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 * @method Phaser.Tilemaps.StaticTilemapLayer#upload
* @since 3.0.0 * @since 3.0.0
@ -448,28 +453,39 @@ var StaticTilemapLayer = new Class({
*/ */
upload: function (camera, tilesetIndex) upload: function (camera, tilesetIndex)
{ {
var pipeline = this.pipeline;
var renderer = this.renderer; var renderer = this.renderer;
var gl = renderer.gl; 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)
{ {
renderer.setVertexBuffer(vertexBuffer);
pipeline.setAttribPointers();
gl.bufferSubData(gl.ARRAY_BUFFER, 0, bufferData);
return this;
}
var layer = this.layer;
var tileset = this.tileset[tilesetIndex]; var tileset = this.tileset[tilesetIndex];
var mapWidth = this.layer.width; var mapWidth = layer.width;
var mapHeight = this.layer.height; var mapHeight = layer.height;
var width = tileset.image.source[0].width; var width = tileset.image.source[0].width;
var height = tileset.image.source[0].height; var height = tileset.image.source[0].height;
var mapData = this.layer.data; var mapData = layer.data;
var tile; var tile;
var row; var row;
var col; var col;
var renderOrder = this._renderOrder; var renderOrder = this._renderOrder;
var minTileIndex = tileset.firstgid; var minTileIndex = tileset.firstgid;
var maxTileIndex = tileset.firstgid + tileset.total; var maxTileIndex = tileset.firstgid + tileset.total;
var vertexBuffer = this.vertexBuffer[tilesetIndex];
var bufferData = this.bufferData[tilesetIndex];
var vOffset = -1; var vOffset = -1;
var bufferSize = (mapWidth * mapHeight) * pipeline.vertexSize * 6; var bufferSize = (mapWidth * mapHeight) * pipeline.vertexSize * 6;
@ -570,13 +586,12 @@ var StaticTilemapLayer = new Class({
this.vertexBuffer[tilesetIndex] = vertexBuffer; this.vertexBuffer[tilesetIndex] = vertexBuffer;
} }
else
{
renderer.setVertexBuffer(vertexBuffer); renderer.setVertexBuffer(vertexBuffer);
pipeline.setAttribPointers();
gl.bufferSubData(gl.ARRAY_BUFFER, 0, bufferData); gl.bufferSubData(gl.ARRAY_BUFFER, 0, bufferData);
}
}
return this; return this;
}, },