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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* 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
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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2020-01-05 03:09:32 +08:00
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef SPINE_SKELETONTWOCOLORBATCH_H_
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#define SPINE_SKELETONTWOCOLORBATCH_H_
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#include "cocos2d.h"
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#if COCOS2D_VERSION >= 0x00040000
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#include "renderer/backend/ProgramState.h"
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#include <spine/spine.h>
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#include <vector>
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namespace spine {
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struct V3F_C4B_C4B_T2F {
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cocos2d::Vec3 position;
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cocos2d::Color4B color;
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cocos2d::Color4B color2;
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cocos2d::Tex2F texCoords;
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};
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struct TwoColorTriangles {
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V3F_C4B_C4B_T2F *verts;
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unsigned short *indices;
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int vertCount;
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int indexCount;
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};
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class SP_API TwoColorTrianglesCommand : public cocos2d::CustomCommand {
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public:
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TwoColorTrianglesCommand();
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~TwoColorTrianglesCommand();
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void init(float globalOrder, cocos2d::Texture2D *texture, cocos2d::backend::ProgramState *programState, cocos2d::BlendFunc blendType, const TwoColorTriangles &triangles, const cocos2d::Mat4 &mv, uint32_t flags);
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void updateCommandPipelineDescriptor(cocos2d::backend::ProgramState *programState);
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inline cocos2d::backend::TextureBackend *getTexture() const { return _texture; }
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void draw(cocos2d::Renderer *renderer);
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void updateVertexAndIndexBuffer(cocos2d::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; }
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inline const TwoColorTriangles &getTriangles() const { return _triangles; }
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inline ssize_t getVertexCount() const { return _triangles.vertCount; }
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inline ssize_t getIndexCount() const { return _triangles.indexCount; }
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inline const V3F_C4B_C4B_T2F *getVertices() const { return _triangles.verts; }
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inline const unsigned short *getIndices() const { return _triangles.indices; }
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inline cocos2d::BlendFunc getBlendType() const { return _blendType; }
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inline const cocos2d::Mat4 &getModelView() const { return _mv; }
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void setForceFlush(bool forceFlush) { _forceFlush = forceFlush; }
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bool isForceFlush() { return _forceFlush; };
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protected:
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void generateMaterialID();
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uint32_t _materialID;
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void *_prog = nullptr;
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cocos2d::backend::TextureBackend *_texture = nullptr;
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cocos2d::backend::ProgramState *_programState = nullptr;
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cocos2d::backend::UniformLocation _locPMatrix;
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cocos2d::backend::UniformLocation _locTexture;
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cocos2d::BlendFunc _blendType;
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TwoColorTriangles _triangles;
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cocos2d::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:
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static SkeletonTwoColorBatch *getInstance();
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static void destroyInstance();
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void update(float delta);
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V3F_C4B_C4B_T2F *allocateVertices(uint32_t numVertices);
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void deallocateVertices(uint32_t numVertices);
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unsigned short *allocateIndices(uint32_t numIndices);
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void deallocateIndices(uint32_t numIndices);
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TwoColorTrianglesCommand *addCommand(cocos2d::Renderer *renderer, float globalOrder, cocos2d::Texture2D *texture, cocos2d::backend::ProgramState *programState, cocos2d::BlendFunc blendType, const TwoColorTriangles &triangles, const cocos2d::Mat4 &mv, uint32_t flags);
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void batch(cocos2d::Renderer *renderer, TwoColorTrianglesCommand *command);
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void flush(cocos2d::Renderer *renderer, TwoColorTrianglesCommand *materialCommand);
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uint32_t getNumBatches() { return _numBatches; };
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protected:
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SkeletonTwoColorBatch();
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virtual ~SkeletonTwoColorBatch();
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void reset();
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TwoColorTrianglesCommand *nextFreeCommand();
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// pool of commands
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std::vector<TwoColorTrianglesCommand *> _commandsPool;
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uint32_t _nextFreeCommand;
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// pool of vertices
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std::vector<V3F_C4B_C4B_T2F> _vertices;
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uint32_t _numVertices;
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// pool of indices
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Vector<unsigned short> _indices;
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// VBO handles & attribute locations
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V3F_C4B_C4B_T2F *_vertexBuffer;
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uint32_t _numVerticesBuffer;
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uint32_t _numIndicesBuffer;
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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
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uint32_t _numBatches;
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};
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}// namespace spine
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2020-01-05 03:09:32 +08:00
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#endif
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#endif// SPINE_SKELETONTWOCOLORBATCH_H_
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