mirror of https://github.com/axmolengine/axmol.git
fix #234, spine custom shader doesn't work.
This commit is contained in:
parent
dcc4c8d385
commit
82c864f2ed
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@ -34,7 +34,6 @@
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USING_NS_CC;
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namespace spine {
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namespace {
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@ -63,7 +62,6 @@ namespace spine {
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#define VLA_FREE(arr)
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#endif
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SkeletonRenderer* SkeletonRenderer::createWithSkeleton(Skeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
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SkeletonRenderer* node = new SkeletonRenderer(skeleton, ownsSkeleton, ownsSkeletonData);
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node->autorelease();
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@ -119,8 +117,7 @@ namespace spine {
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment* meshAttachment = static_cast<MeshAttachment*>(attachment);
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texture = static_cast<AttachmentVertices*>(meshAttachment->getRendererObject())->_texture;
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}
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else {
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} else {
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continue;
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}
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@ -255,7 +252,7 @@ namespace spine {
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}
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void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
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// Early exit if the skeleton is invisible
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// Early exit if the skeleton is invisible.
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if (getDisplayedOpacity() == 0 || _skeleton->getColor().a == 0) {
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return;
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}
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@ -337,7 +334,7 @@ namespace spine {
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dstTriangleVertices = reinterpret_cast<float*>(trianglesTwoColor.verts);
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dstStride = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
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}
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// Copy world vertices to triangle vertices
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// Copy world vertices to triangle vertices.
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interleaveCoordinates(dstTriangleVertices, worldCoordPtr, 4, dstStride);
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worldCoordPtr += 8;
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@ -372,7 +369,7 @@ namespace spine {
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dstVertexCount = trianglesTwoColor.vertCount;
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}
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// Copy world vertices to triangle vertices
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// Copy world vertices to triangle vertices.
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//assert(dstVertexCount * 2 == attachment->super.worldVerticesLength);
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interleaveCoordinates(dstTriangleVertices, worldCoordPtr, dstVertexCount, dstStride);
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worldCoordPtr += dstVertexCount * 2;
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@ -398,7 +395,6 @@ namespace spine {
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darkColor.a = darkPremultipliedAlpha;
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color.a *= nodeColor.a * _skeleton->getColor().a * slot->getColor().a;
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// skip rendering if the color of this attachment is 0
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if (color.a == 0) {
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_clipper->clipEnd(*slot);
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continue;
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@ -406,8 +402,7 @@ namespace spine {
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color.r *= nodeColor.r * _skeleton->getColor().r * slot->getColor().r;
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color.g *= nodeColor.g * _skeleton->getColor().g * slot->getColor().g;
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color.b *= nodeColor.b * _skeleton->getColor().b * slot->getColor().b;
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if (_premultipliedAlpha)
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{
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if (_premultipliedAlpha) {
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color.r *= color.a;
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color.g *= color.a;
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color.b *= color.a;
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@ -438,7 +433,7 @@ namespace spine {
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#if COCOS2D_VERSION < 0x00040000
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cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
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#else
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cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, blendFunc, triangles, transform, transformFlags);
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cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, triangles, transform, transformFlags);
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#endif
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const float* verts = _clipper->getClippedVertices().buffer();
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@ -466,11 +461,11 @@ namespace spine {
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}
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}
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} else {
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// Not clipping
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// Not clipping.
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#if COCOS2D_VERSION < 0x00040000
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cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
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#else
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cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, blendFunc, triangles, transform, transformFlags);
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cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, triangles, transform, transformFlags);
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#endif
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if (_effect) {
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@ -489,7 +484,7 @@ namespace spine {
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}
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}
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} else {
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// Two tints
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// Two color tinting.
