/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) 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 #include #include USING_NS_CC; #define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw" using std::max; #define INITIAL_SIZE (10000) namespace spine { static SkeletonBatch* instance = nullptr; SkeletonBatch* SkeletonBatch::getInstance () { if (!instance) instance = new SkeletonBatch(); return instance; } void SkeletonBatch::destroyInstance () { if (instance) { delete instance; instance = nullptr; } } SkeletonBatch::SkeletonBatch () { for (unsigned int i = 0; i < INITIAL_SIZE; i++) { _commandsPool.push_back(new TrianglesCommand()); } reset (); // callback after drawing is finished so we can clear out the batch state // for the next frame Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){ this->update(0); });; } SkeletonBatch::~SkeletonBatch () { Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION); for (unsigned int i = 0; i < _commandsPool.size(); i++) { delete _commandsPool[i]; _commandsPool[i] = nullptr; } } void SkeletonBatch::update (float delta) { reset(); } cocos2d::V3F_C4B_T2F* SkeletonBatch::allocateVertices(uint32_t numVertices) { if (_vertices.size() - _numVertices < numVertices) { cocos2d::V3F_C4B_T2F* oldData = _vertices.data(); _vertices.resize((_vertices.size() + numVertices) * 2 + 1); cocos2d::V3F_C4B_T2F* newData = _vertices.data(); for (uint32_t i = 0; i < this->_nextFreeCommand; i++) { TrianglesCommand* command = _commandsPool[i]; cocos2d::TrianglesCommand::Triangles& triangles = (cocos2d::TrianglesCommand::Triangles&)command->getTriangles(); triangles.verts = newData + (triangles.verts - oldData); } } cocos2d::V3F_C4B_T2F* vertices = _vertices.data() + _numVertices; _numVertices += numVertices; return vertices; } 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) { TrianglesCommand* command = nextFreeCommand(); command->init(globalOrder, textureID, glProgramState, blendType, triangles, mv, flags); renderer->addCommand(command); return command->getTriangles(); } void SkeletonBatch::reset() { _nextFreeCommand = 0; _numVertices = 0; } cocos2d::TrianglesCommand* SkeletonBatch::nextFreeCommand() { if (_commandsPool.size() <= _nextFreeCommand) { unsigned int newSize = _commandsPool.size() * 2 + 1; for (int i = _commandsPool.size(); i < newSize; i++) { _commandsPool.push_back(new TrianglesCommand()); } } return _commandsPool[_nextFreeCommand++]; } //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 (_command->triangles->verts) { // free(_command->triangles->verts); // _command->triangles->verts = NULL; // } // // _command->triangles->verts = (V3F_C4B_T2F *)malloc(sizeof(V3F_C4B_T2F) * triangles.vertCount); // memcpy(_command->triangles->verts, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount); // // _command->triangles->vertCount = triangles.vertCount; // _command->triangles->indexCount = triangles.indexCount; // _command->triangles->indices = triangles.indices; // // _command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform); // renderer->addCommand(_command->trianglesCommand); // // if (!_command->next) _command->next = new Command(); // _command = _command->next; //} }