axmol/extensions/spine/SkeletonBatch.cpp

208 lines
7.9 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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*
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* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
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*
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#include <spine/spine-cocos2dx.h>
#if COCOS2D_VERSION >= 0x00040000
#include <spine/Extension.h>
#include <algorithm>
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