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if (_clipper->isClipping()) {
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_clipper->clipTriangles((float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, sizeof(V3F_C4B_C4B_T2F) / 4);
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@ -509,7 +504,7 @@ namespace spine {
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#if COCOS2D_VERSION < 0x00040000
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TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
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#else
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TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, blendFunc, trianglesTwoColor, transform, transformFlags);
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TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, trianglesTwoColor, transform, transformFlags);
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#endif
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const float* verts = _clipper->getClippedVertices().buffer();
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@ -544,7 +539,7 @@ namespace spine {
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#if COCOS2D_VERSION < 0x00040000
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TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
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#else
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TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, blendFunc, trianglesTwoColor, transform, transformFlags);
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TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _programState, blendFunc, trianglesTwoColor, transform, transformFlags);
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#endif
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if (_effect) {
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@ -572,13 +567,10 @@ namespace spine {
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if (lastTwoColorTrianglesCommand) {
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Node* parent = this->getParent();
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// We need to decide if we can postpone flushing the current
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// batch. We can postpone if the next sibling node is a
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// two color tinted skeleton with the same global-z.
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// The parent->getChildrenCount() > 100 check is a hack
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// as checking for a sibling is an O(n) operation, and if
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// all children of this nodes parent are skeletons, we
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// are in O(n2) territory.
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// We need to decide if we can postpone flushing the current batch. We can postpone if the next sibling node is a two color
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// tinted skeleton with the same global-z.
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// The parent->getChildrenCount() > 100 check is a hack as checking for a sibling is an O(n) operation, and if all children
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// of this nodes parent are skeletons, we are in O(n2) territory.
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if (!parent || parent->getChildrenCount() > 100 || getChildrenCount() != 0) {
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lastTwoColorTrianglesCommand->setForceFlush(true);
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} else {
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@ -178,7 +178,7 @@ char *Cocos2dExtension::_readFile(const spine::String &path, int *length) {
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return ret;
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#else
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*length = static_cast<int>(data.getSize());
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char* bytes = MALLOC(char, *length);
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auto bytes = SpineExtension::alloc<char>(*length, __FILE__, __LINE__);
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memcpy(bytes, data.getBytes(), *length);
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return bytes;
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#endif
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@ -60,22 +60,8 @@ void SkeletonBatch::destroyInstance () {
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SkeletonBatch::SkeletonBatch () {
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auto program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
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_programState = std::make_shared<backend::ProgramState>(program);
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auto vertexLayout = _programState->getVertexLayout();
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auto locPosition = _programState->getAttributeLocation("a_position");
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auto locTexcoord = _programState->getAttributeLocation("a_texCoord");
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auto locColor = _programState->getAttributeLocation("a_color");
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vertexLayout->setAttribute("a_position", locPosition, backend::VertexFormat::FLOAT3, offsetof(V3F_C4B_T2F, vertices), false);
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vertexLayout->setAttribute("a_color", locColor, backend::VertexFormat::UBYTE4, offsetof(V3F_C4B_T2F, colors), true);
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vertexLayout->setAttribute("a_texCoord", locTexcoord, 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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_programState = new backend::ProgramState(program); // new default program state
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updateProgramStateLayout(_programState);
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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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@ -95,6 +81,25 @@ SkeletonBatch::~SkeletonBatch () {
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delete _commandsPool[i];
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_commandsPool[i] = nullptr;
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}
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CC_SAFE_RELEASE(_programState);
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}
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void SkeletonBatch::updateProgramStateLayout(cocos2d::backend::ProgramState* programState)
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{
