude>
<ClInclude Include="..\..\src\spine\AttachmentVertices.h">
<Filter>src</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
@ -77,5 +83,11 @@
<ClCompile Include="..\..\src\spine\SkeletonBatch.cpp">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\..\src\spine\Cocos2dAttachmentLoader.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\..\src\spine\AttachmentVertices.cpp">
<Filter>src</Filter>
</ClCompile>
</ItemGroup>
</Project>

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@ -0,0 +1,53 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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/AttachmentVertices.h>
USING_NS_CC;
namespace spine {
AttachmentVertices::AttachmentVertices (Texture2D* texture, int verticesCount, unsigned short* triangles, int trianglesCount) {
_texture = texture;
_triangles = new TrianglesCommand::Triangles();
_triangles->verts = new V3F_C4B_T2F[verticesCount];
_triangles->vertCount = verticesCount;
_triangles->indices = triangles;
_triangles->indexCount = trianglesCount;
}
AttachmentVertices::~AttachmentVertices () {
delete [] _triangles->verts;
delete _triangles;
}
}

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@ -0,0 +1,50 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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.
*****************************************************************************/
#ifndef SPINE_ATTACHMENTVERTICES_H_
#define SPINE_ATTACHMENTVERTICES_H_
#include "cocos2d.h"
namespace spine {
class AttachmentVertices {
public:
AttachmentVertices (cocos2d::Texture2D* texture, int verticesCount, unsigned short* triangles, int trianglesCount);
virtual ~AttachmentVertices ();
cocos2d::Texture2D* _texture;
cocos2d::TrianglesCommand::Triangles* _triangles;
};
}
#endif /* SPINE_ATTACHMENTVERTICES_H_ */

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@ -0,0 +1,118 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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/Cocos2dAttachmentLoader.h>
#include <spine/extension.h>
#include <spine/AttachmentVertices.h>
USING_NS_CC;
using namespace spine;
static unsigned short quadTriangles[6] = {0, 1, 2, 2, 3, 0};
spAttachment* _Cocos2dAttachmentLoader_createAttachment (spAttachmentLoader* loader, spSkin* skin, spAttachmentType type,
const char* name, const char* path) {
Cocos2dAttachmentLoader* self = SUB_CAST(Cocos2dAttachmentLoader, loader);
return spAttachmentLoader_createAttachment(SUPER(self->atlasAttachmentLoader), skin, type, name, path);
}
void _Cocos2dAttachmentLoader_configureAttachment (spAttachmentLoader* loader, spAttachment* attachment) {
switch (attachment->type) {
case SP_ATTACHMENT_REGION: {
spRegionAttachment* regionAttachment = SUB_CAST(spRegionAttachment, attachment);
spAtlasRegion* region = (spAtlasRegion*)regionAttachment->rendererObject;
AttachmentVertices* attachmentVertices = new AttachmentVertices((Texture2D*)region->page->rendererObject, 4, quadTriangles, 6);
V3F_C4B_T2F* vertices = attachmentVertices->_triangles->verts;
for (int i = 0, ii = 0; i < 4; ++i, ii += 2) {
vertices[i].texCoords.u = regionAttachment->uvs[ii];
vertices[i].texCoords.v = regionAttachment->uvs[ii + 1];
}
regionAttachment->rendererObject = attachmentVertices;
break;
}
case SP_ATTACHMENT_MESH: {
spMeshAttachment* meshAttachment = SUB_CAST(spMeshAttachment, attachment);
