axmol/extensions/spine/SkeletonTwoColorBatch.h

167 lines
5.6 KiB
C++

/******************************************************************************
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#ifndef SPINE_SKELETONTWOCOLORBATCH_H_
#define SPINE_SKELETONTWOCOLORBATCH_H_
#include "cocos2d.h"
#if COCOS2D_VERSION >= 0x00040000
#include "renderer/backend/ProgramState.h"
#include <spine/spine.h>
#include <vector>
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;
};
}// namespace spine
#endif
#endif// SPINE_SKELETONTWOCOLORBATCH_H_