/****************************************************************************** * 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 #include // offsetof #include "base/ccTypes.h" #include "base/ccUtils.h" #include "xxhash.h" #include "renderer/ccShaders.h" #include "renderer/backend/Device.h" USING_NS_AX; #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 { const char* TWO_COLOR_TINT_VERTEX_SHADER = STRINGIFY( uniform mat4 u_PMatrix; 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 = u_PMatrix * a_position; } ); const char* TWO_COLOR_TINT_FRAGMENT_SHADER = STRINGIFY( \n#ifdef GL_ES\n precision lowp float; \n#endif\n uniform sampler2D u_texture; varying vec4 v_light; varying vec4 v_dark; varying vec2 v_texCoord; void main() { vec4 texColor = texture2D(u_texture, 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; } ); std::shared_ptr __twoColorProgramState = nullptr; backend::UniformLocation __locPMatrix; backend::UniformLocation __locTexture; static void updateProgramStateLayout(backend::ProgramState* programState) { __locPMatrix = programState->getUniformLocation("u_PMatrix"); __locTexture = programState->getUniformLocation("u_texture"); auto locPosition = programState->getAttributeLocation("a_position"); auto locTexcoord = programState->getAttributeLocation("a_texCoords"); auto locColor = programState->getAttributeLocation("a_color"); auto locColor2 = programState->getAttributeLocation("a_color2"); programState->setVertexAttrib("a_position", locPosition, backend::VertexFormat::FLOAT3, offsetof(spine::V3F_C4B_C4B_T2F, position), false); programState->setVertexAttrib("a_color", locColor, backend::VertexFormat::UBYTE4, offsetof(spine::V3F_C4B_C4B_T2F, color), true); programState->setVertexAttrib("a_color2", locColor2, backend::VertexFormat::UBYTE4, offsetof(spine::V3F_C4B_C4B_T2F, color2), true); programState->setVertexAttrib("a_texCoords", locTexcoord, backend::VertexFormat::FLOAT2, offsetof(spine::V3F_C4B_C4B_T2F, texCoords), false); programState->setVertexStride(sizeof(spine::V3F_C4B_C4B_T2F)); } static void initTwoColorProgramState() { if (__twoColorProgramState) { return; } auto program = backend::Device::getInstance()->newProgram(TWO_COLOR_TINT_VERTEX_SHADER, TWO_COLOR_TINT_FRAGMENT_SHADER); auto* programState = new backend::ProgramState(program); program->release(); updateProgramStateLayout(programState); __twoColorProgramState = std::shared_ptr(programState); } } namespace spine { TwoColorTrianglesCommand::TwoColorTrianglesCommand() :_materialID(0), _texture(nullptr), _blendType(BlendFunc::DISABLE) { _type = RenderCommand::Type::CUSTOM_COMMAND; } void TwoColorTrianglesCommand::init(float globalOrder, ax::Texture2D *texture, ax::backend::ProgramState* programState, BlendFunc blendType, const TwoColorTriangles& triangles, const Mat4& mv, uint32_t flags) { updateCommandPipelineDescriptor(programState); const ax::Mat4& projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); auto finalMatrix = projectionMat * mv; _programState->setUniform(_locPMatrix, finalMatrix.m, sizeof(finalMatrix.m)); _programState->setTexture(_locTexture, 0, texture->getBackendTexture()); RenderCommand::init(globalOrder, mv, flags); _triangles = triangles; if (_triangles.indexCount % 3 != 0) { int count = _triangles.indexCount; _triangles.indexCount = count / 3 * 3; AXLOGERROR("Resize indexCount from %d to %d, size must be multiple times of 3", count, _triangles.indexCount); } _mv = mv; if (_blendType.src != blendType.src || _blendType.dst != blendType.dst || _texture != texture->getBackendTexture() || _pipelineDescriptor.programState != _programState) { _texture = texture->getBackendTexture(); _blendType = blendType; _prog = _programState->getProgram(); auto& blendDescriptor = _pipelineDescriptor.blendDescriptor; blendDescriptor.blendEnabled = true; blendDescriptor.sourceRGBBlendFactor = blendDescriptor.sourceAlphaBlendFactor = blendType.src; blendDescriptor.destinationRGBBlendFactor = blendDescriptor.destinationAlphaBlendFactor = blendType.dst; generateMaterialID(); } } void TwoColorTrianglesCommand::updateCommandPipelineDescriptor(ax::backend::ProgramState* programState) { // OPTIMIZE ME: all commands belong a same Node should share a same programState like SkeletonBatch if (!