mirror of https://github.com/axmolengine/axmol.git
208 lines
8.0 KiB
C++
208 lines
8.0 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/spine-cocos2dx.h>
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#if COCOS2D_VERSION >= 0x00040000
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#include <spine/Extension.h>
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#include <algorithm>
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USING_NS_AX;
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#define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw"
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using std::max;
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#define INITIAL_SIZE (10000)
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#include "renderer/ccShaders.h"
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#include "renderer/backend/Device.h"
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#include "renderer/backend/Types.h"
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namespace spine {
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static SkeletonBatch* instance = nullptr;
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SkeletonBatch* SkeletonBatch::getInstance () {
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if (!instance) instance = new SkeletonBatch();
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return instance;
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}
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void SkeletonBatch::destroyInstance () {
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if (instance) {
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delete instance;
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instance = nullptr;
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}
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}
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SkeletonBatch::SkeletonBatch () {
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auto program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
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_programState = new backend::ProgramState(program); // new default program state
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for (unsigned int i = 0; i < INITIAL_SIZE; i++) {
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_commandsPool.push_back(newCommand());
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}
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reset();
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// callback after drawing is finished so we can clear out the batch state
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// for the next frame
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Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom) {
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this->update(0);
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});;
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}
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SkeletonBatch::~SkeletonBatch () {
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Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
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for (unsigned int i = 0; i < _commandsPool.size(); i++) {
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AX_SAFE_RELEASE(_commandsPool[i]->getPipelineDescriptor().programState);
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delete _commandsPool[i];
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_commandsPool[i] = nullptr;
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}
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AX_SAFE_RELEASE(_programState);
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}
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backend::ProgramState* SkeletonBatch::updateCommandPipelinePS(SkeletonCommand* command, backend::ProgramState* programState)
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{
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auto& currentState = command->getPipelineDescriptor().programState;
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#if defined(AXIS_VERSION)
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if(currentState == nullptr || currentState->getProgram() != programState->getProgram() || currentState->getUniformID() != programState->getUniformID()) {
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#else
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if(currentState == nullptr || currentState->getProgram() != programState->getProgram()) {
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#endif
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AX_SAFE_RELEASE(currentState);
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currentState = programState->clone();
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auto vertexLayout = currentState->getVertexLayout();
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auto locPosition = currentState->getAttributeLocation(backend::ATTRIBUTE_NAME_POSITION);
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auto locTexcoord = currentState->getAttributeLocation(backend::ATTRIBUTE_NAME_TEXCOORD);
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auto locColor = currentState->getAttributeLocation(backend::ATTRIBUTE_NAME_COLOR);
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vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_POSITION, locPosition, backend::VertexFormat::FLOAT3, offsetof(V3F_C4B_T2F, vertices), false);
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vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_COLOR, locColor, backend::VertexFormat::UBYTE4, offsetof(V3F_C4B_T2F, colors), true);
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vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_TEXCOORD, locTexcoord, backend::VertexFormat::FLOAT2, offsetof(V3F_C4B_T2F, texCoords), false);
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vertexLayout->setLayout(sizeof(_vertices[0]));
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command->_locMVP = currentState->getUniformLocation(backend::UNIFORM_NAME_MVP_MATRIX);
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command->_locTexture = currentState->getUniformLocation(backend::UNIFORM_NAME_TEXTURE);
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}
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return currentState;
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}
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void SkeletonBatch::update (float delta) {
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reset();
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}
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axis::V3F_C4B_T2F* SkeletonBatch::allocateVertices(uint32_t numVertices) {
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if (_vertices.size() - _numVertices < numVertices) {
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axis::V3F_C4B_T2F* oldData = _vertices.data();
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_vertices.resize((_vertices.size() + numVertices) * 2 + 1);
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axis::V3F_C4B_T2F* newData = _vertices.data();
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for (uint32_t i = 0; i < this->_nextFreeCommand; i++) {
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SkeletonCommand* command = _commandsPool[i];
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SkeletonCommand::Triangles& triangles = (SkeletonCommand::Triangles&)command->getTriangles();
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triangles.verts = newData + (triangles.verts - oldData);
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}
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}
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axis::V3F_C4B_T2F* vertices = _vertices.data() + _numVertices;
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_numVertices += numVertices;
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return vertices;
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}
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void SkeletonBatch::deallocateVertices(uint32_t numVertices) {
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_numVertices -= numVertices;
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}
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unsigned short* SkeletonBatch::allocateIndices(uint32_t numIndices) {
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if (_indices.getCapacity() - _indices.size() < numIndices) {
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unsigned short* oldData = _indices.buffer();
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int oldSize = _indices.size();
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_indices.ensureCapacity(_indices.size() + numIndices);
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unsigned short* newData = _indices.buffer();
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for (uint32_t i = 0; i < this->_nextFreeCommand; i++) {
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SkeletonCommand* command = _commandsPool[i];
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SkeletonCommand::Triangles& triangles = (SkeletonCommand::Triangles&)command->getTriangles();
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if (triangles.indices >= oldData && triangles.indices < oldData + oldSize) {
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triangles.indices = newData + (triangles.indices - oldData);
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}
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}
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}
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unsigned short* indices = _indices.buffer() + _indices.size();
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_indices.setSize(_indices.size() + numIndices, 0);
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return indices;
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}
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void SkeletonBatch::deallocateIndices(uint32_t numIndices) {
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_indices.setSize(_indices.size() - numIndices, 0);
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}
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axis::TrianglesCommand* SkeletonBatch::addCommand(axis::Renderer* renderer, float globalOrder, axis::Texture2D* texture, backend::ProgramState* programState, axis::BlendFunc blendType, const axis::TrianglesCommand::Triangles& triangles, const axis::Mat4& mv, uint32_t flags) {
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SkeletonCommand* command = nextFreeCommand();
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const axis::Mat4& projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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if (programState == nullptr)
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programState = _programState;
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CCASSERT(programState, "programState should not be null");
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auto pipelinePS = updateCommandPipelinePS(command, programState);
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pipelinePS->setUniform(command->_locMVP, projectionMat.m, sizeof(projectionMat.m));
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pipelinePS->setTexture(command->_locTexture, 0, texture->getBackendTexture());
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command->init(globalOrder, texture, blendType, triangles, mv, flags);
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renderer->addCommand(command);
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return command;
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}
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void SkeletonBatch::reset() {
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_nextFreeCommand = 0;
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_numVertices = 0;
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_indices.setSize(0, 0);
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}
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SkeletonCommand* SkeletonBatch::nextFreeCommand() {
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if (_commandsPool.size() <= _nextFreeCommand) {
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unsigned int newSize = _commandsPool.size() * 2 + 1;
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for (int i = _commandsPool.size(); i < newSize; i++) {
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_commandsPool.push_back(newCommand());
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}
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}
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auto* command = _commandsPool[_nextFreeCommand++];
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return command;
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}
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SkeletonCommand* SkeletonBatch::newCommand() {
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auto* command = new SkeletonCommand();
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return command;
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}
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}
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#endif
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