spAtlasRegion* region = (spAtlasRegion*)meshAttachment->rendererObject;
AttachmentVertices* attachmentVertices = new AttachmentVertices((Texture2D*)region->page->rendererObject,
meshAttachment->verticesCount >> 1, meshAttachment->triangles, meshAttachment->trianglesCount);
V3F_C4B_T2F* vertices = attachmentVertices->_triangles->verts;
for (int i = 0, ii = 0, nn = meshAttachment->verticesCount; ii < nn; ++i, ii += 2) {
vertices[i].texCoords.u = meshAttachment->uvs[ii];
vertices[i].texCoords.v = meshAttachment->uvs[ii + 1];
}
meshAttachment->rendererObject = attachmentVertices;
break;
}
case SP_ATTACHMENT_WEIGHTED_MESH: {
spWeightedMeshAttachment* meshAttachment = SUB_CAST(spWeightedMeshAttachment, attachment);
spAtlasRegion* region = (spAtlasRegion*)meshAttachment->rendererObject;
AttachmentVertices* attachmentVertices = new AttachmentVertices((Texture2D*)region->page->rendererObject,
meshAttachment->uvsCount >> 1, meshAttachment->triangles, meshAttachment->trianglesCount);
V3F_C4B_T2F* vertices = attachmentVertices->_triangles->verts;
for (int i = 0, ii = 0, nn = meshAttachment->uvsCount; ii < nn; ++i, ii += 2) {
vertices[i].texCoords.u = meshAttachment->uvs[ii];
vertices[i].texCoords.v = meshAttachment->uvs[ii + 1];
}
meshAttachment->rendererObject = attachmentVertices;
break;
}
default: ;
}
}
void _Cocos2dAttachmentLoader_disposeAttachment (spAttachmentLoader* loader, spAttachment* attachment) {
switch (attachment->type) {
case SP_ATTACHMENT_REGION: {
spRegionAttachment* regionAttachment = SUB_CAST(spRegionAttachment, attachment);
delete (AttachmentVertices*)regionAttachment->rendererObject;
break;
}
case SP_ATTACHMENT_MESH: {
spMeshAttachment* meshAttachment = SUB_CAST(spMeshAttachment, attachment);
delete (AttachmentVertices*)meshAttachment->rendererObject;
break;
}
case SP_ATTACHMENT_WEIGHTED_MESH: {
spWeightedMeshAttachment* meshAttachment = SUB_CAST(spWeightedMeshAttachment, attachment);
delete (AttachmentVertices*)meshAttachment->rendererObject;
break;
}
default: ;
}
}
Cocos2dAttachmentLoader* Cocos2dAttachmentLoader_create (spAtlas* atlas) {
Cocos2dAttachmentLoader* self = NEW(Cocos2dAttachmentLoader);
_spAttachmentLoader_init(SUPER(self), _spAttachmentLoader_deinit, _Cocos2dAttachmentLoader_createAttachment,
_Cocos2dAttachmentLoader_configureAttachment, _Cocos2dAttachmentLoader_disposeAttachment);
self->atlasAttachmentLoader = spAtlasAttachmentLoader_create(atlas);
return self;
}

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@ -0,0 +1,48 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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.
*****************************************************************************/
#ifndef SPINE_COCOS2DATTACHMENTLOADER_H_
#define SPINE_COCOS2DATTACHMENTLOADER_H_
#include <spine/AtlasAttachmentLoader.h>
extern "C" {
typedef struct Cocos2dAttachmentLoader {
spAttachmentLoader super;
spAtlasAttachmentLoader* atlasAttachmentLoader;
} Cocos2dAttachmentLoader;
Cocos2dAttachmentLoader* Cocos2dAttachmentLoader_create (spAtlas* atlas);
}
#endif /* SPINE_COCOS2DATTACHMENTLOADER_H_ */

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@ -34,31 +34,26 @@
#include <algorithm>
USING_NS_CC;
using namespace std;
namespace spine {
static SkeletonBatch* instance = nullptr;
void SkeletonBatch::setCommandSize (int maxVertices, int maxTriangles) {
// 32767 is max index, so 32767 / 3 - (32767 / 3 % 3) = 10920.
