axmol/cocos/editor-support/spine/v4/SkeletonBatch.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_SKELETONBATCH_H_
#define SPINE_SKELETONBATCH_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>
namespace spine {
class SkeletonBatch {
public:
static SkeletonBatch* getInstance ();
static void destroyInstance ();
void update (float delta);
cocos2d::V3F_C4B_T2F* allocateVertices(uint32_t numVertices);
void deallocateVertices(uint32_t numVertices);
unsigned short* allocateIndices(uint32_t numIndices);
void deallocateIndices(uint32_t numVertices);
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cocos2d::TrianglesCommand* 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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protected:
SkeletonBatch ();
virtual ~SkeletonBatch ();
void reset ();
cocos2d::TrianglesCommand* nextFreeCommand ();
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cocos2d::TrianglesCommand* createNewTrianglesCommand();
std::shared_ptr<cocos2d::backend::ProgramState> _programState = nullptr;
cocos2d::backend::UniformLocation _locMVP;
cocos2d::backend::UniformLocation _locTexture;
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// pool of commands
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std::vector<cocos2d::TrianglesCommand*> _commandsPool;
uint32_t _nextFreeCommand;
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// pool of vertices
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std::vector<cocos2d::V3F_C4B_T2F> _vertices;
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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#endif
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#endif // SPINE_SKELETONBATCH_H_