Removed drawStaticTilemapLayer method and updated layer vertex code

This commit is contained in:
Richard Davey 2018-07-02 12:07:39 +01:00
parent 4d30de536e
commit 1941d8a494
3 changed files with 86 additions and 72 deletions

View file

@ -344,47 +344,12 @@ var TextureTintPipeline = new Class({
resize: function (width, height, resolution)
{
WebGLPipeline.prototype.resize.call(this, width, height, resolution);
this.projOrtho(0, this.width, this.height, 0, -1000.0, 1000.0);
return this;
},
/**
* Renders immediately a static tilemap. This function won't use
* the batching functionality of the pipeline.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#drawStaticTilemapLayer
* @since 3.0.0
*
* @param {Phaser.Tilemaps.StaticTilemapLayer} tilemap - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - [description]
*/
drawStaticTilemapLayer: function (tilemap)
{
if (tilemap.vertexCount > 0)
{
var pipelineVertexBuffer = this.vertexBuffer;
var gl = this.gl;
var renderer = this.renderer;
var frame = tilemap.tileset.image.get();
if (renderer.currentPipeline &&
renderer.currentPipeline.vertexCount > 0)
{
renderer.flush();
}
this.vertexBuffer = tilemap.vertexBuffer;
renderer.setPipeline(this);
renderer.setTexture2D(frame.source.glTexture, 0);
gl.drawArrays(this.topology, 0, tilemap.vertexCount);
this.vertexBuffer = pipelineVertexBuffer;
}
this.viewIdentity();
this.modelIdentity();
},
/**
* Renders contents of a ParticleEmitterManager. It'll batch all particles if possible.
*

