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/******************************************************************************
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2019-12-12 23:26:12 +08:00
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* Spine Runtimes License Agreement
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2020-01-05 03:09:32 +08:00
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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2020-01-05 03:09:32 +08:00
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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
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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_SKELETONBATCH_H_
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#define SPINE_SKELETONBATCH_H_
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#include "cocos2d.h"
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#if COCOS2D_VERSION >= 0x00040000
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#include <spine/spine.h>
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#include <vector>
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#include "renderer/backend/ProgramState.h"
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namespace spine {
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class SP_API SkeletonBatch {
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public:
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static SkeletonBatch* getInstance ();
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static void destroyInstance ();
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void update (float delta);
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cocos2d::V3F_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 numVertices);
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cocos2d::TrianglesCommand* addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::backend::ProgramState* programState, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
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void updateProgramStateLayout(cocos2d::backend::ProgramState* programState);
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protected:
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SkeletonBatch ();
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virtual ~SkeletonBatch ();
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void reset ();
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cocos2d::TrianglesCommand* nextFreeCommand ();
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cocos2d::TrianglesCommand* createNewTrianglesCommand();
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// the default program state for batch draw
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cocos2d::backend::ProgramState* _programState = nullptr;
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cocos2d::backend::UniformLocation _locMVP;
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cocos2d::backend::UniformLocation _locTexture;
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// pool of commands
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std::vector<cocos2d::TrianglesCommand*> _commandsPool;
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uint32_t _nextFreeCommand;
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// pool of vertices
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std::vector<cocos2d::V3F_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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};
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}
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#endif
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#endif // SPINE_SKELETONBATCH_H_
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