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auto vertexLayout = programState->getVertexLayout();
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auto locPosition = programState->getAttributeLocation("a_position");
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auto locTexcoord = programState->getAttributeLocation("a_texCoord");
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auto locColor = programState->getAttributeLocation("a_color");
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vertexLayout->setAttribute("a_position", locPosition, backend::VertexFormat::FLOAT3, offsetof(V3F_C4B_T2F, vertices), false);
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vertexLayout->setAttribute("a_color", locColor, backend::VertexFormat::UBYTE4, offsetof(V3F_C4B_T2F, colors), true);
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vertexLayout->setAttribute("a_texCoord", locTexcoord, 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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}
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void SkeletonBatch::update (float delta) {
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@ -148,15 +153,27 @@ void SkeletonBatch::deallocateIndices(uint32_t numIndices) {
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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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cocos2d::TrianglesCommand* SkeletonBatch::addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, backend::ProgramState* programState, 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 programState = command->getPipelineDescriptor().programState;
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if (programState == nullptr)
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programState = _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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auto& pipelinePS = command->getPipelineDescriptor().programState;
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if (pipelinePS != programState)
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{
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CC_SAFE_RELEASE(pipelinePS);
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pipelinePS = programState;
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CC_SAFE_RETAIN(pipelinePS);
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updateProgramStateLayout(pipelinePS);
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}
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pipelinePS->setUniform(_locMVP, projectionMat.m, sizeof(projectionMat.m));
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pipelinePS->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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}
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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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@ -35,6 +35,7 @@
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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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@ -50,7 +51,9 @@ namespace spine {
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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::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
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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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@ -61,7 +64,9 @@ namespace spine {
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cocos2d::TrianglesCommand* nextFreeCommand ();
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cocos2d::TrianglesCommand* createNewTrianglesCommand();
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std::shared_ptr<cocos2d::backend::ProgramState> _programState = nullptr;
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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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@ -99,16 +99,7 @@ namespace {
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backend::UniformLocation __locPMatrix;
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backend::UniformLocation __locTexture;
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void initTwoColorProgramState()
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{
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if (__twoColorProgramState)
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{
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return;
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}
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auto program = backend::Device::getInstance()->newProgram(TWO_COLOR_TINT_VERTEX_SHADER, TWO_COLOR_TINT_FRAGMENT_SHADER);
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auto* programState = new backend::ProgramState(program);
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program->autorelease();
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static void updateProgramStateLayout(backend::ProgramState* programState) {
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__locPMatrix = programState->getUniformLocation("u_PMatrix");
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__locTexture = programState->getUniformLocation("u_texture");
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layout->setAttribute("a_color2", locColor2, backend::VertexFormat::UBYTE4, offsetof(spine::V3F_C4B_C4B_T2F, color2), true);
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layout->setAttribute("a_texCoords", locTexcoord, backend::VertexFormat::FLOAT2, offsetof(spine::V3F_C4B_C4B_T2F, texCoords), false);
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layout->setLayout(sizeof(spine::V3F_C4B_C4B_T2F));
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}
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static void initTwoColorProgramState()
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{
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if (__twoColorProgramState)
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{
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return;
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}
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auto program = backend::Device::getInstance()->newProgram(TWO_COLOR_TINT_VERTEX_SHADER, TWO_COLOR_TINT_FRAGMENT_SHADER);
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auto* programState = new backend::ProgramState(program);
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program->release();
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updateProgramStateLayout(programState);
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__twoColorProgramState = std::shared_ptr<backend::ProgramState>(programState);
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}
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_type = RenderCommand::Type::CUSTOM_COMMAND;