CCASSERT(maxTriangles <= 10920, "maxTriangles cannot be > 10920");
CCASSERT(maxTriangles >= 0, "maxTriangles cannot be < 0");
void SkeletonBatch::setBufferSize (int vertexCount) {
if (instance) delete instance;
instance = new SkeletonBatch(maxVertices, maxTriangles);
instance = new SkeletonBatch(vertexCount);
}
SkeletonBatch* SkeletonBatch::getInstance () {
if (!instance) instance = new SkeletonBatch(64, 64 * 3);
if (!instance) instance = new SkeletonBatch(8192);
return instance;
}
SkeletonBatch::SkeletonBatch (int maxVertices, int maxTriangles) :
_maxVertices(maxVertices), _maxTriangles(maxTriangles),
_renderer(nullptr), _transform(nullptr), _transformFlags(0), _globalZOrder(0), _glProgramState(nullptr),
_texture(nullptr), _blendMode(SP_BLEND_MODE_NORMAL)
SkeletonBatch::SkeletonBatch (int capacity) :
_capacity(capacity), _position(0)
{
_firstCommand = new Command(maxVertices, maxTriangles);
_buffer = new V3F_C4B_T2F[capacity];
_firstCommand = new Command();
_command = _firstCommand;
Director::getInstance()->getScheduler()->scheduleUpdate(this, -1, false);
@ -73,109 +68,44 @@ SkeletonBatch::~SkeletonBatch () {
delete command;
command = next;
}
}
void SkeletonBatch::setRendererState (Renderer* renderer, const Mat4* transform, uint32_t transformFlags,
float globalZOrder, GLProgramState* glProgramState, bool premultipliedAlpha) {
_renderer = renderer;
_transform = transform;
_transformFlags = transformFlags;
_globalZOrder = globalZOrder;
_glProgramState = glProgramState;
_premultipliedAlpha = premultipliedAlpha;
delete [] _buffer;
}
void SkeletonBatch::update (float delta) {
// Reuse commands at the beginning of each frame.
_position = 0;
_command = _firstCommand;
_command->_triangles->vertCount = 0;
_command->_triangles->indexCount = 0;
}
void SkeletonBatch::add (const Texture2D* addTexture,
const float* addVertices, const float* uvs, int addVerticesCount,
const int* addTriangles, int addTrianglesCount,
const Color4B& color, spBlendMode blendMode
void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState,
BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags
) {
if (addTexture != _texture
|| blendMode != _blendMode
|| _command->_triangles->vertCount + (addVerticesCount >> 1) > _maxVertices
|| _command->_triangles->indexCount + addTrianglesCount > _maxTriangles
) {
this->flush(max(addVerticesCount >> 1, _maxVertices), max(addTrianglesCount, _maxTriangles));
_texture = addTexture;
_blendMode = blendMode;
}
CCASSERT(_position + triangles.vertCount < _capacity, "SkeletonBatch capacity is too small");
TrianglesCommand::Triangles* triangles = _command->_triangles;
for (int i = 0; i < addTrianglesCount; ++i, ++triangles->indexCount)
triangles->indices[triangles->indexCount] = addTriangles[i] + triangles->vertCount;
memcpy(_buffer + _position, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount);
_command->_triangles->verts = _buffer + _position;
_position += triangles.vertCount;
for (int i = 0; i < addVerticesCount; i += 2, ++triangles->vertCount) {
V3F_C4B_T2F* vertex = triangles->verts + triangles->vertCount;
vertex->vertices.x = addVertices[i];
vertex->vertices.y = addVertices[i + 1];
vertex->colors = color;
vertex->texCoords.u = uvs[i];
vertex->texCoords.v = uvs[i + 1];
}
}
_command->_triangles->vertCount = triangles.vertCount;
_command->_triangles->indexCount = triangles.indexCount;
_command->_triangles->indices = triangles.indices;
void SkeletonBatch::flush (int maxVertices, int maxTriangles) {
if (!_command->_triangles->vertCount) return;
_command->_trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->_triangles, transform, transformFlags);
renderer->addCommand(_command->_trianglesCommand);
BlendFunc blendFunc;
switch (_blendMode) {
case SP_BLEND_MODE_ADDITIVE:
blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
blendFunc.dst = GL_ONE;
break;
case SP_BLEND_MODE_MULTIPLY:
blendFunc.src = GL_DST_COLOR;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
break;
case SP_BLEND_MODE_SCREEN:
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
break;
default:
blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
}
_command->_trianglesCommand->init(_globalZOrder, _texture->getName(), _glProgramState, blendFunc, *_command->_triangles,
*_transform, _transformFlags);
_renderer->addCommand(_command->_trianglesCommand);
if (!_command->_next) _command->_next = new Command(maxVertices, maxTriangles);
if (!_command->_next) _command->_next = new Command();
_command = _command->_next;
// If not as large as required, insert new command.
