fix #234, spine custom shader doesn't work.

This commit is contained in:
halx99 2020-10-17 22:00:53 +08:00
parent dcc4c8d385
commit 82c864f2ed
6 changed files with 992 additions and 958 deletions

File diff suppressed because it is too large Load Diff

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@ -167,7 +167,7 @@ Cocos2dExtension::Cocos2dExtension() : DefaultSpineExtension() { }
Cocos2dExtension::~Cocos2dExtension() { }
char *Cocos2dExtension::_readFile(const spine::String &path, int *length) {
Data data = FileUtils::getInstance()->getDataFromFile(path.buffer());
Data data = FileUtils::getInstance()->getDataFromFile(path.buffer());
if (data.isNull()) return nullptr;
// avoid buffer overflow (int is shorter than ssize_t in certain platforms)
@ -178,7 +178,7 @@ char *Cocos2dExtension::_readFile(const spine::String &path, int *length) {
return ret;
#else
*length = static_cast<int>(data.getSize());
char* bytes = MALLOC(char, *length);
auto bytes = SpineExtension::alloc<char>(*length, __FILE__, __LINE__);
memcpy(bytes, data.getBytes(), *length);
return bytes;
#endif

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@ -60,22 +60,8 @@ void SkeletonBatch::destroyInstance () {
SkeletonBatch::SkeletonBatch () {
auto program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
_programState = std::make_shared<backend::ProgramState>(program);
auto vertexLayout = _programState->getVertexLayout();
auto locPosition = _programState->getAttributeLocation("a_position");
auto locTexcoord = _programState->getAttributeLocation("a_texCoord");
auto locColor = _programState->getAttributeLocation("a_color");
vertexLayout->setAttribute("a_position", locPosition, backend::VertexFormat::FLOAT3, offsetof(V3F_C4B_T2F, vertices), false);
vertexLayout->setAttribute("a_color", locColor, backend::VertexFormat::UBYTE4, offsetof(V3F_C4B_T2F, colors), true);
vertexLayout->setAttribute("a_texCoord", locTexcoord, backend::VertexFormat::FLOAT2, offsetof(V3F_C4B_T2F, texCoords), false);
vertexLayout->setLayout(sizeof(_vertices[0]));
_locMVP = _programState->getUniformLocation("u_MVPMatrix");
_locTexture = _programState->getUniformLocation("u_texture");
_programState = new backend::ProgramState(program); // new default program state
updateProgramStateLayout(_programState);
for (unsigned int i = 0; i < INITIAL_SIZE; i++) {
_commandsPool.push_back(createNewTrianglesCommand());
}
@ -95,6 +81,25 @@ SkeletonBatch::~SkeletonBatch () {
delete _commandsPool[i];
_commandsPool[i] = nullptr;
}
CC_SAFE_RELEASE(_programState);
}
void SkeletonBatch::updateProgramStateLayout(cocos2d::backend::ProgramState* programState)
{
auto vertexLayout = programState->getVertexLayout();
auto locPosition = programState->getAttributeLocation("a_position");
auto locTexcoord = programState->getAttributeLocation("a_texCoord");
auto locColor = programState->getAttributeLocation("a_color");
vertexLayout->setAttribute("a_position", locPosition, backend::VertexFormat::FLOAT3, offsetof(V3F_C4B_T2F, vertices), false);
vertexLayout->setAttribute("a_color", locColor, backend::VertexFormat::UBYTE4, offsetof(V3F_C4B_T2F, colors), true);
vertexLayout->setAttribute("a_texCoord", locTexcoord, backend::VertexFormat::FLOAT2, offsetof(V3F_C4B_T2F, texCoords), false);
vertexLayout->setLayout(sizeof(_vertices[0]));
_locMVP = programState->getUniformLocation("u_MVPMatrix");
_locTexture = programState->getUniformLocation("u_texture");
}
void SkeletonBatch::update (float delta) {
@ -148,15 +153,27 @@ void SkeletonBatch::deallocateIndices(uint32_t numIndices) {
}
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) {
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) {
TrianglesCommand* command = nextFreeCommand();
const cocos2d::Mat4& projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
auto programState = command->getPipelineDescriptor().programState;
CCASSERT(programState, "programState should not be null");
if (programState == nullptr)
programState = _programState;
programState->setUniform(_locMVP, projectionMat.m, sizeof(projectionMat.m));
programState->setTexture(_locTexture, 0, texture->getBackendTexture());
CCASSERT(programState, "programState should not be null");
auto& pipelinePS = command->getPipelineDescriptor().programState;
if (pipelinePS != programState)
{
CC_SAFE_RELEASE(pipelinePS);
pipelinePS = programState;
CC_SAFE_RETAIN(pipelinePS);
updateProgramStateLayout(pipelinePS);
}
pipelinePS->setUniform(_locMVP, projectionMat.m, sizeof(projectionMat.m));
pipelinePS->setTexture(_locTexture, 0, texture->getBackendTexture());
command->init(globalOrder, texture, blendType, triangles, mv, flags);
renderer->addCommand(command);
@ -177,12 +194,6 @@ cocos2d::TrianglesCommand* SkeletonBatch::nextFreeCommand() {
}
}
auto* command = _commandsPool[_nextFreeCommand++];
auto& pipelineDescriptor = command->getPipelineDescriptor();
if (pipelineDescriptor.programState == nullptr)
{
CCASSERT(_programState, "programState should not be null");
pipelineDescriptor.programState = _programState->clone();
}
return command;
}

