axmol/cocos/editor-support/spine/SkeletonBatch.h

81 lines
3.3 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef SPINE_SKELETONBATCH_H_
#define SPINE_SKELETONBATCH_H_
#define SPINE_SHORT_NAMES
#include <spine/spine.h>
#include "cocos2d.h"
#include <vector>
namespace spine {
class SkeletonBatch {
public:
static SkeletonBatch* getInstance ();
static void destroyInstance ();
void update (float delta);
cocos2d::V3F_C4B_T2F* allocateVertices(uint32_t numVertices);
void deallocateVertices(uint32_t numVertices);
unsigned short* allocateIndices(uint32_t numIndices);
void deallocateIndices(uint32_t numVertices);
cocos2d::TrianglesCommand* addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
protected:
SkeletonBatch ();
virtual ~SkeletonBatch ();
void reset ();
cocos2d::TrianglesCommand* nextFreeCommand ();
cocos2d::TrianglesCommand* createNewTrianglesCommand();
std::shared_ptr<cocos2d::backend::ProgramState> _programState = nullptr;
cocos2d::backend::UniformLocation _locMVP;
cocos2d::backend::UniformLocation _locTexture;
// pool of commands
std::vector<cocos2d::TrianglesCommand*> _commandsPool;
uint32_t _nextFreeCommand;
// pool of vertices
std::vector<cocos2d::V3F_C4B_T2F> _vertices;
uint32_t _numVertices;
// pool of indices
Vector<unsigned short> _indices;
};
}
#endif // SPINE_SKELETONBATCH_H_