144 lines
5.7 KiB
C++

/******************************************************************************
* 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 <spine/SkeletonBatch.h>
#include <spine/extension.h>
#include <algorithm>
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;
//}
}