mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
144 lines
5.7 KiB
C++
144 lines
5.7 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/SkeletonBatch.h>
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#include <spine/extension.h>
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#include <algorithm>
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USING_NS_CC;
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#define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw"
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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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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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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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