/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to use, install, execute and perform the Spine * Runtimes Software (the "Software") and derivative works solely for personal * or internal use. Without the written permission of Esoteric Software (see * Section 2 of the Spine Software License Agreement), you may not (a) modify, * translate, adapt or otherwise create derivative works, improvements of the * Software or develop new applications using the Software or (b) remove, * delete, alter or obscure any trademarks or any copyright, trademark, patent * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include #include #include USING_NS_CC; #define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw" using std::max; namespace spine { static SkeletonBatch* instance = nullptr; void SkeletonBatch::setBufferSize (int vertexCount) { if (instance) delete instance; instance = new SkeletonBatch(vertexCount); } SkeletonBatch* SkeletonBatch::getInstance () { if (!instance) instance = new SkeletonBatch(8192); return instance; } SkeletonBatch::SkeletonBatch (int capacity) : _capacity(capacity), _position(0) { _buffer = new V3F_C4B_T2F[capacity]; _firstCommand = new Command(); _command = _firstCommand; Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){ this->update(0); });; } SkeletonBatch::~SkeletonBatch () { Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION); Command* command = _firstCommand; while (command) { Command* next = command->next; delete command; command = next; } delete [] _buffer; } void SkeletonBatch::update (float delta) { _position = 0; _command = _firstCommand; } void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags ) { if (_position + triangles.vertCount > _capacity) { int newCapacity = max(_capacity + _capacity / 2, _position + triangles.vertCount); V3F_C4B_T2F* newBuffer = new V3F_C4B_T2F[newCapacity]; memcpy(newBuffer, _buffer, _position); int newPosition = 0; Command* command = _firstCommand; while (newPosition < _position) { command->triangles->verts = newBuffer + newPosition; newPosition += command->triangles->vertCount; command = command->next; } delete [] _buffer; _buffer = newBuffer; _capacity = newCapacity; } memcpy(_buffer + _position, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount); _command->triangles->verts = _buffer + _position; _position += triangles.vertCount; _command->triangles->vertCount = triangles.vertCount; _command->triangles->indexCount = triangles.indexCount; _command->triangles->indices = triangles.indices; _command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform, transformFlags); renderer->addCommand(_command->trianglesCommand); if (!_command->next) _command->next = new Command(); _command = _command->next; } SkeletonBatch::Command::Command () : next(nullptr) { trianglesCommand = new TrianglesCommand(); triangles = new TrianglesCommand::Triangles(); } SkeletonBatch::Command::~Command () { delete triangles; delete trianglesCommand; } }