mirror of https://github.com/axmolengine/axmol.git
Merge: 95b9969365
80e0e3b941
Merge pull request #485 from adxeproject/fix-spine-uniform-location-mismatch Fix spine command pipeline state uniform location mismatch
This commit is contained in:
parent
32b86c53c9
commit
97fbec0b36
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@ -61,9 +61,8 @@ SkeletonBatch::SkeletonBatch () {
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auto program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
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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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_commandsPool.push_back(newCommand());
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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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@ -81,25 +80,30 @@ 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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backend::ProgramState* SkeletonBatch::updateCommandPipelinePS(SkeletonCommand* command, 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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auto& currentState = command->getPipelineDescriptor().programState;
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if(currentState == nullptr || currentState->getProgram() != programState->getProgram()) {
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CC_SAFE_RELEASE(currentState);
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currentState = programState->clone();
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auto vertexLayout = currentState->getVertexLayout();
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auto locPosition = currentState->getAttributeLocation("a_position");
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auto locTexcoord = currentState->getAttributeLocation("a_texCoord");
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auto locColor = currentState->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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command->_locMVP = currentState->getUniformLocation("u_MVPMatrix");
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command->_locTexture = currentState->getUniformLocation("u_texture");
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}
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return currentState;
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}
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void SkeletonBatch::update (float delta) {
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@ -112,8 +116,8 @@ cocos2d::V3F_C4B_T2F* SkeletonBatch::allocateVertices(uint32_t numVertices) {
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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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SkeletonCommand* command = _commandsPool[i];
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SkeletonCommand::Triangles& triangles = (SkeletonCommand::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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@ -135,8 +139,8 @@ unsigned short* SkeletonBatch::allocateIndices(uint32_t numIndices) {
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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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SkeletonCommand* command = _commandsPool[i];
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SkeletonCommand::Triangles& triangles = (SkeletonCommand::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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@ -154,7 +158,7 @@ void SkeletonBatch::deallocateIndices(uint32_t numIndices) {
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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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SkeletonCommand* command = nextFreeCommand();
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const cocos2d::Mat4& projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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if (programState == nullptr)
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@ -162,17 +166,10 @@ cocos2d::TrianglesCommand* SkeletonBatch::addCommand(cocos2d::Renderer* renderer
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CCASSERT(programState, "programState should not be null");
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auto& pipelinePS = command->getPipelineDescriptor().programState;
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if (pipelinePS == nullptr || pipelinePS->getProgram() != programState->getProgram())
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{
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CC_SAFE_RELEASE(pipelinePS);
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pipelinePS = programState->clone();
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updateProgramStateLayout(pipelinePS);
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}
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auto pipelinePS = updateCommandPipelinePS(command, programState);
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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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pipelinePS->setUniform(command->_locMVP, projectionMat.m, sizeof(projectionMat.m));
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pipelinePS->setTexture(command->_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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@ -185,19 +182,19 @@ void SkeletonBatch::reset() {
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_indices.setSize(0, 0);
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}
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cocos2d::TrianglesCommand* SkeletonBatch::nextFreeCommand() {
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SkeletonCommand* 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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_commandsPool.push_back(newCommand());
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}
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}
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auto* command = _commandsPool[_nextFreeCommand++];
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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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SkeletonCommand* SkeletonBatch::newCommand() {
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auto* command = new SkeletonCommand();
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return command;
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}
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}
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@ -39,6 +39,11 @@
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namespace spine {
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struct SkeletonCommand : public cocos2d::TrianglesCommand {
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cocos2d::backend::UniformLocation _locMVP;
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cocos2d::backend::UniformLocation _locTexture;
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};
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class SP_API SkeletonBatch {
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public:
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static SkeletonBatch* getInstance ();
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@ -53,25 +58,22 @@ namespace spine {
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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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cocos2d::backend::ProgramState* updateCommandPipelinePS(SkeletonCommand* command, cocos2d::backend::ProgramState* programState);
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protected:
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SkeletonBatch ();
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virtual ~SkeletonBatch ();
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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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SkeletonCommand* nextFreeCommand ();
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cocos2d::TrianglesCommand* createNewTrianglesCommand();
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SkeletonCommand* newCommand();
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cocos2d::backend::ProgramState* _programState; // The default program state
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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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std::vector<SkeletonCommand*> _commandsPool;
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uint32_t _nextFreeCommand;
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// pool of vertices
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