/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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) #define MAX_VERTICES 64000 #define MAX_INDICES 64000 #define STRINGIFY(A) #A namespace spine { TwoColorTrianglesCommand::TwoColorTrianglesCommand() :_materialID(0), _textureID(0), _glProgramState(nullptr), _glProgram(nullptr), _blendType(BlendFunc::DISABLE), _alphaTextureID(0) { _type = RenderCommand::Type::CUSTOM_COMMAND; func = [this]() { draw(); }; } void TwoColorTrianglesCommand::init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, const TwoColorTriangles& triangles, const Mat4& mv, uint32_t flags) { CCASSERT(glProgramState, "Invalid GLProgramState"); CCASSERT(glProgramState->getVertexAttribsFlags() == 0, "No custom attributes are supported in QuadCommand"); RenderCommand::init(globalOrder, mv, flags); _triangles = triangles; if(_triangles.indexCount % 3 != 0) { int count = _triangles.indexCount; _triangles.indexCount = count / 3 * 3; CCLOGERROR("Resize indexCount from %d to %d, size must be multiple times of 3", count, _triangles.indexCount); } _mv = mv; if( _textureID != textureID || _blendType.src != blendType.src || _blendType.dst != blendType.dst || _glProgramState != glProgramState || _glProgram != glProgramState->getGLProgram()) { _textureID = textureID; _blendType = blendType; _glProgramState = glProgramState; _glProgram = glProgramState->getGLProgram(); generateMaterialID(); } } TwoColorTrianglesCommand::~TwoColorTrianglesCommand() { } void TwoColorTrianglesCommand::generateMaterialID() { // do not batch if using custom uniforms (since we cannot batch) it if(_glProgramState->getUniformCount() > 0) { _materialID = Renderer::MATERIAL_ID_DO_NOT_BATCH; setSkipBatching(true); } else { int glProgram = (int)_glProgram->getProgram(); _materialID = glProgram + (int)_textureID + (int)_blendType.src + (int)_blendType.dst; } } void TwoColorTrianglesCommand::useMaterial() const { //Set texture GL::bindTexture2D(_textureID); if (_alphaTextureID > 0) { // ANDROID ETC1 ALPHA supports. GL::bindTexture2DN(1, _alphaTextureID); } //set blend mode GL::blendFunc(_blendType.src, _blendType.dst); _glProgramState->apply(_mv); } void TwoColorTrianglesCommand::draw() { SkeletonTwoColorBatch::getInstance()->batch(this); } const char* TWO_COLOR_TINT_VERTEX_SHADER = STRINGIFY( attribute vec4 a_position; attribute vec4 a_color; attribute vec4 a_color2; attribute vec2 a_texCoords; \n#ifdef GL_ES\n varying lowp vec4 v_light; varying lowp vec4 v_dark; varying mediump vec2 v_texCoord; \n#else\n varying vec4 v_light; varying vec4 v_dark; varying vec2 v_texCoord; \n#endif\n void main() { v_light = a_color; v_dark = a_color2; v_texCoord = a_texCoords; gl_Position = CC_PMatrix * a_position; } ); const char* TWO_COLOR_TINT_FRAGMENT_SHADER = STRINGIFY( \n#ifdef GL_ES\n precision lowp float; \n#endif\n varying vec4 v_light; varying vec4 v_dark; varying vec2 v_texCoord; void main() { vec4 texColor = texture2D(CC_Texture0, v_texCoord); float alpha = texColor.a * v_light.a; gl_FragColor.a = alpha; gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb; } ); static SkeletonTwoColorBatch* instance = nullptr; SkeletonTwoColorBatch* SkeletonTwoColorBatch::getInstance () { if (!instance) instance = new SkeletonTwoColorBatch(); return instance; } void SkeletonTwoColorBatch::destroyInstance () { if (instance) { delete instance; instance = nullptr; } } SkeletonTwoColorBatch::SkeletonTwoColorBatch () : _vertexBuffer(0), _indexBuffer(0) { for (unsigned int i = 0; i < INITIAL_SIZE; i++) { _commandsPool.push_back(new TwoColorTrianglesCommand()); } 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); }); _twoColorTintShader = cocos2d::GLProgram::createWithByteArrays(TWO_COLOR_TINT_VERTEX_SHADER, TWO_COLOR_TINT_FRAGMENT_SHADER); _twoColorTintShaderState = GLProgramState::getOrCreateWithGLProgram(_twoColorTintShader); _twoColorTintShaderState->retain(); glGenBuffers(1, &_vertexBufferHandle); _vertexBuffer = new V3F_C4B_C4B_T2F[MAX_VERTICES]; glGenBuffers(1, &_indexBufferHandle); _indexBuffer = new unsigned short[MAX_INDICES]; _positionAttributeLocation = _twoColorTintShader->getAttribLocation("a_position"); _colorAttributeLocation = _twoColorTintShader->getAttribLocation("a_color"); _color2AttributeLocation = _twoColorTintShader->getAttribLocation("a_color2"); _texCoordsAttributeLocation = _twoColorTintShader->getAttribLocation("a_texCoords"); } SkeletonTwoColorBatch::~SkeletonTwoColorBatch () { Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION); for (unsigned int i = 0; i < _commandsPool.size(); i++) { delete _commandsPool[i]; _commandsPool[i] = nullptr; } _twoColorTintShader->release(); delete[] _vertexBuffer; delete[] _indexBuffer; } void SkeletonTwoColorBatch::update (float delta) { reset(); } V3F_C4B_C4B_T2F* SkeletonTwoColorBatch::allocateVertices(uint32_t