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spine_batcher.h
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spine_batcher.h
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/*************************************************************************/
/* spine_batcher.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifdef MODULE_SPINE_ENABLED
#ifndef SPINE_BATCHER_H
#define SPINE_BATCHER_H
#include "scene/2d/node_2d.h"
class SpineBatcher {
Node2D *owner;
enum {
CMD_DRAW_ELEMENT,
CMD_SET_BLEND_MODE,
};
struct Command {
Command() {}
virtual ~Command() {}
int cmd;
virtual void draw(RID ci) {}
};
struct SetBlendMode : Command {
int mode;
SetBlendMode(int p_mode);
void draw(RID ci);
};
struct Elements : Command {
static List<Command *> free;
Ref<Texture> texture;
int vertices_count;
int indies_count;
Vector2 *vertices;
Color *colors;
Vector2 *uvs;
int* indies;
Elements();
~Elements();
void draw(RID ci);
static Command* take();
static void retrieve(Command* elem);
};
Elements *elements;
List<Command *> element_list;
List<Command *> drawed_list;
void push_elements();
public:
void reset();
void 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);
void add_set_blender_mode(bool p_mode);
void flush();
SpineBatcher(Node2D *owner);
~SpineBatcher();
};
#endif // SPINE_BATCHER_H
#endif // MODULE_SPINE_ENABLED