2019-11-23 20:27:39 +08:00
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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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* Last updated May 1, 2019. Replaces all prior versions.
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*
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2019-12-12 23:26:12 +08:00
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* Copyright (c) 2013-2019, 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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2019-11-23 20:27:39 +08:00
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*
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2019-12-12 23:26:12 +08:00
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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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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2019-11-23 20:27:39 +08:00
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*****************************************************************************/
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#include <spine/SkeletonBatch.h>
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#include <spine/Extension.h>
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#include <algorithm>
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USING_NS_CC;
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#define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw"
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using std::max;
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#define INITIAL_SIZE (10000)
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#include "renderer/ccShaders.h"
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#include "renderer/backend/Device.h"
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namespace spine {
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static SkeletonBatch* instance = nullptr;
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SkeletonBatch* SkeletonBatch::getInstance () {
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if (!instance) instance = new SkeletonBatch();
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return instance;
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}
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void SkeletonBatch::destroyInstance () {
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if (instance) {
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delete instance;
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instance = nullptr;
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}
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}
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SkeletonBatch::SkeletonBatch () {
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auto program = backend::Device::getInstance()->newProgram(positionTextureColor_vert, positionTextureColor_frag);
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_programState = std::make_shared<backend::ProgramState>(program);
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program->autorelease();
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auto vertexLayout = _programState->getVertexLayout();
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vertexLayout->setAttribute("a_position", 0, backend::VertexFormat::FLOAT3, offsetof(V3F_C4B_T2F, vertices), false);
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vertexLayout->setAttribute("a_color", 2, backend::VertexFormat::UBYTE4, offsetof(V3F_C4B_T2F, colors), true);
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vertexLayout->setAttribute("a_texCoord", 1, backend::VertexFormat::FLOAT2, offsetof(V3F_C4B_T2F, texCoords), false);
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vertexLayout->setLayout(sizeof(_vertices[0]));
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_locMVP = _programState->getUniformLocation("u_MVPMatrix");
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_locTexture = _programState->getUniformLocation("u_texture");
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for (unsigned int i = 0; i < INITIAL_SIZE; i++) {
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_commandsPool.push_back(createNewTrianglesCommand());
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}
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reset ();
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// callback after drawing is finished so we can clear out the batch state
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// for the next frame
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Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){
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this->update(0);
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});;
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}
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SkeletonBatch::~SkeletonBatch () {
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Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
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for (unsigned int i = 0; i < _commandsPool.size(); i++) {
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CC_SAFE_RELEASE(_commandsPool[i]->getPipelineDescriptor().programState);
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delete _commandsPool[i];
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_commandsPool[i] = nullptr;
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}
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}
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void SkeletonBatch::update (float delta) {
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reset();
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}
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cocos2d::V3F_C4B_T2F* SkeletonBatch::allocateVertices(uint32_t numVertices) {
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if (_vertices.size() - _numVertices < numVertices) {
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cocos2d::V3F_C4B_T2F* oldData = _vertices.data();
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_vertices.resize((_vertices.size() + numVertices) * 2 + 1);
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cocos2d::V3F_C4B_T2F* newData = _vertices.data();
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for (uint32_t i = 0; i < this->_nextFreeCommand; i++) {
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TrianglesCommand* command = _commandsPool[i];
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cocos2d::TrianglesCommand::Triangles& triangles = (cocos2d::TrianglesCommand::Triangles&)command->getTriangles();
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triangles.verts = newData + (triangles.verts - oldData);
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}
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}
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cocos2d::V3F_C4B_T2F* vertices = _vertices.data() + _numVertices;
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_numVertices += numVertices;
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return vertices;
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}
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void SkeletonBatch::deallocateVertices(uint32_t numVertices) {
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_numVertices -= numVertices;
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}
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unsigned short* SkeletonBatch::allocateIndices(uint32_t numIndices) {
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if (_indices.getCapacity() - _indices.size() < numIndices) {
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unsigned short* oldData = _indices.buffer();
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int oldSize = _indices.size();
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_indices.ensureCapacity(_indices.size() + numIndices);
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unsigned short* newData = _indices.buffer();
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for (uint32_t i = 0; i < this->_nextFreeCommand; i++) {
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TrianglesCommand* command = _commandsPool[i];
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cocos2d::TrianglesCommand::Triangles& triangles = (cocos2d::TrianglesCommand::Triangles&)command->getTriangles();
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if (triangles.indices >= oldData && triangles.indices < oldData + oldSize) {
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triangles.indices = newData + (triangles.indices - oldData);
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}
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}
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}
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unsigned short* indices = _indices.buffer() + _indices.size();
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_indices.setSize(_indices.size() + numIndices, 0);
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return indices;
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}
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void SkeletonBatch::deallocateIndices(uint32_t numIndices) {
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_indices.setSize(_indices.size() - numIndices, 0);
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}
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cocos2d::TrianglesCommand* SkeletonBatch::addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags) {
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TrianglesCommand* command = nextFreeCommand();
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const cocos2d::Mat4& projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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auto &pipelineDescriptor = command->getPipelineDescriptor();
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auto programState = command->getPipelineDescriptor().programState;
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CCASSERT(programState, "programState should not be null");
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programState->setUniform(_locMVP, projectionMat.m, sizeof(projectionMat.m));
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programState->setTexture(_locTexture, 0, texture->getBackendTexture());
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command->init(globalOrder, texture, blendType, triangles, mv, flags);
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renderer->addCommand(command);
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return command;
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}
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void SkeletonBatch::reset() {
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_nextFreeCommand = 0;
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_numVertices = 0;
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_indices.setSize(0, 0);
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}
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cocos2d::TrianglesCommand* SkeletonBatch::nextFreeCommand() {
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if (_commandsPool.size() <= _nextFreeCommand) {
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unsigned int newSize = _commandsPool.size() * 2 + 1;
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for (int i = _commandsPool.size(); i < newSize; i++) {
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_commandsPool.push_back(createNewTrianglesCommand());
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}
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}
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auto *command = _commandsPool[_nextFreeCommand++];
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auto& pipelineDescriptor = command->getPipelineDescriptor();
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if (pipelineDescriptor.programState == nullptr)
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{
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CCASSERT(_programState, "programState should not be null");
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pipelineDescriptor.programState = _programState->clone();
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}
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return command;
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}
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cocos2d::TrianglesCommand *SkeletonBatch::createNewTrianglesCommand() {
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auto* command = new TrianglesCommand();
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return command;
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}
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}
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