if (_command->_maxVertices < maxVertices || _command->_maxTriangles < maxTriangles) {
Command* next = _command->_next;
_command = new Command(maxVertices, maxTriangles);
_command->_next = next;
}
_command->_triangles->vertCount = 0;
_command->_triangles->indexCount = 0;
}
SkeletonBatch::Command::Command (int maxVertices, int maxTriangles) :
_maxVertices(maxVertices), _maxTriangles(maxTriangles), _next(nullptr)
SkeletonBatch::Command::Command () :
_next(nullptr)
{
_trianglesCommand = new TrianglesCommand();
_triangles = new TrianglesCommand::Triangles();
_triangles->verts = new V3F_C4B_T2F[maxVertices];
_triangles->indices = new GLushort[maxTriangles];
}
SkeletonBatch::Command::~Command () {
delete [] _triangles->indices;
delete [] _triangles->verts;
delete _triangles;
delete _trianglesCommand;
}

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@ -37,63 +37,39 @@
namespace spine {
/* Batches attachment geometry and issues one or more TrianglesCommands per skeleton. */
class SkeletonBatch : public cocos2d::Ref {
class SkeletonBatch {
public:
/* Sets the default size of each TrianglesCommand. Best to call before getInstance is called for the first time. Default is 64, 192.
* TrianglesCommands may be larger than the specified sizes if required to hold the geometry for a single attachment. */
static void setCommandSize (int maxVertices, int maxTriangles);
/* Sets the max number of vertices that can be drawn in a single frame. Best to call before getInstance is called for the
* first time. Default is 8192. */
static void SkeletonBatch::setBufferSize (int vertexCount);
static SkeletonBatch* getInstance ();
void update (float delta);
void setRendererState (cocos2d::Renderer* renderer, const cocos2d::Mat4* transform, uint32_t transformFlags,
float globalZOrder, cocos2d::GLProgramState* glProgramState, bool premultipliedAlpha);
void add (const cocos2d::Texture2D* texture,
const float* vertices, const float* uvs, int verticesCount,
const int* triangles, int trianglesCount,
const cocos2d::Color4B& color, spBlendMode blendMode);
void flush () {
flush(_maxVertices, _maxTriangles);
}
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);
protected:
SkeletonBatch (int maxVertices, int maxTriangles);
SkeletonBatch (int capacity);
virtual ~SkeletonBatch ();
void flush (int maxVertices, int maxTriangles);
cocos2d::V3F_C4B_T2F* _buffer;
int _capacity;
int _position;
class Command {
public:
Command (int maxVertices, int maxTriangles);
Command ();
virtual ~Command ();
int _maxVertices;
int _maxTriangles;
cocos2d::TrianglesCommand* _trianglesCommand;
cocos2d::TrianglesCommand::Triangles* _triangles;
Command* _next;
};
int _maxVertices;
int _maxTriangles;
Command* _firstCommand;
Command* _command;
// Renderer state.
cocos2d::Renderer* _renderer;
const cocos2d::Mat4* _transform;
uint32_t _transformFlags;
float _globalZOrder;
cocos2d::GLProgramState* _glProgramState;
bool _premultipliedAlpha;
// Batch state.
const cocos2d::Texture2D* _texture;
spBlendMode _blendMode;
};
}

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@ -30,9 +30,10 @@
*****************************************************************************/
#include <spine/SkeletonRenderer.h>
#include <spine/spine-cocos2dx.h>
#include <spine/extension.h>
#include <spine/SkeletonBatch.h>
#include <spine/AttachmentVertices.h>
#include <spine/Cocos2dAttachmentLoader.h>
#include <algorithm>
USING_NS_CC;
@ -41,8 +42,6 @@ using std::max;
namespace spine {
static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
node->autorelease();
@ -62,7 +61,7 @@ SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonD
}
void SkeletonRenderer::initialize () {
_worldVertices = MALLOC(float, 1000); // Max number of vertices per mesh.
_worldVertices = new float[1000]; // Max number of vertices per mesh.
