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https://github.com/EsotericSoftware/spine-runtimes.git
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[ts][pixi] Performance improvements.
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@ -54,26 +54,30 @@ export class DarkSlotMesh extends DarkTintMesh implements ISlotMesh {
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const vertLenght = (finalVerticesLength / (darkTint ? 12 : 8)) * 2;
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if (this.geometry.getBuffer("aTextureCoord").data?.length !== vertLenght) {
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this.geometry.getBuffer("aTextureCoord").data = new Float32Array(vertLenght);
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const textureCoord = this.geometry.getBuffer("aTextureCoord");
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if (textureCoord.data?.length !== vertLenght) {
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textureCoord.data = new Float32Array(vertLenght);
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}
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if (this.geometry.getBuffer("aVertexPosition").data?.length !== vertLenght) {
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this.geometry.getBuffer("aVertexPosition").data = new Float32Array(vertLenght);
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const vertexCoord = this.geometry.getBuffer("aVertexPosition");
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if (vertexCoord.data?.length !== vertLenght) {
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vertexCoord.data = new Float32Array(vertLenght);
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}
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let vertIndex = 0;
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let textureCoordData = textureCoord.data;
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let vertexCoordData = vertexCoord.data;
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for (let i = 0; i < finalVerticesLength; i += darkTint ? 12 : 8) {
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let auxi = i;
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this.geometry.getBuffer("aVertexPosition").data[vertIndex] = finalVertices[auxi++];
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this.geometry.getBuffer("aVertexPosition").data[vertIndex + 1] = finalVertices[auxi++];
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vertexCoordData[vertIndex] = finalVertices[auxi++];
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vertexCoordData[vertIndex + 1] = finalVertices[auxi++];
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auxi += 4; // color
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this.geometry.getBuffer("aTextureCoord").data[vertIndex] = finalVertices[auxi++];
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this.geometry.getBuffer("aTextureCoord").data[vertIndex + 1] = finalVertices[auxi++];
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textureCoordData[vertIndex] = finalVertices[auxi++];
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textureCoordData[vertIndex + 1] = finalVertices[auxi++];
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vertIndex += 2;
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}
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@ -101,18 +105,20 @@ export class DarkSlotMesh extends DarkTintMesh implements ISlotMesh {
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this.blendMode = SpineTexture.toPixiBlending(slotBlendMode);
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this.alpha = DarkSlotMesh.auxColor[3];
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if (this.geometry.indexBuffer.data.length !== finalIndices.length) {
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this.geometry.indexBuffer.data = new Uint32Array(finalIndices);
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const indexBuffer = this.geometry.indexBuffer;
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if (indexBuffer.data.length !== finalIndices.length) {
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indexBuffer.data = new Uint32Array(finalIndices);
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} else {
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const indexBufferData = indexBuffer.data;
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for (let i = 0; i < finalIndicesLength; i++) {
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this.geometry.indexBuffer.data[i] = finalIndices[i];
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indexBufferData[i] = finalIndices[i];
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}
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}
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this.name = slotName;
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this.geometry.getBuffer("aVertexPosition").update();
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this.geometry.getBuffer("aTextureCoord").update();
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this.geometry.indexBuffer.update();
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textureCoord.update();
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vertexCoord.update();
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indexBuffer.update();
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}
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}
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@ -62,32 +62,34 @@ export class SlotMesh extends Mesh implements ISlotMesh {
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const vertLenght = (finalVerticesLength / (darkTint ? 12 : 8)) * 2;
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if (this.geometry.getBuffer("aTextureCoord").data?.length !== vertLenght) {
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this.geometry.getBuffer("aTextureCoord").data = new Float32Array(vertLenght);
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const textureCoord = this.geometry.getBuffer("aTextureCoord");
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if (textureCoord.data?.length !== vertLenght) {
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textureCoord.data = new Float32Array(vertLenght);
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}
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if (this.geometry.getBuffer("aVertexPosition").data?.length !== vertLenght) {
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this.geometry.getBuffer("aVertexPosition").data = new Float32Array(vertLenght);
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const vertexCoord = this.geometry.getBuffer("aVertexPosition");
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if (vertexCoord.data?.length !== vertLenght) {
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vertexCoord.data = new Float32Array(vertLenght);
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}
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let vertIndex = 0;
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let textureCoordData = textureCoord.data;
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let vertexCoordData = vertexCoord.data;
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for (let i = 0; i < finalVerticesLength; i += darkTint ? 12 : 8) {
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let auxi = i;
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this.geometry.getBuffer("aVertexPosition").data[vertIndex] = finalVertices[auxi++];
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this.geometry.getBuffer("aVertexPosition").data[vertIndex + 1] = finalVertices[auxi++];
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vertexCoordData[vertIndex] = finalVertices[auxi++];
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vertexCoordData[vertIndex + 1] = finalVertices[auxi++];
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auxi += 4; // color
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this.geometry.getBuffer("aTextureCoord").data[vertIndex] = finalVertices[auxi++];
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this.geometry.getBuffer("aTextureCoord").data[vertIndex + 1] = finalVertices[auxi++];
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textureCoordData[vertIndex] = finalVertices[auxi++];
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textureCoordData[vertIndex + 1] = finalVertices[auxi++];
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vertIndex += 2;
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}
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// console.log(vertLenght, auxVert.length);
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if (darkTint && !this.warnedTwoTint) {
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console.warn("DarkTint is not enabled by default. To enable use a DarkSlotMesh factory while creating the Spine object.");
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this.warnedTwoTint = true;
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@ -102,18 +104,20 @@ export class SlotMesh extends Mesh implements ISlotMesh {
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this.alpha = SlotMesh.auxColor[3];
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this.blendMode = SpineTexture.toPixiBlending(slotBlendMode);
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if (this.geometry.indexBuffer.data.length !== finalIndices.length) {
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this.geometry.indexBuffer.data = new Uint32Array(finalIndices);
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const indexBuffer = this.geometry.indexBuffer;
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if (indexBuffer.data.length !== finalIndices.length) {
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indexBuffer.data = new Uint32Array(finalIndices);
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} else {
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const indexBufferData = indexBuffer.data;
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for (let i = 0; i < finalIndicesLength; i++) {
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this.geometry.indexBuffer.data[i] = finalIndices[i];
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indexBufferData[i] = finalIndices[i];
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}
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}
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this.name = slotName;
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this.geometry.getBuffer("aVertexPosition").update();
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this.geometry.getBuffer("aTextureCoord").update();
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this.geometry.indexBuffer.update();
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textureCoord.update();
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vertexCoord.update();
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indexBuffer.update();
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}
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}
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