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spine_batcher.h
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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.
*****************************************************************************/
#ifndef SPINE_BATCHER_H
#define SPINE_BATCHER_H
#include "scene/2d/node_2d.h"
class SpineBatcher {
Node2D *owner;
struct DrawCommand {
DrawCommand();
~DrawCommand();
Ref<Texture> texture;
RID mesh;
int vertices_count;
int indies_count;
Vector2 *vertices;
Color *colors;
Vector2 *uvs;
int* indies;
int pool_idx;
void draw(RID ci);
};
DrawCommand *command;
List<DrawCommand *> command_list;
List<DrawCommand *> drawed_list;
void push_command();
SpineBatcher::DrawCommand* create_command();
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, int index_item = 0);
void flush();
int triangles_count();
SpineBatcher(Node2D *owner);
~SpineBatcher();
};
#endif // SPINE_BATCHER_H