/****************************************************************************** * 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. *****************************************************************************/ #ifndef SPINE_SKELETONBATCH_H_ #define SPINE_SKELETONBATCH_H_ #include "cocos2d.h" #if COCOS2D_VERSION >= 0x00040000 #include #include #include "renderer/backend/ProgramState.h" namespace spine { struct SkeletonCommand : public ax::TrianglesCommand { ax::backend::UniformLocation _locMVP; ax::backend::UniformLocation _locTexture; }; class SP_API SkeletonBatch { public: static SkeletonBatch* getInstance (); static void destroyInstance (); void update (float delta); ax::V3F_C4B_T2F* allocateVertices(uint32_t numVertices); void deallocateVertices(uint32_t numVertices); unsigned short* allocateIndices(uint32_t numIndices); void deallocateIndices(uint32_t numVertices); ax::TrianglesCommand* addCommand(ax::Renderer* renderer, float globalOrder, ax::Texture2D* texture, ax::backend::ProgramState* programState, ax::BlendFunc blendType, const ax::TrianglesCommand::Triangles& triangles, const ax::Mat4& mv, uint32_t flags); ax::backend::ProgramState* updateCommandPipelinePS(SkeletonCommand* command, ax::backend::ProgramState* programState); protected: SkeletonBatch (); virtual ~SkeletonBatch (); void reset (); SkeletonCommand* nextFreeCommand (); SkeletonCommand* newCommand(); ax::backend::ProgramState* _programState; // The default program state // pool of commands std::vector _commandsPool; uint32_t _nextFreeCommand; // pool of vertices std::vector _vertices; uint32_t _numVertices; // pool of indices Vector _indices; }; } #endif #endif // SPINE_SKELETONBATCH_H_