mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
[cocos2dx] First try at optimizing renderer by removing allocation. Meshes temporarily broken
This commit is contained in:
parent
b0294beb22
commit
aa33f980d2
@ -65,13 +65,13 @@ bool BatchingExample::init () {
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int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
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int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
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int yMin = 0, yMax = _contentSize.height * 0.7f;
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int yMin = 0, yMax = _contentSize.height * 0.7f;
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for (int i = 0; i < 50; i++) {
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for (int i = 0; i < 5000; i++) {
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// Each skeleton node shares the same atlas, skeleton data, and mix times.
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// Each skeleton node shares the same atlas, skeleton data, and mix times.
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SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
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SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
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skeletonNode->setAnimationStateData(_stateData);
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skeletonNode->setAnimationStateData(_stateData);
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skeletonNode->setAnimation(0, "walk", true);
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skeletonNode->setAnimation(0, "walk", true);
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skeletonNode->addAnimation(0, "jump", false, 3);
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skeletonNode->addAnimation(0, "jump", true, RandomHelper::random_int(0, 300) / 100.0f);
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skeletonNode->addAnimation(0, "run", true);
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skeletonNode->addAnimation(0, "run", true);
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skeletonNode->setPosition(Vec2(
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skeletonNode->setPosition(Vec2(
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@ -35,83 +35,109 @@
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USING_NS_CC;
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USING_NS_CC;
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#define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw"
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#define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw"
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using std::max;
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using std::max;
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#define INITIAL_SIZE (10000)
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namespace spine {
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namespace spine {
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static SkeletonBatch* instance = nullptr;
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static SkeletonBatch* instance = nullptr;
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SkeletonBatch* SkeletonBatch::getInstance () {
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if (!instance) instance = new SkeletonBatch();
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return instance;
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}
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void SkeletonBatch::destroyInstance () {
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if (instance) {
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delete instance;
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instance = nullptr;
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}
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}
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SkeletonBatch::SkeletonBatch ()
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{
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_firstCommand = new Command();
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_command = _firstCommand;
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Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){
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this->update(0);
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});;
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}
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SkeletonBatch::~SkeletonBatch () {
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Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
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Command* command = _firstCommand;
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while (command) {
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Command* next = command->next;
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delete command;
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command = next;
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}
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}
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void SkeletonBatch::update (float delta) {
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_command = _firstCommand;
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}
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void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState,
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BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags
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) {
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if (_command->triangles->verts) {
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free(_command->triangles->verts);
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_command->triangles->verts = NULL;
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}
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_command->triangles->verts = (V3F_C4B_T2F *)malloc(sizeof(V3F_C4B_T2F) * triangles.vertCount);
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memcpy(_command->triangles->verts, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount);
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_command->triangles->vertCount = triangles.vertCount;
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_command->triangles->indexCount = triangles.indexCount;
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_command->triangles->indices = triangles.indices;
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_command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform);
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renderer->addCommand(_command->trianglesCommand);
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if (!_command->next) _command->next = new Command();
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_command = _command->next;
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}
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SkeletonBatch::Command::Command () :
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next(nullptr)
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{
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trianglesCommand = new TrianglesCommand();
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triangles = new TrianglesCommand::Triangles();
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}
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SkeletonBatch::Command::~Command () {
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if (triangles->verts) {
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free(triangles->verts);
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}
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delete triangles;
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delete trianglesCommand;
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}
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SkeletonBatch* SkeletonBatch::getInstance () {
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if (!instance) instance = new SkeletonBatch();
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return instance;
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}
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void SkeletonBatch::destroyInstance () {
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if (instance) {
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delete instance;
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instance = nullptr;
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}
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}
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SkeletonBatch::SkeletonBatch () {
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for (unsigned int i = 0; i < INITIAL_SIZE; i++) {
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_commandsPool.push_back(new TrianglesCommand());