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@ -35,6 +35,7 @@
#include <spine/spine.h>
#include <vector>
#include "renderer/backend/ProgramState.h"
namespace spine {
@ -50,7 +51,9 @@ namespace spine {
void deallocateVertices(uint32_t numVertices);
unsigned short* allocateIndices(uint32_t numIndices);
void deallocateIndices(uint32_t numVertices);
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);
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);
void updateProgramStateLayout(cocos2d::backend::ProgramState* programState);
protected:
SkeletonBatch ();
@ -61,7 +64,9 @@ namespace spine {
cocos2d::TrianglesCommand* nextFreeCommand ();
cocos2d::TrianglesCommand* createNewTrianglesCommand();
std::shared_ptr<cocos2d::backend::ProgramState> _programState = nullptr;
// the default program state for batch draw
cocos2d::backend::ProgramState* _programState = nullptr;
cocos2d::backend::UniformLocation _locMVP;
cocos2d::backend::UniformLocation _locTexture;

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@ -99,16 +99,7 @@ namespace {
backend::UniformLocation __locPMatrix;
backend::UniformLocation __locTexture;
void initTwoColorProgramState()
{
if (__twoColorProgramState)
{
return;
}
auto program = backend::Device::getInstance()->newProgram(TWO_COLOR_TINT_VERTEX_SHADER, TWO_COLOR_TINT_FRAGMENT_SHADER);
auto* programState = new backend::ProgramState(program);
program->autorelease();
static void updateProgramStateLayout(backend::ProgramState* programState) {
__locPMatrix = programState->getUniformLocation("u_PMatrix");
__locTexture = programState->getUniformLocation("u_texture");
@ -124,6 +115,19 @@ namespace {
layout->setAttribute("a_color2", locColor2, backend::VertexFormat::UBYTE4, offsetof(spine::V3F_C4B_C4B_T2F, color2), true);
layout->setAttribute("a_texCoords", locTexcoord, backend::VertexFormat::FLOAT2, offsetof(spine::V3F_C4B_C4B_T2F, texCoords), false);
layout->setLayout(sizeof(spine::V3F_C4B_C4B_T2F));
}
static void initTwoColorProgramState()
{
if (__twoColorProgramState)
{
return;
}
auto program = backend::Device::getInstance()->newProgram(TWO_COLOR_TINT_VERTEX_SHADER, TWO_COLOR_TINT_FRAGMENT_SHADER);
auto* programState = new backend::ProgramState(program);
program->release();
updateProgramStateLayout(programState);
__twoColorProgramState = std::shared_ptr<backend::ProgramState>(programState);
}
@ -136,9 +140,9 @@ TwoColorTrianglesCommand::TwoColorTrianglesCommand() :_materialID(0), _texture(n
_type = RenderCommand::Type::CUSTOM_COMMAND;
}
void TwoColorTrianglesCommand::init(float globalOrder, cocos2d::Texture2D *texture, BlendFunc blendType, const TwoColorTriangles& triangles, const Mat4& mv, uint32_t flags) {
void TwoColorTrianglesCommand::init(float globalOrder, cocos2d::Texture2D *texture, cocos2d::backend::ProgramState* programState, BlendFunc blendType, const TwoColorTriangles& triangles, const Mat4& mv, uint32_t flags) {
updateCommandPipelineDescriptor();
updateCommandPipelineDescriptor(programState);
const cocos2d::Mat4& projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
auto finalMatrix = projectionMat * mv;
@ -177,18 +181,39 @@ void TwoColorTrianglesCommand::init(float globalOrder, cocos2d::Texture2D *textu
void TwoColorTrianglesCommand::updateCommandPipelineDescriptor()
void TwoColorTrianglesCommand::updateCommandPipelineDescriptor(cocos2d::backend::ProgramState* programState)
{
// OPTIMIZE ME: all commands belong a same Node should share a same programState like SkeletonBatch
if (!__twoColorProgramState)
{
initTwoColorProgramState();
}
CC_SAFE_RELEASE_NULL(_programState);
_programState = __twoColorProgramState->clone();
bool needsUpdateStateLayout = false;
auto& pipelinePS = _pipelineDescriptor.programState;
if (programState != nullptr)
{
if (_programState != programState) {
CC_SAFE_RELEASE(_programState);
_programState = programState; // Because the programState belong to Node, so no need to clone
CC_SAFE_RETAIN(_programState);
needsUpdateStateLayout = true;
}
}
else {
needsUpdateStateLayout = _programState != nullptr && _programState->getProgram() != __twoColorProgramState->getProgram();
CC_SAFE_RELEASE(_programState);
_programState = __twoColorProgramState->clone();
}
CCASSERT(_programState, "programState should not be null");
pipelinePS = _programState;
if (needsUpdateStateLayout)
updateProgramStateLayout(pipelinePS);
_locPMatrix = __locPMatrix;
_locTexture = __locTexture;
_pipelineDescriptor.programState = _programState;
}
TwoColorTrianglesCommand::~TwoColorTrianglesCommand()
@ -330,9 +355,9 @@ void SkeletonTwoColorBatch::deallocateIndices(uint32_t numIndices) {
_indices.setSize(_indices.size() - numIndices, 0);
}
TwoColorTrianglesCommand* SkeletonTwoColorBatch::addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::BlendFunc blendType, const TwoColorTriangles& triangles, const cocos2d::Mat4& mv, uint32_t flags) {
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) {
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;

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@ -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);