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https://github.com/photonstorm/phaser
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Tidy up everything after rendering
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1 changed files with 22 additions and 9 deletions
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@ -7,7 +7,6 @@
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var Identity = require('../../renderer/webgl/mvp/Identity');
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var Scale = require('../../renderer/webgl/mvp/Scale');
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var Translate = require('../../renderer/webgl/mvp/Translate');
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var ViewIdentity = require('../../renderer/webgl/mvp/ViewIdentity');
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var ViewLoad2D = require('../../renderer/webgl/mvp/ViewLoad2D');
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/**
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@ -32,17 +31,23 @@ var StaticTilemapLayerWebGLRenderer = function (renderer, src, interpolationPerc
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var gl = renderer.gl;
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var pipeline = src.pipeline;
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renderer.flush();
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// Restore when we're done
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var pipelineVertexBuffer = pipeline.vertexBuffer;
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Identity(pipeline);
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Translate(pipeline, src.x - (camera.scrollX * src.scrollFactorX), src.y - (camera.scrollY * src.scrollFactorY), 0);
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Scale(pipeline, src.scaleX, src.scaleY, 1);
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ViewLoad2D(pipeline, camera.matrix.matrix);
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Identity(src);
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Translate(src, src.x - (camera.scrollX * src.scrollFactorX), src.y - (camera.scrollY * src.scrollFactorY), 0);
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Scale(src, src.scaleX, src.scaleY, 1);
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ViewLoad2D(src, camera.matrix.matrix);
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// This calls mvpUpdate during pipeline.bind, so make sure we call it _after_ setting the MVP stuff above
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renderer.setPipeline(pipeline);
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// The above alters the uniforms, so make sure we call it _after_ setting the MVP stuff above
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renderer.setMatrix4(pipeline.program, 'uModelMatrix', false, src.modelMatrix);
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renderer.setMatrix4(pipeline.program, 'uViewMatrix', false, src.viewMatrix);
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renderer.setMatrix4(pipeline.program, 'uProjectionMatrix', false, pipeline.projectionMatrix);
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for (var i = 0; i < src.tileset.length; i++)
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{
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var tileset = src.tileset[i];
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@ -66,11 +71,19 @@ var StaticTilemapLayerWebGLRenderer = function (renderer, src, interpolationPerc
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}
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}
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// Restore the pipeline
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renderer.resetTextures();
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// Restore the pipeline buffer
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pipeline.vertexBuffer = pipelineVertexBuffer;
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ViewIdentity(pipeline);
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Identity(pipeline);
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renderer.currentVertexBuffer = pipelineVertexBuffer;
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pipeline.setAttribPointers();
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// Reset the uniforms
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renderer.setMatrix4(pipeline.program, 'uModelMatrix', false, pipeline.modelMatrix);
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renderer.setMatrix4(pipeline.program, 'uViewMatrix', false, pipeline.viewMatrix);
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renderer.setMatrix4(pipeline.program, 'uProjectionMatrix', false, pipeline.projectionMatrix);
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};
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module.exports = StaticTilemapLayerWebGLRenderer;
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