2014-10-15 11:23:02 +08:00
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/******************************************************************************
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* Spine Runtimes Software License
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2015-07-21 01:39:34 +08:00
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* Version 2.3
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2014-10-15 11:23:02 +08:00
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*
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2015-07-21 01:39:34 +08:00
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* Copyright (c) 2013-2015, Esoteric Software
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2014-10-15 11:23:02 +08:00
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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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2015-07-21 01:39:34 +08:00
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software 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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2014-10-15 11:23:02 +08:00
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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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2015-07-21 01:39:34 +08:00
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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2014-10-15 11:23:02 +08:00
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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 (ssize_t 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 (ssize_t 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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_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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GL::bindVAO(0);
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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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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _verticesCount);
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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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