mirror of
https://github.com/photonstorm/phaser
synced 2024-11-21 20:23:19 +00:00
Better conditional flow
This commit is contained in:
parent
1406f23bd6
commit
8d02da00f2
4 changed files with 47 additions and 39 deletions
42
plugins/spine/dist/SpinePluginDebug.js
vendored
42
plugins/spine/dist/SpinePluginDebug.js
vendored
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@ -35220,6 +35220,8 @@ var SpineContainerWebGLRenderer = function (renderer, container, interpolationPe
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if (sceneRenderer.batcher.isDrawing && renderer.finalType)
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{
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sceneRenderer.end();
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renderer.rebindPipeline();
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}
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return;
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@ -35248,6 +35250,9 @@ var SpineContainerWebGLRenderer = function (renderer, container, interpolationPe
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if (renderer.newType)
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{
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// flush + clear if this is a new type
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renderer.clearPipeline();
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sceneRenderer.begin();
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}
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@ -35337,13 +35342,11 @@ var SpineContainerWebGLRenderer = function (renderer, container, interpolationPe
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if (!renderer.nextTypeMatch)
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{
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// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch.
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// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch
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sceneRenderer.end();
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if (!renderer.finalType)
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{
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renderer.rebindPipeline(renderer.pipelines.MultiPipeline);
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}
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// And rebind the previous pipeline
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renderer.rebindPipeline();
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}
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};
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@ -37335,36 +37338,37 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
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var childAlpha = skeleton.color.a;
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var sceneRenderer = plugin.sceneRenderer;
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if (renderer.newType)
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{
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// flush + clear if this is a new type, even if it doesn't render
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renderer.clearPipeline();
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}
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var GameObjectRenderMask = 15;
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var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)) || childAlpha === 0);
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if (!skeleton || !willRender)
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{
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// If there is already a batch running, we need to close it
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if (!renderer.nextTypeMatch)
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// If there is already a batch running, and the next type isn't a Spine object, or this is the end, we need to close it
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if (sceneRenderer.batcher.isDrawing && (!renderer.nextTypeMatch || renderer.finalType))
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{
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// The next object in the display list is not a Spine object, so we end the batch
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sceneRenderer.end();
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if (!renderer.finalType)
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{
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// Reset the current type
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renderer.currentType = '';
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renderer.rebindPipeline();
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}
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renderer.rebindPipeline();
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}
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if (!renderer.finalType)
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{
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// Reset the current type
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renderer.currentType = '';
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}
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return;
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}
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if (renderer.newType)
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{
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// flush + clear previous pipeline if this is a new type
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renderer.clearPipeline();
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}
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var camMatrix = renderer._tempMatrix1;
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var spriteMatrix = renderer._tempMatrix2;
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var calcMatrix = renderer._tempMatrix3;
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2
plugins/spine/dist/SpinePluginDebug.js.map
vendored
2
plugins/spine/dist/SpinePluginDebug.js.map
vendored
File diff suppressed because one or more lines are too long
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@ -35,6 +35,8 @@ var SpineContainerWebGLRenderer = function (renderer, container, interpolationPe
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if (sceneRenderer.batcher.isDrawing && renderer.finalType)
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{
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sceneRenderer.end();
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renderer.rebindPipeline();
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}
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return;
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@ -63,6 +65,9 @@ var SpineContainerWebGLRenderer = function (renderer, container, interpolationPe
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if (renderer.newType)
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{
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// flush + clear if this is a new type
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renderer.clearPipeline();
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sceneRenderer.begin();
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}
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@ -152,13 +157,11 @@ var SpineContainerWebGLRenderer = function (renderer, container, interpolationPe
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if (!renderer.nextTypeMatch)
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{
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// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch.
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// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch
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sceneRenderer.end();
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if (!renderer.finalType)
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{
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renderer.rebindPipeline(renderer.pipelines.MultiPipeline);
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}
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// And rebind the previous pipeline
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renderer.rebindPipeline();
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}
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};
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@ -30,36 +30,37 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
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var childAlpha = skeleton.color.a;
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var sceneRenderer = plugin.sceneRenderer;
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if (renderer.newType)
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{
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// flush + clear if this is a new type, even if it doesn't render
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renderer.clearPipeline();
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}
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var GameObjectRenderMask = 15;
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var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)) || childAlpha === 0);
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if (!skeleton || !willRender)
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{
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// If there is already a batch running, we need to close it
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if (!renderer.nextTypeMatch)
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// If there is already a batch running, and the next type isn't a Spine object, or this is the end, we need to close it
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if (sceneRenderer.batcher.isDrawing && (!renderer.nextTypeMatch || renderer.finalType))
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{
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// The next object in the display list is not a Spine object, so we end the batch
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sceneRenderer.end();
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if (!renderer.finalType)
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{
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// Reset the current type
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renderer.currentType = '';
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renderer.rebindPipeline();
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}
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renderer.rebindPipeline();
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}
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if (!renderer.finalType)
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{
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// Reset the current type
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renderer.currentType = '';
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}
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return;
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}
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if (renderer.newType)
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{
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// flush + clear previous pipeline if this is a new type
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renderer.clearPipeline();
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}
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var camMatrix = renderer._tempMatrix1;
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var spriteMatrix = renderer._tempMatrix2;
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var calcMatrix = renderer._tempMatrix3;
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