mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
113 lines
4.2 KiB
C++
113 lines
4.2 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, 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 install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source 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 SOFTARE 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; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/PolygonBatch.h>
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#include <spine/extension.h>
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USING_NS_CC;
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namespace spine {
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PolygonBatch* PolygonBatch::createWithCapacity (int capacity) {
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PolygonBatch* batch = new PolygonBatch();
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batch->initWithCapacity(capacity);
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batch->autorelease();
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return batch;
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}
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PolygonBatch::PolygonBatch () :
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capacity(0),
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vertices(nullptr), verticesCount(0),
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triangles(nullptr), trianglesCount(0),
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texture(nullptr)
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{}
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bool PolygonBatch::initWithCapacity (int capacity) {
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// 32767 is max index, so 32767 / 3 - (32767 / 3 % 3) = 10920.
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CCASSERT(capacity <= 10920, "capacity cannot be > 10920");
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CCASSERT(capacity >= 0, "capacity cannot be < 0");
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this->capacity = capacity;
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vertices = MALLOC(V2F_C4B_T2F, capacity);
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triangles = MALLOC(GLushort, capacity * 3);
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return true;
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}
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PolygonBatch::~PolygonBatch () {
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FREE(vertices);
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FREE(triangles);
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}
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void PolygonBatch::add (const Texture2D* addTexture,
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const float* addVertices, const float* uvs, int addVerticesCount,
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const int* addTriangles, int addTrianglesCount,
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Color4B* color) {
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if (
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addTexture != texture
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|| verticesCount + (addVerticesCount >> 1) > capacity
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|| trianglesCount + addTrianglesCount > capacity * 3) {
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this->flush();
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texture = addTexture;
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}
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for (int i = 0; i < addTrianglesCount; ++i, ++trianglesCount)
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triangles[trianglesCount] = addTriangles[i] + verticesCount;
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for (int i = 0; i < addVerticesCount; i += 2, ++verticesCount) {
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V2F_C4B_T2F* vertex = vertices + verticesCount;
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vertex->vertices.x = addVertices[i];
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vertex->vertices.y = addVertices[i + 1];
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vertex->colors = *color;
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vertex->texCoords.u = uvs[i];
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vertex->texCoords.v = uvs[i + 1];
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}
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}
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void PolygonBatch::flush () {
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if (!verticesCount) return;
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GL::bindTexture2D(texture->getName());
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORDS);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), &vertices[0].vertices);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), &vertices[0].colors);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), &vertices[0].texCoords);
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glDrawElements(GL_TRIANGLES, trianglesCount, GL_UNSIGNED_SHORT, triangles);
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verticesCount = 0;
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trianglesCount = 0;
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CHECK_GL_ERROR_DEBUG();
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}
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}
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