/****************************************************************************** * 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) #include "renderer/ccShaders.h" #include "renderer/backend/Device.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(ADXE_VERSION) if(currentState == nullptr || currentState->getProgram() != programState->getProgram() || currentState->getUniformID() != programState->getUniformID()) { #else if(currentState == nullptr || currentState->getProgram() != programState->getProgram()) { #endif CC_SAFE_RELEASE(currentState); currentState = programState->clone(); auto vertexLayout = currentState->getVertexLayout(); auto locPosition = currentState->getAttributeLocation("a_position"); auto locTexcoord = currentState->getAttributeLocation("a_texCoord"); auto locColor = currentState->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])); command->_locMVP = currentState->getUniformLocation("u_MVPMatrix"); 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; } } #endif