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}
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reset ();
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// callback after drawing is finished so we can clear out the batch state
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// for the next frame
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Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){
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this->update(0);
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});;
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}
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SkeletonBatch::~SkeletonBatch () {
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Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
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for (unsigned int i = 0; i < _commandsPool.size(); i++) {
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delete _commandsPool[i];
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_commandsPool[i] = nullptr;
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}
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}
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void SkeletonBatch::update (float delta) {
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reset();
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}
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cocos2d::V3F_C4B_T2F* SkeletonBatch::allocateVertices(uint32_t numVertices) {
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if (_vertices.size() - _numVertices < numVertices) {
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cocos2d::V3F_C4B_T2F* oldData = _vertices.data();
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_vertices.resize((_vertices.size() + numVertices) * 2 + 1);
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cocos2d::V3F_C4B_T2F* newData = _vertices.data();
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for (uint32_t i = 0; i < this->_nextFreeCommand; i++) {
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TrianglesCommand* command = _commandsPool[i];
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cocos2d::TrianglesCommand::Triangles& triangles = (cocos2d::TrianglesCommand::Triangles&)command->getTriangles();
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triangles.verts = newData + (triangles.verts - oldData);
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}
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}
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cocos2d::V3F_C4B_T2F* vertices = _vertices.data() + _numVertices;
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_numVertices += numVertices;
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return vertices;
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}
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const cocos2d::TrianglesCommand::Triangles& SkeletonBatch::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) {
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TrianglesCommand* command = nextFreeCommand();
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command->init(globalOrder, textureID, glProgramState, blendType, triangles, mv, flags);
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renderer->addCommand(command);
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return command->getTriangles();
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}
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void SkeletonBatch::reset() {
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_nextFreeCommand = 0;
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_numVertices = 0;
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}
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cocos2d::TrianglesCommand* SkeletonBatch::nextFreeCommand() {
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if (_commandsPool.size() <= _nextFreeCommand) {
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unsigned int newSize = _commandsPool.size() * 2 + 1;
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for (int i = _commandsPool.size(); i < newSize; i++) {
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_commandsPool.push_back(new TrianglesCommand());
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}
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}
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return _commandsPool[_nextFreeCommand++];
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}
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//void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState,
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// BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags
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// ) {
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// if (_command->triangles->verts) {
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// free(_command->triangles->verts);
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// _command->triangles->verts = NULL;
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// }
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//
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// _command->triangles->verts = (V3F_C4B_T2F *)malloc(sizeof(V3F_C4B_T2F) * triangles.vertCount);
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// memcpy(_command->triangles->verts, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount);
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//
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// _command->triangles->vertCount = triangles.vertCount;
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// _command->triangles->indexCount = triangles.indexCount;
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// _command->triangles->indices = triangles.indices;
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//
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// _command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform);
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// renderer->addCommand(_command->trianglesCommand);
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//
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// if (!_command->next) _command->next = new Command();
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// _command = _command->next;
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//}
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}
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}
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@ -33,6 +33,7 @@
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#include <spine/spine.h>
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#include <spine/spine.h>
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#include "cocos2d.h"
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#include "cocos2d.h"
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#include <vector>
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namespace spine {
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namespace spine {
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@ -43,28 +44,27 @@ namespace spine {
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static void destroyInstance ();
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static void destroyInstance ();
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void update (float delta);
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void update (float delta);
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void addCommand (cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState,
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cocos2d::V3F_C4B_T2F* allocateVertices(uint32_t numVertices);
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cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand:: Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
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const cocos2d::TrianglesCommand::Triangles& 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);
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protected:
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protected:
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SkeletonBatch ();
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SkeletonBatch ();
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virtual ~SkeletonBatch ();
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virtual ~SkeletonBatch ();
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class Command {
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void reset ();
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public:
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Command ();
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cocos2d::TrianglesCommand* nextFreeCommand ();
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virtual ~Command ();
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// pool of commands
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cocos2d::TrianglesCommand* trianglesCommand;
