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spine_batcher.cpp
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spine_batcher.cpp
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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
#include "core/version_generated.gen.h"
#include "spine_batcher.h"
#define BATCH_CAPACITY 1024
SpineBatcher::SetBlendMode::SetBlendMode(int p_mode) {
cmd = CMD_SET_BLEND_MODE;
mode = p_mode;
}
void SpineBatcher::SetBlendMode::draw(RID ci) {
// VisualServer::get_singleton()->canvas_item_add_set_blend_mode(ci, VS::MaterialBlendMode(mode));
}
SpineBatcher::Elements::Elements() {
cmd = CMD_DRAW_ELEMENT;
vertices = memnew_arr(Vector2, BATCH_CAPACITY);
colors = memnew_arr(Color, BATCH_CAPACITY);
uvs = memnew_arr(Vector2, BATCH_CAPACITY);
indies = memnew_arr(int, BATCH_CAPACITY * 3);
vertices_count = 0;
indies_count = 0;
};
SpineBatcher::Elements::~Elements() {
memdelete_arr(vertices);
memdelete_arr(colors);
memdelete_arr(uvs);
memdelete_arr(indies);
}
void SpineBatcher::Elements::draw(RID ci) {
Vector<int> p_indices;
p_indices.resize(indies_count);
memcpy(p_indices.ptrw(), indies, indies_count * sizeof(int) );
Vector<Vector2> p_points;
p_points.resize(vertices_count);
memcpy(p_points.ptrw(), vertices, vertices_count * sizeof(Vector2));
Vector<Color> p_colors;
p_colors.resize(vertices_count);
memcpy(p_colors.ptrw(), colors, vertices_count * sizeof(Color));
Vector<Vector2> p_uvs;
p_uvs.resize(vertices_count);
memcpy(p_uvs.ptrw(), uvs, vertices_count * sizeof(Vector2));
VisualServer::get_singleton()->canvas_item_add_triangle_array(ci,
p_indices,
p_points,
p_colors,
p_uvs,
#if (VERSION_MAJOR == 3 && VERSION_MINOR >= 1)
Vector<int>(),
Vector<float>(),
#endif
texture->get_rid()
);
}
void SpineBatcher::add(Ref<Texture> p_texture,
const float* p_vertices, const float* p_uvs, int p_vertices_count,
const unsigned short* p_indies, int p_indies_count,
Color *p_color, bool flip_x, bool flip_y) {
if (p_texture != elements->texture
|| elements->vertices_count + (p_vertices_count >> 1) > BATCH_CAPACITY
|| elements->indies_count + p_indies_count > BATCH_CAPACITY * 3) {
push_elements();
elements->texture = p_texture;
}
for (int i = 0; i < p_indies_count; ++i, ++elements->indies_count)
elements->indies[elements->indies_count] = p_indies[i] + elements->vertices_count;
for (int i = 0; i < p_vertices_count; i += 2, ++elements->vertices_count) {
elements->vertices[elements->vertices_count].x = flip_x ? -p_vertices[i] : p_vertices[i];
elements->vertices[elements->vertices_count].y = flip_y ? p_vertices[i + 1] : -p_vertices[i + 1];
elements->colors[elements->vertices_count] = *p_color;
elements->uvs[elements->vertices_count].x = p_uvs[i];
elements->uvs[elements->vertices_count].y = p_uvs[i + 1];
}
}
void SpineBatcher::add_set_blender_mode(bool p_mode) {
push_elements();
element_list.push_back(memnew(SetBlendMode(p_mode)));
}
void SpineBatcher::flush() {
RID ci = owner->get_canvas_item();
push_elements();
for (List<Command *>::Element *E = element_list.front(); E; E = E->next()) {
Command *e = E->get();
e->draw(ci);
drawed_list.push_back(e);
}
element_list.clear();
}
void SpineBatcher::push_elements() {
if (elements->vertices_count <= 0 || elements->indies_count <= 0)
return;
element_list.push_back(elements);
elements = memnew(Elements);
}
void SpineBatcher::reset() {
for (List<Command *>::Element *E = drawed_list.front(); E; E = E->next()) {
Command *e = E->get();
memdelete(e);
}
drawed_list.clear();
}
SpineBatcher::SpineBatcher(Node2D *owner) : owner(owner) {
elements = memnew(Elements);
}
SpineBatcher::~SpineBatcher() {
for (List<Command *>::Element *E = element_list.front(); E; E = E->next()) {
Command *e = E->get();
memdelete(e);
}
element_list.clear();
for (List<Command *>::Element *E = drawed_list.front(); E; E = E->next()) {
Command *e = E->get();
memdelete(e);
}
drawed_list.clear();
memdelete(elements);
}