/****************************************************************************** * Spine Runtimes License Agreement * Last updated September 24, 2021. Replaces all prior versions. * * Copyright (c) 2013-2021, Esoteric Software LLC * * 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 * * 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. * * 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. *****************************************************************************/ #include #if COCOS2D_VERSION >= 0x00040000 #include #include USING_NS_CC; #define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw" using std::max; #define INITIAL_SIZE (10000) #include "renderer/backend/DriverBase.h" #include "renderer/Shaders.h" #include "renderer/backend/Types.h" namespace spine { static SkeletonBatch *instance = nullptr; SkeletonBatch *SkeletonBatch::getInstance() { if (!instance) instance = new SkeletonBatch(); return instance; } void SkeletonBatch::destroyInstance() { if (instance) { delete instance; instance = nullptr; } } SkeletonBatch::SkeletonBatch() { auto program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR); _programState = new backend::ProgramState(program);// new default program state for (unsigned int i = 0; i < INITIAL_SIZE; i++) { _commandsPool.push_back(newCommand()); } reset(); // callback after drawing is finished so we can clear out the batch state // for the next frame 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); for (unsigned int i = 0; i < _commandsPool.size(); i++) { CC_SAFE_RELEASE(_commandsPool[i]->getPipelineDescriptor().programState); delete _commandsPool[i]; _commandsPool[i] = nullptr; } CC_SAFE_RELEASE(_programState); } backend::ProgramState* SkeletonBatch::updateCommandPipelinePS(SkeletonCommand* command, backend::ProgramState* programState) { auto& currentState = command->getPipelineDescriptor().programState; #if defined(AX_VERSION) if (currentState == nullptr || currentState->getBatchId() != programState->getBatchId()) { #else if(currentState == nullptr || currentState->getProgram() != programState->getProgram()) { #endif CC_SAFE_RELEASE(currentState); currentState = programState->clone(); command->_locMVP = currentState->getUniformLocation(backend::UNIFORM_NAME_MVP_MATRIX); command->_locTexture = currentState->getUniformLocation(backend::UNIFORM_NAME_TEXTURE); } return currentState; } void SkeletonBatch::update(float delta) { reset(); } cocos2d::V3F_C4B_T2F *SkeletonBatch::allocateVertices(uint32_t numVertices) { if (_vertices.size() - _numVertices < numVertices) { cocos2d::V3F_C4B_T2F *oldData = _vertices.data(); _vertices.resize((_vertices.size() + numVertices) * 2 + 1); cocos2d::V3F_C4B_T2F *newData = _vertices.data(); for (uint32_t i = 0; i < this->_nextFreeCommand; i++) { SkeletonCommand *command = _commandsPool[i]; SkeletonCommand::Triangles &triangles = (SkeletonCommand::Triangles &) command->getTriangles(); triangles.verts = newData + (triangles.verts - oldData); } } cocos2d::V3F_C4B_T2F *vertices = _vertices.data() + _numVertices; _numVertices += numVertices; return vertices; } void SkeletonBatch::deallocateVertices(uint32_t numVertices) { _numVertices -= numVertices; } unsigned short *SkeletonBatch::allocateIndices(uint32_t numIndices) { if (_indices.getCapacity() - _indices.size() < numIndices) { unsigned short *oldData = _indices.buffer(); int oldSize = _indices.size(); _indices.ensureCapacity(_indices.size() + numIndices); unsigned short *newData = _indices.buffer(); for (uint32_t i = 0; i < this->_nextFreeCommand; i++) { SkeletonCommand *command = _commandsPool[i]; SkeletonCommand::Triangles &triangles = (SkeletonCommand::Triangles &) command->getTriangles(); if (triangles.indices >= oldData && triangles.indices < oldData + oldSize) { triangles.indices = newData + (triangles.indices - oldData); } } } unsigned short *indices = _indices.buffer() + _indices.size(); _indices.setSize(_indices.size() + numIndices, 0); return indices; } void SkeletonBatch::deallocateIndices(uint32_t numIndices) { _indices.setSize(_indices.size() - numIndices, 0); } 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) { SkeletonCommand *command = nextFreeCommand(); const cocos2d::Mat4 &projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); if (programState == nullptr) programState = _programState; CCASSERT(programState, "programState should not be null"); auto pipelinePS = updateCommandPipelinePS(command, programState); pipelinePS->setUniform(command->_locMVP, projectionMat.m, sizeof(projectionMat.m)); pipelinePS->setTexture(command->_locTexture, 0, texture->getBackendTexture()); command->init(globalOrder, texture, blendType, triangles, mv, flags); renderer->addCommand(command); return command; } void SkeletonBatch::reset() { _nextFreeCommand = 0; _numVertices = 0; _indices.setSize(0, 0); } SkeletonCommand *SkeletonBatch::nextFreeCommand() { if (_commandsPool.size() <= _nextFreeCommand) { unsigned int newSize = _commandsPool.size() * 2 + 1; for (int i = _commandsPool.size(); i < newSize; i++) { _commandsPool.push_back(newCommand()); } } auto *command = _commandsPool[_nextFreeCommand++]; return command; } SkeletonCommand *SkeletonBatch::newCommand() { auto *command = new SkeletonCommand(); return command; } }// namespace spine #endif