axmol/extensions/spine/SkeletonBatch.h

90 lines
3.4 KiB
C++

/******************************************************************************
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#ifndef SPINE_SKELETONBATCH_H_
#define SPINE_SKELETONBATCH_H_
#include "cocos2d.h"
#if COCOS2D_VERSION >= 0x00040000
#include "renderer/backend/ProgramState.h"
#include <spine/spine.h>
#include <vector>
namespace spine {
struct SkeletonCommand : public cocos2d::TrianglesCommand {
cocos2d::backend::UniformLocation _locMVP;
cocos2d::backend::UniformLocation _locTexture;
};
class SP_API 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::backend::ProgramState *programState, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles &triangles, const cocos2d::Mat4 &mv, uint32_t flags);
cocos2d::backend::ProgramState* updateCommandPipelinePS(SkeletonCommand* command, cocos2d::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<SkeletonCommand *> _commandsPool;
uint32_t _nextFreeCommand;
// pool of vertices
std::vector<cocos2d::V3F_C4B_T2F> _vertices;
uint32_t _numVertices;
// pool of indices
Vector<unsigned short> _indices;
};
}// namespace spine
#endif
#endif// SPINE_SKELETONBATCH_H_