numVertices) { if (_vertices.size() - _numVertices < numVertices) { V3F_C4B_C4B_T2F* oldData = _vertices.data(); _vertices.resize((_vertices.size() + numVertices) * 2 + 1); V3F_C4B_C4B_T2F* newData = _vertices.data(); for (uint32_t i = 0; i < this->_nextFreeCommand; i++) { TwoColorTrianglesCommand* command = _commandsPool[i]; TwoColorTriangles& triangles = (TwoColorTriangles&)command->getTriangles(); triangles.verts = newData + (triangles.verts - oldData); } } V3F_C4B_C4B_T2F* vertices = _vertices.data() + _numVertices; _numVertices += numVertices; return vertices; } void SkeletonTwoColorBatch::deallocateVertices(uint32_t numVertices) { _numVertices -= numVertices; } unsigned short* SkeletonTwoColorBatch::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++) { TwoColorTrianglesCommand* command = _commandsPool[i]; TwoColorTriangles& triangles = (TwoColorTriangles&)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 SkeletonTwoColorBatch::deallocateIndices(uint32_t numIndices) { _indices.setSize(_indices.size() - numIndices, 0); } TwoColorTrianglesCommand* SkeletonTwoColorBatch::addCommand(cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState, cocos2d::BlendFunc blendType, const TwoColorTriangles& triangles, const cocos2d::Mat4& mv, uint32_t flags) { TwoColorTrianglesCommand* command = nextFreeCommand(); command->init(globalOrder, textureID, glProgramState, blendType, triangles, mv, flags); renderer->addCommand(command); return command; } void SkeletonTwoColorBatch::batch (TwoColorTrianglesCommand* command) { if (_numVerticesBuffer + command->getTriangles().vertCount >= MAX_VERTICES || _numIndicesBuffer + command->getTriangles().indexCount >= MAX_INDICES) { flush(_lastCommand); } uint32_t materialID = command->getMaterialID(); if (_lastCommand && _lastCommand->getMaterialID() != materialID) { flush(_lastCommand); } memcpy(_vertexBuffer + _numVerticesBuffer, command->getTriangles().verts, sizeof(V3F_C4B_C4B_T2F) * command->getTriangles().vertCount); const Mat4& modelView = command->getModelView(); for (int i = _numVerticesBuffer; i < _numVerticesBuffer + command->getTriangles().vertCount; i++) { modelView.transformPoint(&_vertexBuffer[i].position); } unsigned short vertexOffset = (unsigned short)_numVerticesBuffer; unsigned short* indices = command->getTriangles().indices; for (int i = 0, j = _numIndicesBuffer; i < command->getTriangles().indexCount; i++, j++) { _indexBuffer[j] = indices[i] + vertexOffset; } _numVerticesBuffer += command->getTriangles().vertCount; _numIndicesBuffer += command->getTriangles().indexCount; if (command->isForceFlush()) { flush(command); } _lastCommand = command; } void SkeletonTwoColorBatch::flush (TwoColorTrianglesCommand* materialCommand) { if (!materialCommand) return; materialCommand->useMaterial(); glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferHandle); glBufferData(GL_ARRAY_BUFFER, sizeof(V3F_C4B_C4B_T2F) * _numVerticesBuffer , _vertexBuffer, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(_positionAttributeLocation); glEnableVertexAttribArray(_colorAttributeLocation); glEnableVertexAttribArray(_color2AttributeLocation); glEnableVertexAttribArray(_texCoordsAttributeLocation); glVertexAttribPointer(_positionAttributeLocation, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_C4B_T2F), (GLvoid*)offsetof(V3F_C4B_C4B_T2F, position)); glVertexAttribPointer(_colorAttributeLocation, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_C4B_T2F), (GLvoid*)offsetof(V3F_C4B_C4B_T2F, color)); glVertexAttribPointer(_color2AttributeLocation, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_C4B_T2F), (GLvoid*)offsetof(V3F_C4B_C4B_T2F, color2)); glVertexAttribPointer(_texCoordsAttributeLocation, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_C4B_T2F), (GLvoid*)offsetof(V3F_C4B_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBufferHandle); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short) * _numIndicesBuffer, _indexBuffer, GL_STATIC_DRAW); glDrawElements(GL_TRIANGLES, (GLsizei)_numIndicesBuffer, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); _numVerticesBuffer = 0; _numIndicesBuffer = 0; _numBatches++; } void SkeletonTwoColorBatch::reset() { _nextFreeCommand = 0; _numVertices = 0; _indices.setSize(0, 0); _numVerticesBuffer = 0; _numIndicesBuffer = 0; _lastCommand = nullptr; _numBatches = 0; } TwoColorTrianglesCommand* SkeletonTwoColorBatch::nextFreeCommand() { if (_commandsPool.size() <= _nextFreeCommand) { unsigned int newSize = _commandsPool.size() * 2 + 1; for (int i = _commandsPool.size(); i < newSize; i++) { _commandsPool.push_back(new TwoColorTrianglesCommand()); } } TwoColorTrianglesCommand* command = _commandsPool[_nextFreeCommand++]; command->setForceFlush(false); return command; } } #endif