Kaynağa Gözat

[cocos2dx] Removed hard coded scratch buffer size, replaced with dynamic allocation. Also made it a global scratch buffer, instead of a per instance buffer. Saves 4kb per SkeletonRenderer instance. Closes #1015.

badlogic 8 yıl önce
ebeveyn
işleme
8650c668e9

+ 43 - 16
spine-cocos2dx/src/spine/SkeletonRenderer.cpp

@@ -36,12 +36,35 @@
 #include <spine/Cocos2dAttachmentLoader.h>
 #include <algorithm>
 
+#define INITIAL_WORLD_VERTICES_LENGTH 1000
+// Used for transforming attachments for bounding boxes & debug rendering
+static float* worldVertices = nullptr;
+static size_t worldVerticesLength = 0;
+
+void ensureWorldVerticesCapacity(size_t capacity) {
+	if (worldVerticesLength < capacity) {
+		float* newWorldVertices = new float[capacity];
+		memcpy(newWorldVertices, worldVertices, capacity * sizeof(float));
+		delete[] worldVertices;
+		worldVertices = newWorldVertices;
+		worldVerticesLength = capacity;
+	}
+}
+
 USING_NS_CC;
 using std::min;
 using std::max;
 
 namespace spine {
 
+void SkeletonRenderer::destroyScratchBuffers() {
+	if (worldVertices) {
+		delete[] worldVertices;
+		worldVertices = nullptr;
+		worldVerticesLength = 0;
+	}
+}
+	
 SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
 	SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
 	node->autorelease();
@@ -61,7 +84,10 @@ SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonD
 }
 
 void SkeletonRenderer::initialize () {
-	_worldVertices = new float[1000]; // Max number of vertices per mesh.
+	if (!worldVertices) {
+		worldVertices = new float[INITIAL_WORLD_VERTICES_LENGTH];
+		worldVerticesLength = INITIAL_WORLD_VERTICES_LENGTH;
+	}
 	
 	_clipper = spSkeletonClipping_create();
 
@@ -131,8 +157,7 @@ SkeletonRenderer::~SkeletonRenderer () {
 	if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
 	spSkeleton_dispose(_skeleton);
 	if (_atlas) spAtlas_dispose(_atlas);
-	if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
-	delete [] _worldVertices;
+	if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);	
 	spSkeletonClipping_dispose(_clipper);
 }
 
@@ -613,11 +638,11 @@ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uin
             spSlot* slot = _skeleton->drawOrder[i];
             if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
             spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-            spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
-            points[0] = Vec2(_worldVertices[0], _worldVertices[1]);
-            points[1] = Vec2(_worldVertices[2], _worldVertices[3]);
-            points[2] = Vec2(_worldVertices[4], _worldVertices[5]);
-            points[3] = Vec2(_worldVertices[6], _worldVertices[7]);
+            spRegionAttachment_computeWorldVertices(attachment, slot->bone, worldVertices, 0, 2);
+            points[0] = Vec2(worldVertices[0], worldVertices[1]);
+            points[1] = Vec2(worldVertices[2], worldVertices[3]);
+            points[2] = Vec2(worldVertices[4], worldVertices[5]);
+            points[3] = Vec2(worldVertices[6], worldVertices[7]);
             drawNode->drawPoly(points, 4, true, Color4F::BLUE);
         }
     }
@@ -645,12 +670,13 @@ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uin
 		for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
 			spSlot* slot = _skeleton->drawOrder[i];
 			if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
-			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;			
-			spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, _worldVertices, 0, 2);
+			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
+			ensureWorldVerticesCapacity(attachment->super.worldVerticesLength);
+			spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, worldVertices, 0, 2);
 			for (int ii = 0; ii < attachment->trianglesCount;) {
-				Vec2 v1(_worldVertices + (attachment->triangles[ii++] * 2));
-				Vec2 v2(_worldVertices + (attachment->triangles[ii++] * 2));
-				Vec2 v3(_worldVertices + (attachment->triangles[ii++] * 2));
+				Vec2 v1(worldVertices + (attachment->triangles[ii++] * 2));
+				Vec2 v2(worldVertices + (attachment->triangles[ii++] * 2));
+				Vec2 v3(worldVertices + (attachment->triangles[ii++] * 2));
 				drawNode->drawLine(v1, v2, Color4F::YELLOW);
 				drawNode->drawLine(v2, v3, Color4F::YELLOW);
 				drawNode->drawLine(v3, v1, Color4F::YELLOW);
@@ -680,16 +706,17 @@ Rect SkeletonRenderer::getBoundingBox () const {
 		int verticesCount;
 		if (slot->attachment->type == SP_ATTACHMENT_REGION) {
 			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-			spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
+			spRegionAttachment_computeWorldVertices(attachment, slot->bone, worldVertices, 0, 2);
 			verticesCount = 8;
 		} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
 			spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
-			spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, _worldVertices, 0, 2);
+			ensureWorldVerticesCapacity(mesh->super.worldVerticesLength);
+			spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, worldVertices, 0, 2);
 			verticesCount = mesh->super.worldVerticesLength;
 		} else
 			continue;
 		for (int ii = 0; ii < verticesCount; ii += 2) {
-			float x = _worldVertices[ii] * scaleX, y = _worldVertices[ii + 1] * scaleY;
+			float x = worldVertices[ii] * scaleX, y = worldVertices[ii + 1] * scaleY;
 			minX = min(minX, x);
 			minY = min(minY, y);
 			maxX = max(maxX, x);

+ 3 - 1
spine-cocos2dx/src/spine/SkeletonRenderer.h

@@ -108,6 +108,9 @@ public:
 	virtual const cocos2d::BlendFunc& getBlendFunc () const override;
 	virtual void setOpacityModifyRGB (bool value) override;
 	virtual bool isOpacityModifyRGB () const override;
+	
+	// Frees global memory used for temporay vertex transformations.
+	static void destroyScratchBuffers();
 
 CC_CONSTRUCTOR_ACCESS:
 	SkeletonRenderer ();
@@ -136,7 +139,6 @@ protected:
 	spAttachmentLoader* _attachmentLoader;
 	cocos2d::CustomCommand _debugCommand;
 	cocos2d::BlendFunc _blendFunc;
-	float* _worldVertices;
 	bool _premultipliedAlpha;
 	spSkeleton* _skeleton;
 	float _timeScale;