StaticTilemapLayer.upload will now set the vertex attributes and buffer the data, and handles internal checks more efficiently.

This commit is contained in:
Richard Davey 2020-07-17 13:58:38 +01:00
parent 6e15f6b77d
commit 10c19bd24d

View file

@ -436,7 +436,12 @@ var StaticTilemapLayer = new Class({
},
/**
* Upload the tile data to a VBO.
* If the given tileset is dirty, or hasn't been rendered before, this will create a new
* ArrayBuffer object and iterate through all of the tiles, generating batch data for
* each one, storing the final results into a STATIC vertex buffer.
*
* If the tileset isn't dirty, this method simply returns after setting the vertex buffer
* and buffering the data.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#upload
* @since 3.0.0
@ -448,135 +453,145 @@ var StaticTilemapLayer = new Class({
*/
upload: function (camera, tilesetIndex)
{
var pipeline = this.pipeline;
var renderer = this.renderer;
var gl = renderer.gl;
var pipeline = renderer.pipelines.TextureTintPipeline;
var vertexBuffer = this.vertexBuffer[tilesetIndex];
var bufferData = this.bufferData[tilesetIndex];
if (this.dirty[tilesetIndex])
if (!this.dirty[tilesetIndex] && vertexBuffer)
{
var tileset = this.tileset[tilesetIndex];
var mapWidth = this.layer.width;
var mapHeight = this.layer.height;
var width = tileset.image.source[0].width;
var height = tileset.image.source[0].height;
var mapData = this.layer.data;
var tile;
var row;
var col;
var renderOrder = this._renderOrder;
var minTileIndex = tileset.firstgid;
var maxTileIndex = tileset.firstgid + tileset.total;
renderer.setVertexBuffer(vertexBuffer);
var vertexBuffer = this.vertexBuffer[tilesetIndex];
var bufferData = this.bufferData[tilesetIndex];
var vOffset = -1;
var bufferSize = (mapWidth * mapHeight) * pipeline.vertexSize * 6;
pipeline.setAttribPointers();
this.vertexCount[tilesetIndex] = 0;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, bufferData);
if (bufferData === null)
return this;
}
var layer = this.layer;
var tileset = this.tileset[tilesetIndex];
var mapWidth = layer.width;
var mapHeight = layer.height;
var width = tileset.image.source[0].width;
var height = tileset.image.source[0].height;
var mapData = layer.data;
var tile;
var row;
var col;
var renderOrder = this._renderOrder;
var minTileIndex = tileset.firstgid;
var maxTileIndex = tileset.firstgid + tileset.total;
var vOffset = -1;
var bufferSize = (mapWidth * mapHeight) * pipeline.vertexSize * 6;
this.vertexCount[tilesetIndex] = 0;
if (bufferData === null)
{
bufferData = new ArrayBuffer(bufferSize);
this.bufferData[tilesetIndex] = bufferData;
this.vertexViewF32[tilesetIndex] = new Float32Array(bufferData);
this.vertexViewU32[tilesetIndex] = new Uint32Array(bufferData);
}
if (renderOrder === 0)
{
// right-down
for (row = 0; row < mapHeight; row++)
{
bufferData = new ArrayBuffer(bufferSize);
this.bufferData[tilesetIndex] = bufferData;
this.vertexViewF32[tilesetIndex] = new Float32Array(bufferData);
this.vertexViewU32[tilesetIndex] = new Uint32Array(bufferData);
}
if (renderOrder === 0)
{
// right-down
for (row = 0; row < mapHeight; row++)
for (col = 0; col < mapWidth; col++)
{
for (col = 0; col < mapWidth; col++)
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
else if (renderOrder === 1)
{
// left-down
for (row = 0; row < mapHeight; row++)
{
for (col = mapWidth - 1; col >= 0; col--)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
}
else if (renderOrder === 2)
{
// right-up
for (row = mapHeight - 1; row >= 0; row--)
{
for (col = 0; col < mapWidth; col++)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
}
else if (renderOrder === 3)
{
// left-up
for (row = mapHeight - 1; row >= 0; row--)
{
for (col = mapWidth - 1; col >= 0; col--)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
}
this.dirty[tilesetIndex] = false;
if (vertexBuffer === null)
{
vertexBuffer = renderer.createVertexBuffer(bufferData, gl.STATIC_DRAW);
this.vertexBuffer[tilesetIndex] = vertexBuffer;
}
else
{
renderer.setVertexBuffer(vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, bufferData);
}
}
else if (renderOrder === 1)
{
// left-down
for (row = 0; row < mapHeight; row++)
{
for (col = mapWidth - 1; col >= 0; col--)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
}
else if (renderOrder === 2)
{
// right-up
for (row = mapHeight - 1; row >= 0; row--)
{
for (col = 0; col < mapWidth; col++)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
}
else if (renderOrder === 3)
{
// left-up
for (row = mapHeight - 1; row >= 0; row--)
{
for (col = mapWidth - 1; col >= 0; col--)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
}
this.dirty[tilesetIndex] = false;
if (vertexBuffer === null)
{
vertexBuffer = renderer.createVertexBuffer(bufferData, gl.STATIC_DRAW);
this.vertexBuffer[tilesetIndex] = vertexBuffer;
}
renderer.setVertexBuffer(vertexBuffer);
pipeline.setAttribPointers();
gl.bufferSubData(gl.ARRAY_BUFFER, 0, bufferData);
return this;
},