axmol/extensions/spine/SkeletonTwoColorBatch.h

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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
#ifndef SPINE_SKELETONTWOCOLORBATCH_H_
#define SPINE_SKELETONTWOCOLORBATCH_H_
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#include "cocos2d.h"
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#if COCOS2D_VERSION >= 0x00040000
#include <spine/spine.h>
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#include <vector>
#include "renderer/backend/ProgramState.h"
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namespace spine {
struct V3F_C4B_C4B_T2F {
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ax::Vec3 position;
ax::Color4B color;
ax::Color4B color2;
ax::Tex2F texCoords;
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};
struct TwoColorTriangles {
V3F_C4B_C4B_T2F* verts;
unsigned short* indices;
int vertCount;
int indexCount;
};
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class SP_API TwoColorTrianglesCommand : public ax::CustomCommand {
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public:
TwoColorTrianglesCommand();
~TwoColorTrianglesCommand();
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void init(float globalOrder, ax::Texture2D* texture, ax::backend::ProgramState* programState, ax::BlendFunc blendType, const TwoColorTriangles& triangles, const ax::Mat4& mv, uint32_t flags);
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void updateCommandPipelineDescriptor(ax::backend::ProgramState* programState);
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inline ax::backend::TextureBackend* getTexture() const { return _texture; }
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void draw(ax::Renderer *renderer);
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void updateVertexAndIndexBuffer(ax::Renderer *renderer, V3F_C4B_C4B_T2F *vertices, int verticesSize, uint16_t *indices, int indicesSize);
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inline uint32_t getMaterialID() const { return _materialID; }
inline const TwoColorTriangles& getTriangles() const { return _triangles; }
inline ssize_t getVertexCount() const { return _triangles.vertCount; }
inline ssize_t getIndexCount() const { return _triangles.indexCount; }
inline const V3F_C4B_C4B_T2F* getVertices() const { return _triangles.verts; }
inline const unsigned short* getIndices() const { return _triangles.indices; }
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inline ax::BlendFunc getBlendType() const { return _blendType; }
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inline const ax::Mat4& getModelView() const { return _mv; }
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void setForceFlush (bool forceFlush) { _forceFlush = forceFlush; }
bool isForceFlush () { return _forceFlush; };
protected:
void generateMaterialID();
uint32_t _materialID;
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void *_prog = nullptr;
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ax::backend::TextureBackend *_texture = nullptr;
ax::backend::ProgramState *_programState = nullptr;
ax::backend::UniformLocation _locPMatrix;
ax::backend::UniformLocation _locTexture;
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ax::BlendFunc _blendType;
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TwoColorTriangles _triangles;
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ax::Mat4 _mv;
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bool _forceFlush;
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};
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class SP_API SkeletonTwoColorBatch {
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public:
static SkeletonTwoColorBatch* getInstance ();
static void destroyInstance ();
void update (float delta);
V3F_C4B_C4B_T2F* allocateVertices(uint32_t numVertices);
void deallocateVertices(uint32_t numVertices);
unsigned short* allocateIndices(uint32_t numIndices);
void deallocateIndices(uint32_t numIndices);
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TwoColorTrianglesCommand* addCommand(ax::Renderer* renderer, float globalOrder, ax::Texture2D* texture, ax::backend::ProgramState* programState, ax::BlendFunc blendType, const TwoColorTriangles& triangles, const ax::Mat4& mv, uint32_t flags);
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void batch(ax::Renderer* renderer, TwoColorTrianglesCommand* command);
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void flush(ax::Renderer* renderer, TwoColorTrianglesCommand* materialCommand);
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uint32_t getNumBatches () { return _numBatches; };
protected:
SkeletonTwoColorBatch ();
virtual ~SkeletonTwoColorBatch ();
void reset ();
TwoColorTrianglesCommand* nextFreeCommand ();
// pool of commands
std::vector<TwoColorTrianglesCommand*> _commandsPool;
uint32_t _nextFreeCommand;
// pool of vertices
std::vector<V3F_C4B_C4B_T2F> _vertices;
uint32_t _numVertices;
// pool of indices
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Vector<unsigned short> _indices;
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// VBO handles & attribute locations
V3F_C4B_C4B_T2F* _vertexBuffer;
uint32_t _numVerticesBuffer;
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uint32_t _numIndicesBuffer;
unsigned short* _indexBuffer;
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// last batched command, needed for flushing to set material
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TwoColorTrianglesCommand* _lastCommand = nullptr;
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// number of batches in the last frame
uint32_t _numBatches;
};
}
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#endif
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#endif // SPINE_SKELETONTWOCOLORBATCH_H_