__twoColorProgramState) { initTwoColorProgramState(); } bool needsUpdateStateLayout = false; auto& pipelinePS = _pipelineDescriptor.programState; if (programState != nullptr) { if (_programState != programState) { AX_SAFE_RELEASE(_programState); _programState = programState; // Because the programState belong to Node, so no need to clone AX_SAFE_RETAIN(_programState); needsUpdateStateLayout = true; } } else { needsUpdateStateLayout = _programState != nullptr && _programState->getProgram() != __twoColorProgramState->getProgram(); AX_SAFE_RELEASE(_programState); _programState = __twoColorProgramState->clone(); } AXASSERT(_programState, "programState should not be null"); pipelinePS = _programState; if (needsUpdateStateLayout) updateProgramStateLayout(pipelinePS); _locPMatrix = __locPMatrix; _locTexture = __locTexture; } TwoColorTrianglesCommand::~TwoColorTrianglesCommand() { AX_SAFE_RELEASE_NULL(_programState); } void TwoColorTrianglesCommand::generateMaterialID() { // do not batch if using custom uniforms (since we cannot batch) it struct { void* texture; void* prog; backend::BlendFactor src; backend::BlendFactor dst; }hashMe; // NOTE: Initialize hashMe struct to make the value of padding bytes be filled with zero. // It's important since XXH32 below will also consider the padding bytes which probably // are set to random values by different compilers. memset(&hashMe, 0, sizeof(hashMe)); hashMe.texture = _texture; hashMe.src = _blendType.src; hashMe.dst = _blendType.dst; hashMe.prog = _prog; _materialID = XXH32((const void*)&hashMe, sizeof(hashMe), 0); } void TwoColorTrianglesCommand::draw(Renderer *r) { SkeletonTwoColorBatch::getInstance()->batch(r, this); } void TwoColorTrianglesCommand::updateVertexAndIndexBuffer(Renderer *r, V3F_C4B_C4B_T2F *vertices, int verticesSize, uint16_t *indices, int indicesSize) { if(verticesSize != _vertexCapacity) createVertexBuffer(sizeof(V3F_C4B_C4B_T2F), verticesSize, CustomCommand::BufferUsage::DYNAMIC); if(indicesSize != _indexCapacity) createIndexBuffer(CustomCommand::IndexFormat::U_SHORT, indicesSize, CustomCommand::BufferUsage::DYNAMIC); updateVertexBuffer(vertices, sizeof(V3F_C4B_C4B_T2F) * verticesSize); updateIndexBuffer(indices, sizeof(uint16_t) * indicesSize); } 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) { _commandsPool.reserve(INITIAL_SIZE); 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); }); } 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; } 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(ax::Renderer* renderer, float globalOrder, ax::Texture2D* texture, backend::ProgramState* programState, ax::BlendFunc blendType, const TwoColorTriangles& triangles, const ax::Mat4& mv, uint32_t flags) { TwoColorTrianglesCommand* command = nextFreeCommand(); command->init(globalOrder, texture, programState, blendType, triangles, mv, flags); command->updateVertexAndIndexBuffer(renderer, triangles.verts, triangles.vertCount, triangles.indices, triangles.indexCount); renderer->addCommand(command); return command; } void SkeletonTwoColorBatch::batch (ax::Renderer *renderer, TwoColorTrianglesCommand* command) { if (_numVerticesBuffer + command->getTriangles().vertCount >= MAX_VERTICES || _numIndicesBuffer + command->getTriangles().indexCount >= MAX_INDICES) { flush(renderer, _lastCommand); } uint32_t materialID = command->getMaterialID(); if (_lastCommand && _lastCommand->getMaterialID() != materialID) { flush(renderer, _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(renderer, command); } _lastCommand = command; } void SkeletonTwoColorBatch::flush (ax::Renderer *renderer, TwoColorTrianglesCommand* materialCommand) { if (!materialCommand) return; materialCommand->updateVertexAndIndexBuffer(renderer, _vertexBuffer, _numVerticesBuffer, _indexBuffer, _numIndicesBuffer); renderer->addCommand(materialCommand); _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