axmol/extensions/spine/SkeletonTwoColorBatch.h

167 lines
5.8 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
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* derivative works of the Spine Runtimes is permitted under the terms and
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* 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
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*
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#ifndef SPINE_SKELETONTWOCOLORBATCH_H_
#define SPINE_SKELETONTWOCOLORBATCH_H_
#include "cocos2d.h"
#if COCOS2D_VERSION >= 0x00040000
#include <spine/spine.h>
#include <vector>
#include "renderer/backend/ProgramState.h"
namespace spine {
struct V3F_C4B_C4B_T2F {
cocos2d::Vec3 position;
cocos2d::Color4B color;
cocos2d::Color4B color2;
cocos2d::Tex2F texCoords;
};
struct TwoColorTriangles {
V3F_C4B_C4B_T2F* verts;
unsigned short* indices;
int vertCount;
int indexCount;
};
class SP_API TwoColorTrianglesCommand : public cocos2d::CustomCommand {
public:
TwoColorTrianglesCommand();
~TwoColorTrianglesCommand();
void init(float globalOrder, cocos2d::Texture2D* texture, cocos2d::backend::ProgramState* programState, cocos2d::BlendFunc blendType, const TwoColorTriangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
void updateCommandPipelineDescriptor(cocos2d::backend::ProgramState* programState);
inline cocos2d::backend::TextureBackend* getTexture() const { return _texture; }
void draw(cocos2d::Renderer *renderer);
void updateVertexAndIndexBuffer(cocos2d::Renderer *renderer, V3F_C4B_C4B_T2F *vertices, int verticesSize, uint16_t *indices, int indicesSize);
inline uint32_t getMaterialID() const { return _materialID; }
inline const TwoColorTriangles& getTriangles() const { return _triangles; }
inline ssize_t getVertexCount() const { return _triangles.vertCount; }
inline ssize_t getIndexCount() const { return _triangles.indexCount; }
inline const V3F_C4B_C4B_T2F* getVertices() const { return _triangles.verts; }
inline const unsigned short* getIndices() const { return _triangles.indices; }
inline cocos2d::BlendFunc getBlendType() const { return _blendType; }
inline const cocos2d::Mat4& getModelView() const { return _mv; }
void setForceFlush (bool forceFlush) { _forceFlush = forceFlush; }
bool isForceFlush () { return _forceFlush; };
protected:
void generateMaterialID();
uint32_t _materialID;
void *_prog = nullptr;
cocos2d::backend::TextureBackend *_texture = nullptr;
cocos2d::backend::ProgramState *_programState = nullptr;
cocos2d::backend::UniformLocation _locPMatrix;
cocos2d::backend::UniformLocation _locTexture;
cocos2d::BlendFunc _blendType;
TwoColorTriangles _triangles;
cocos2d::Mat4 _mv;
bool _forceFlush;
};
class SP_API SkeletonTwoColorBatch {
public:
static SkeletonTwoColorBatch* getInstance ();
static void destroyInstance ();
void update (float delta);
V3F_C4B_C4B_T2F* allocateVertices(uint32_t numVertices);
void deallocateVertices(uint32_t numVertices);
unsigned short* allocateIndices(uint32_t numIndices);
void deallocateIndices(uint32_t numIndices);
TwoColorTrianglesCommand* addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::backend::ProgramState* programState, cocos2d::BlendFunc blendType, const TwoColorTriangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
void batch(cocos2d::Renderer* renderer, TwoColorTrianglesCommand* command);
void flush(cocos2d::Renderer* renderer, TwoColorTrianglesCommand* materialCommand);
uint32_t getNumBatches () { return _numBatches; };
protected:
SkeletonTwoColorBatch ();
virtual ~SkeletonTwoColorBatch ();
void reset ();
TwoColorTrianglesCommand* nextFreeCommand ();
// pool of commands
std::vector<TwoColorTrianglesCommand*> _commandsPool;
uint32_t _nextFreeCommand;
// pool of vertices
std::vector<V3F_C4B_C4B_T2F> _vertices;
uint32_t _numVertices;
// pool of indices
Vector<unsigned short> _indices;
// VBO handles & attribute locations
V3F_C4B_C4B_T2F* _vertexBuffer;
uint32_t _numVerticesBuffer;
uint32_t _numIndicesBuffer;
unsigned short* _indexBuffer;
// last batched command, needed for flushing to set material
TwoColorTrianglesCommand* _lastCommand = nullptr;
// number of batches in the last frame
uint32_t _numBatches;
};
}
#endif
#endif // SPINE_SKELETONTWOCOLORBATCH_H_