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setOpacityModifyRGB(true);
@ -76,29 +75,30 @@ void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsS
}
SkeletonRenderer::SkeletonRenderer ()
: _atlas(0), _debugSlots(false), _debugBones(false), _timeScale(1) {
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _timeScale(1) {
}
SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
: _atlas(0), _debugSlots(false), _debugBones(false), _timeScale(1) {
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _timeScale(1) {
initWithData(skeletonData, ownsSkeletonData);
}
SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
: _atlas(0), _debugSlots(false), _debugBones(false), _timeScale(1) {
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _timeScale(1) {
initWithFile(skeletonDataFile, atlas, scale);
}
SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
: _atlas(0), _debugSlots(false), _debugBones(false), _timeScale(1) {
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _timeScale(1) {
initWithFile(skeletonDataFile, atlasFile, scale);
}
SkeletonRenderer::~SkeletonRenderer () {
if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
if (_atlas) spAtlas_dispose(_atlas);
spSkeleton_dispose(_skeleton);
FREE(_worldVertices);
if (_atlas) spAtlas_dispose(_atlas);
if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
delete _worldVertices;
}
void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
@ -108,7 +108,9 @@ void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkel
}
void SkeletonRenderer::initWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
spSkeletonJson* json = spSkeletonJson_create(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.");
@ -123,7 +125,9 @@ void SkeletonRenderer::initWithFile (const std::string& skeletonDataFile, const
_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
CCASSERT(_atlas, "Error reading atlas file.");
spSkeletonJson* json = spSkeletonJson_create(_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 file.");
@ -141,7 +145,6 @@ void SkeletonRenderer::update (float deltaTime) {
void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
SkeletonBatch* batch = SkeletonBatch::getInstance();
batch->setRendererState(renderer, &transform, transformFlags, _globalZOrder, getGLProgramState(), _premultipliedAlpha);
Color3B nodeColor = getColor();
_skeleton->r = nodeColor.r / (float)255;
@ -149,72 +152,83 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
_skeleton->b = nodeColor.b / (float)255;
_skeleton->a = getDisplayedOpacity() / (float)255;
int blendMode = -1;
Color4B color;
const float* uvs = nullptr;
int verticesCount = 0;
const int* triangles = nullptr;
int trianglesCount = 0;
float r = 0, g = 0, b = 0, a = 0;
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
int vertexCount = 0;
AttachmentVertices* attachmentVertices = nullptr;
for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
spSlot* slot = _skeleton->drawOrder[i];
if (!slot->attachment) continue;
Texture2D *texture = nullptr;
switch (slot->attachment->type) {
case SP_ATTACHMENT_REGION: {
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
texture = getTexture(attachment);
uvs = attachment->uvs;
verticesCount = 8;
triangles = quadTriangles;
trianglesCount = 6;
r = attachment->r;
g = attachment->g;
b = attachment->b;
a = attachment->a;
attachmentVertices = getAttachmentVertices(attachment);
color.r = attachment->r;
color.g = attachment->g;
color.b = attachment->b;
color.a = attachment->a;
break;
}
case SP_ATTACHMENT_MESH: {
spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
spMeshAttachment_computeWorldVertices(attachment, slot, _worldVertices);
texture = getTexture(attachment);
uvs = attachment->uvs;
verticesCount = attachment->verticesCount;
triangles = attachment->triangles;
trianglesCount = attachment->trianglesCount;
r = attachment->r;
g = attachment->g;
b = attachment->b;
a = attachment->a;
attachmentVertices = getAttachmentVertices(attachment);
color.r = attachment->r;
color.g = attachment->g;
color.b = attachment->b;
color.a = attachment->a;
break;
}
case SP_ATTACHMENT_WEIGHTED_MESH: {
spWeightedMeshAttachment* attachment = (spWeightedMeshAttachment*)slot->attachment;
spWeightedMeshAttachment_computeWorldVertices(attachment, slot, _worldVertices);
texture = getTexture(attachment);
uvs = attachment->uvs;
verticesCount = attachment->uvsCount;
triangles = attachment->triangles;
trianglesCount = attachment->trianglesCount;
r = attachment->r;
g = attachment->g;
b = attachment->b;
a = attachment->a;
attachmentVertices = getAttachmentVertices(attachment);
color.r = attachment->r;
color.g = attachment->g;
color.b = attachment->b;
color.a = attachment->a;