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}
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void TwoColorTrianglesCommand::init(float globalOrder, cocos2d::Texture2D *texture, BlendFunc blendType, const TwoColorTriangles& triangles, const Mat4& mv, uint32_t flags) {
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void TwoColorTrianglesCommand::init(float globalOrder, cocos2d::Texture2D *texture, cocos2d::backend::ProgramState* programState, BlendFunc blendType, const TwoColorTriangles& triangles, const Mat4& mv, uint32_t flags) {
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updateCommandPipelineDescriptor();
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updateCommandPipelineDescriptor(programState);
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const cocos2d::Mat4& projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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auto finalMatrix = projectionMat * mv;
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@ -177,18 +181,39 @@ void TwoColorTrianglesCommand::init(float globalOrder, cocos2d::Texture2D *textu
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void TwoColorTrianglesCommand::updateCommandPipelineDescriptor()
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void TwoColorTrianglesCommand::updateCommandPipelineDescriptor(cocos2d::backend::ProgramState* programState)
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{
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// OPTIMIZE ME: all commands belong a same Node should share a same programState like SkeletonBatch
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if (!__twoColorProgramState)
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{
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initTwoColorProgramState();
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}
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CC_SAFE_RELEASE_NULL(_programState);
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bool needsUpdateStateLayout = false;
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auto& pipelinePS = _pipelineDescriptor.programState;
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if (programState != nullptr)
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{
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if (_programState != programState) {
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CC_SAFE_RELEASE(_programState);
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_programState = programState; // Because the programState belong to Node, so no need to clone
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CC_SAFE_RETAIN(_programState);
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needsUpdateStateLayout = true;
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}
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}
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else {
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needsUpdateStateLayout = _programState != nullptr && _programState->getProgram() != __twoColorProgramState->getProgram();
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CC_SAFE_RELEASE(_programState);
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_programState = __twoColorProgramState->clone();
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}
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CCASSERT(_programState, "programState should not be null");
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pipelinePS = _programState;
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if (needsUpdateStateLayout)
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updateProgramStateLayout(pipelinePS);
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_locPMatrix = __locPMatrix;
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_locTexture = __locTexture;
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_pipelineDescriptor.programState = _programState;
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}
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TwoColorTrianglesCommand::~TwoColorTrianglesCommand()
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@ -330,9 +355,9 @@ void SkeletonTwoColorBatch::deallocateIndices(uint32_t numIndices) {
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_indices.setSize(_indices.size() - numIndices, 0);
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}
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TwoColorTrianglesCommand* SkeletonTwoColorBatch::addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::BlendFunc blendType, const TwoColorTriangles& triangles, const cocos2d::Mat4& mv, uint32_t flags) {
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TwoColorTrianglesCommand* SkeletonTwoColorBatch::addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, backend::ProgramState* programState, cocos2d::BlendFunc blendType, const TwoColorTriangles& triangles, const cocos2d::Mat4& mv, uint32_t flags) {
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TwoColorTrianglesCommand* command = nextFreeCommand();
|
||||
command->init(globalOrder, texture, blendType, triangles, mv, flags);
|
||||
command->init(globalOrder, texture, programState, blendType, triangles, mv, flags);
|
||||
command->updateVertexAndIndexBuffer(renderer, triangles.verts, triangles.vertCount, triangles.indices, triangles.indexCount);
|
||||
renderer->addCommand(command);
|
||||
return command;
|
||||
|
|
|
@ -35,6 +35,7 @@
|
|||
|
||||
#include <spine/spine.h>
|
||||
#include <vector>
|
||||
#include "renderer/backend/ProgramState.h"
|
||||
|
||||
namespace spine {
|
||||
struct V3F_C4B_C4B_T2F {
|
||||
|
@ -57,9 +58,9 @@ namespace spine {
|
|||
|
||||
~TwoColorTrianglesCommand();
|
||||
|
||||
void init(float globalOrder, cocos2d::Texture2D* texture, cocos2d::BlendFunc blendType, const TwoColorTriangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
|
||||
void init(float globalOrder, cocos2d::Texture2D* texture, cocos2d::backend::ProgramState* programState, cocos2d::BlendFunc blendType, const TwoColorTriangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
|
||||
|
||||
void updateCommandPipelineDescriptor();
|
||||
void updateCommandPipelineDescriptor(cocos2d::backend::ProgramState* programState);
|
||||
|
||||
inline cocos2d::backend::TextureBackend* getTexture() const { return _texture; }
|
||||
|
||||
|
@ -118,7 +119,7 @@ namespace spine {
|
|||
unsigned short* allocateIndices(uint32_t numIndices);
|
||||
void deallocateIndices(uint32_t numIndices);
|
||||
|
||||
TwoColorTrianglesCommand* addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::BlendFunc blendType, const TwoColorTriangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
|
||||
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);
|
||||
|
||||
void batch(cocos2d::Renderer* renderer, TwoColorTrianglesCommand* command);
|
||||
|
||||
|
|
Loading…
Reference in New Issue