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std::vector<cocos2d::TrianglesCommand*> _commandsPool;
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cocos2d::TrianglesCommand::Triangles* triangles;
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uint32_t _nextFreeCommand;
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Command* next;
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};
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// pool of vertices
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std::vector<cocos2d::V3F_C4B_T2F> _vertices;
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Command* _firstCommand;
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uint32_t _numVertices;
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Command* _command;
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};
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};
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}
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}
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#endif // SPINE_SKELETONBATCH_H_
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#endif // SPINE_SKELETONBATCH_H_
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@ -189,12 +189,19 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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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) continue;
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if (!slot->attachment) continue;
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cocos2d::TrianglesCommand::Triangles triangles;
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switch (slot->attachment->type) {
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switch (slot->attachment->type) {
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case SP_ATTACHMENT_REGION: {
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case 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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attachmentVertices = getAttachmentVertices(attachment);
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attachmentVertices = getAttachmentVertices(attachment);
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triangles.indices = attachmentVertices->_triangles->indices;
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triangles.indexCount = attachmentVertices->_triangles->indexCount;
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triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
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triangles.vertCount = attachmentVertices->_triangles->vertCount;
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memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)triangles.verts, 0, 6);
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color.r = attachment->color.r;
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color.r = attachment->color.r;
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color.g = attachment->color.g;
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color.g = attachment->color.g;
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color.b = attachment->color.b;
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color.b = attachment->color.b;
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@ -203,8 +210,13 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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}
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}
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case SP_ATTACHMENT_MESH: {
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case SP_ATTACHMENT_MESH: {
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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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attachmentVertices = getAttachmentVertices(attachment);
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attachmentVertices = getAttachmentVertices(attachment);
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triangles.indices = attachmentVertices->_triangles->indices;
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triangles.indexCount = attachmentVertices->_triangles->indexCount;
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triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
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triangles.vertCount = attachmentVertices->_triangles->vertCount;
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memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
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spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, triangles.vertCount, (float*)triangles.verts, 0, 6);
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color.r = attachment->color.r;
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color.r = attachment->color.r;
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color.g = attachment->color.g;
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color.g = attachment->color.g;
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color.b = attachment->color.b;
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color.b = attachment->color.b;
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@ -220,40 +232,35 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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color.r *= _skeleton->color.r * slot->color.r * multiplier;
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color.r *= _skeleton->color.r * slot->color.r * multiplier;
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color.g *= _skeleton->color.g * slot->color.g * multiplier;
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color.g *= _skeleton->color.g * slot->color.g * multiplier;
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color.b *= _skeleton->color.b * slot->color.b * multiplier;
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color.b *= _skeleton->color.b * slot->color.b * multiplier;
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BlendFunc blendFunc;
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switch (slot->data->blendMode) {
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case SP_BLEND_MODE_ADDITIVE:
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blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
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blendFunc.dst = GL_ONE;
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break;
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case SP_BLEND_MODE_MULTIPLY:
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blendFunc.src = GL_DST_COLOR;
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blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case SP_BLEND_MODE_SCREEN:
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blendFunc.src = GL_ONE;
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blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
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break;
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default:
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blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
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blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
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}
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const cocos2d::TrianglesCommand::Triangles& batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, triangles, transform, transformFlags);
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for (int v = 0, vn = batchedTriangles.vertCount; v < vn; ++v) {
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V3F_C4B_T2F* vertex = batchedTriangles.verts + v;
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for (int v = 0, w = 0, vn = attachmentVertices->_triangles->vertCount; v < vn; ++v, w += 2) {
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V3F_C4B_T2F* vertex = attachmentVertices->_triangles->verts + v;
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vertex->vertices.x = _worldVertices[w];
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vertex->vertices.y = _worldVertices[w + 1];
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vertex->colors.r = (GLubyte)color.r;
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vertex->colors.r = (GLubyte)color.r;
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vertex->colors.g = (GLubyte)color.g;
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vertex->colors.g = (GLubyte)color.g;
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vertex->colors.b = (GLubyte)color.b;
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vertex->colors.b = (GLubyte)color.b;
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vertex->colors.a = (GLubyte)color.a;
|
vertex->colors.a = (GLubyte)color.a;
|
||||||
}
|
}
|
||||||
|
|
||||||
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);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_debugSlots || _debugBones) {
|
if (_debugSlots || _debugBones) {
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user