View file

@ -238,8 +238,9 @@ var StaticTilemapLayer = new Class({
var gl = renderer.gl;
var vertexBuffer = this.vertexBuffer;
var bufferData = this.bufferData;
var voffset = 0;
var voffset = -1;
var vertexCount = 0;
var tintEffect = false;
var bufferSize = (mapWidth * mapHeight) * pipeline.vertexSize * 6;
if (bufferData === null)
@ -258,7 +259,11 @@ var StaticTilemapLayer = new Class({
for (col = 0; col < mapWidth; ++col)
{
tile = mapData[row][col];
if (tile === null || tile.index === -1) { continue; }
if (tile === null || tile.index === -1)
{
continue;
}
var tx = tile.pixelX;
var ty = tile.pixelY;
@ -266,7 +271,11 @@ var StaticTilemapLayer = new Class({
var tyh = ty + tile.height;
texCoords = tileset.getTileTextureCoordinates(tile.index);
if (texCoords === null) { continue; }
if (texCoords === null)
{
continue;
}
var u0 = texCoords.x / width;
var v0 = texCoords.y / height;
@ -281,46 +290,58 @@ var StaticTilemapLayer = new Class({
var ty2 = tyh;
var tx3 = txw;
var ty3 = ty;
var tint = Utils.getTintAppendFloatAlpha(0xffffff, camera.alpha * this.alpha * tile.alpha);
vertexViewF32[voffset + 0] = tx0;
vertexViewF32[voffset + 1] = ty0;
vertexViewF32[voffset + 2] = u0;
vertexViewF32[voffset + 3] = v0;
vertexViewU32[voffset + 4] = tint;
vertexViewF32[voffset + 5] = tx1;
vertexViewF32[voffset + 6] = ty1;
vertexViewF32[voffset + 7] = u0;
vertexViewF32[voffset + 8] = v1;
vertexViewU32[voffset + 9] = tint;
vertexViewF32[voffset + 10] = tx2;
vertexViewF32[voffset + 11] = ty2;
vertexViewF32[voffset + 12] = u1;
vertexViewF32[voffset + 13] = v1;
vertexViewU32[voffset + 14] = tint;
vertexViewF32[voffset + 15] = tx0;
vertexViewF32[voffset + 16] = ty0;
vertexViewF32[voffset + 17] = u0;
vertexViewF32[voffset + 18] = v0;
vertexViewU32[voffset + 19] = tint;
vertexViewF32[voffset + 20] = tx2;
vertexViewF32[voffset + 21] = ty2;
vertexViewF32[voffset + 22] = u1;
vertexViewF32[voffset + 23] = v1;
vertexViewU32[voffset + 24] = tint;
vertexViewF32[voffset + 25] = tx3;
vertexViewF32[voffset + 26] = ty3;
vertexViewF32[voffset + 27] = u1;
vertexViewF32[voffset + 28] = v0;
vertexViewU32[voffset + 29] = tint;
vertexViewF32[++voffset] = tx0;
vertexViewF32[++voffset] = ty0;
vertexViewF32[++voffset] = u0;
vertexViewF32[++voffset] = v0;
vertexViewF32[++voffset] = tintEffect;
vertexViewU32[++voffset] = tint;
vertexViewF32[++voffset] = tx1;
vertexViewF32[++voffset] = ty1;
vertexViewF32[++voffset] = u0;
vertexViewF32[++voffset] = v1;
vertexViewF32[++voffset] = tintEffect;
vertexViewU32[++voffset] = tint;
vertexViewF32[++voffset] = tx2;
vertexViewF32[++voffset] = ty2;
vertexViewF32[++voffset] = u1;
vertexViewF32[++voffset] = v1;
vertexViewF32[++voffset] = tintEffect;
vertexViewU32[++voffset] = tint;
vertexViewF32[++voffset] = tx0;
vertexViewF32[++voffset] = ty0;
vertexViewF32[++voffset] = u0;
vertexViewF32[++voffset] = v0;
vertexViewF32[++voffset] = tintEffect;
vertexViewU32[++voffset] = tint;
vertexViewF32[++voffset] = tx2;
vertexViewF32[++voffset] = ty2;
vertexViewF32[++voffset] = u1;
vertexViewF32[++voffset] = v1;
vertexViewF32[++voffset] = tintEffect;
vertexViewU32[++voffset] = tint;
vertexViewF32[++voffset] = tx3;
vertexViewF32[++voffset] = ty3;
vertexViewF32[++voffset] = u1;
vertexViewF32[++voffset] = v0;
vertexViewF32[++voffset] = tintEffect;
vertexViewU32[++voffset] = tint;
voffset += 30;
vertexCount += 6;
}
}
this.vertexCount = vertexCount;
this.dirty = false;
if (vertexBuffer === null)
{
vertexBuffer = renderer.createVertexBuffer(bufferData, gl.STATIC_DRAW);

View file

@ -8,8 +8,11 @@ var GameObject = require('../../gameobjects/GameObject');
/**
* Renders this Game Object with the WebGL Renderer to the given Camera.
*
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* A Static Tilemap Layer renders immediately and does not use any batching.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#renderWebGL
* @since 3.0.0
@ -29,7 +32,32 @@ var StaticTilemapLayerWebGLRenderer = function (renderer, src, interpolationPerc
src.upload(camera);
this.pipeline.drawStaticTilemapLayer(src, camera);
if (src.vertexCount > 0)
{
var gl = renderer.gl;
var pipeline = this.pipeline;
var pipelineVertexBuffer = pipeline.vertexBuffer;
var frame = src.tileset.image.get();
if (renderer.currentPipeline && renderer.currentPipeline.vertexCount > 0)
{
renderer.flush();
}
pipeline.vertexBuffer = src.vertexBuffer;
renderer.setPipeline(pipeline);
renderer.setTexture2D(frame.source.glTexture, 0);
gl.drawArrays(pipeline.topology, 0, src.vertexCount);
pipeline.vertexBuffer = pipelineVertexBuffer;
pipeline.viewIdentity();
pipeline.modelIdentity();
}
};
module.exports = StaticTilemapLayerWebGLRenderer;