break;
}
default: ;
}
if (texture) {
color.a = _skeleton->a * slot->a * a * 255;
float multiplier = _premultipliedAlpha ? color.a : 255;
color.r = _skeleton->r * slot->r * r * multiplier;
color.g = _skeleton->g * slot->g * g * multiplier;
color.b = _skeleton->b * slot->b * b * multiplier;
batch->add(texture, _worldVertices, uvs, verticesCount, triangles, trianglesCount, color, slot->data->blendMode);
default:
continue;
}
color.a *= _skeleton->a * slot->a * 255;
float multiplier = _premultipliedAlpha ? color.a : 255;
color.r *= _skeleton->r * slot->r * multiplier;
color.g *= _skeleton->g * slot->g * multiplier;
color.b *= _skeleton->b * slot->b * multiplier;
for (int v = 0, w = 0, vn = attachmentVertices->_triangles->vertCount; v < vn; ++v, w += 2) {
V3F_C4B_T2F* vertex = attachmentVertices->_triangles->verts + v;
vertex->vertices.x = _worldVertices[w];
vertex->vertices.y = _worldVertices[w + 1];
vertex->colors = color;
}
BlendFunc blendFunc;
switch (slot->data->blendMode) {
case SP_BLEND_MODE_ADDITIVE:
blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
blendFunc.dst = GL_ONE;
break;
case SP_BLEND_MODE_MULTIPLY:
blendFunc.src = GL_DST_COLOR;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
break;
case SP_BLEND_MODE_SCREEN:
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
break;
default:
blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
}
batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc,
*attachmentVertices->_triangles, transform, transformFlags);
}
batch->flush();
if (_debugSlots || _debugBones) {
_debugCommand.init(_globalZOrder);
@ -236,7 +250,7 @@ void SkeletonRenderer::drawDebug (const Mat4 &transform, uint32_t transformFlags
glLineWidth(1);
Vec2 points[4];
V3F_C4B_T2F_Quad quad;
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
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;
@ -252,7 +266,7 @@ void SkeletonRenderer::drawDebug (const Mat4 &transform, uint32_t transformFlags
// Bone lengths.
glLineWidth(2);
DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
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;
@ -261,7 +275,7 @@ void SkeletonRenderer::drawDebug (const Mat4 &transform, uint32_t transformFlags
// Bone origins.
DrawPrimitives::setPointSize(4);
DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
for (int i = 0, n = _skeleton->bonesCount; i < n; ++i) {
spBone *bone = _skeleton->bones[i];
DrawPrimitives::drawPoint(Vec2(bone->worldX, bone->worldY));
if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
@ -270,16 +284,16 @@ void SkeletonRenderer::drawDebug (const Mat4 &transform, uint32_t transformFlags
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Texture2D* SkeletonRenderer::getTexture (spRegionAttachment* attachment) const {
return (Texture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spRegionAttachment* attachment) const {
return (AttachmentVertices*)attachment->rendererObject;
}
Texture2D* SkeletonRenderer::getTexture (spMeshAttachment* attachment) const {
return (Texture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* attachment) const {
return (AttachmentVertices*)attachment->rendererObject;
}
Texture2D* SkeletonRenderer::getTexture (spWeightedMeshAttachment* attachment) const {
return (Texture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spWeightedMeshAttachment* attachment) const {
return (AttachmentVertices*)attachment->rendererObject;
}
Rect SkeletonRenderer::getBoundingBox () const {

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@ -37,7 +37,7 @@
namespace spine {
class PolygonBatch;
class AttachmentVertices;
/* Draws a skeleton. */
class SkeletonRenderer: public cocos2d::Node, public cocos2d::BlendProtocol {
@ -115,12 +115,13 @@ CC_CONSTRUCTOR_ACCESS:
protected:
void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);
virtual cocos2d::Texture2D* getTexture (spRegionAttachment* attachment) const;
virtual cocos2d::Texture2D* getTexture (spMeshAttachment* attachment) const;
virtual cocos2d::Texture2D* getTexture (spWeightedMeshAttachment* attachment) const;
virtual AttachmentVertices* getAttachmentVertices (spRegionAttachment* attachment) const;
virtual AttachmentVertices* getAttachmentVertices (spMeshAttachment* attachment) const;
virtual AttachmentVertices* getAttachmentVertices (spWeightedMeshAttachment* attachment) const;
bool _ownsSkeletonData;
spAtlas* _atlas;
spAttachmentLoader* _attachmentLoader;
cocos2d::CustomCommand _debugCommand;
cocos2d::BlendFunc _blendFunc;
float* _worldVertices;

View File

@ -34,6 +34,7 @@
#include <spine/spine.h>
#include "cocos2d.h"
#include <spine/Cocos2dAttachmentLoader.h>
#include <spine/SkeletonRenderer.h>
#include <spine/SkeletonAnimation.h>