Commit graph

74 commits

Author SHA1 Message Date
Felipe Alfonso
ba280c7517 BitmapMask and GeometryMask are rendering correctly 2018-01-25 15:43:19 -03:00
Felipe Alfonso
bd8e9b2003 Static Tilemap Layer rendering 2018-01-25 02:26:14 -03:00
Felipe Alfonso
80d9ef42b3 ParticleEmitterManager webgl rendering added 2018-01-24 22:10:30 -03:00
Felipe Alfonso
42482ecb26 TileSprite webgl rendering 2018-01-24 21:15:51 -03:00
Felipe Alfonso
06fa0afcc8 Dynamic Bitmap Text webgl rendering 2018-01-24 15:55:23 -03:00
Felipe Alfonso
326bdd5204 Fixed camera effects 2018-01-24 00:57:33 -03:00
Felipe Alfonso
12a1ef34f4 Fixed pipeline binding 2018-01-24 00:08:14 -03:00
Felipe Alfonso
5170784338 Graphics WebGL Rendering 2018-01-24 00:03:43 -03:00
Felipe Alfonso
99d850346f Text rendering added 2018-01-23 21:40:20 -03:00
Felipe Alfonso
502ce8ddea Static BitmapText rendering. Added rect culling to TextureTintPipeline 2018-01-23 20:36:49 -03:00
Felipe Alfonso
070d946dca Mesh and Sprite rendering 2018-01-23 16:29:47 -03:00
Felipe Alfonso
822fc052ee Sprite batching 2018-01-23 13:38:58 -03:00
Felipe Alfonso
0f0b422fd7 FlatTint Pipeline progress 2018-01-22 19:51:15 -03:00
Felipe Alfonso
a171968558 WebGLRenderer render function update 2018-01-22 18:37:47 -03:00
Felipe Alfonso
961f00ac11 BlitterPipeline added 2018-01-22 18:21:47 -03:00
Felipe Alfonso
31be6fa51d WebGLRenderer cleanup 2018-01-20 01:05:56 -03:00
Felipe Alfonso
1da31fb2a5 WebGLRenderer resource creation 2018-01-19 21:37:52 -03:00
Felipe Alfonso
cfe07706e6 Cleaning up WebGLRenderer 2018-01-17 18:25:43 -03:00
Felipe Alfonso
fd4f441146 DynamicBitmapText WebGL renderer updated 2018-01-16 16:32:27 -03:00
Felipe Alfonso
8bb9b1309f SpriteBatch pipeline re-implementation 2018-01-12 21:13:41 -03:00
Felipe Alfonso
54274b782a BlitterBatch pipeline working 2018-01-10 17:03:01 -03:00
Richard Davey
d8f1ba03e9 Moved repository location 2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f Splitting the dev branch up into versions. 2016-11-22 01:36:56 +00:00
Richard Davey
7a155f66fe Added Tilemap back in and tested with Blitter object, and it works really fast. 2016-11-15 03:11:21 +00:00
photonstorm
aac31f6858 FBOs are bound to parents. 2016-11-10 17:05:04 +00:00
Richard Davey
48f90fec34 Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object. 2016-11-08 01:50:57 +00:00
Richard Davey
f2cb384da0 State indexing added. 2016-11-06 13:59:48 +00:00
Richard Davey
d568d2bede Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess. 2016-11-06 12:18:08 +00:00
Richard Davey
893d35ea89 Multiple States now rendering together, with their own systems and managers :) 2016-11-04 03:09:48 +00:00
Richard Davey
2326b331f1 States now have their own FBO (under WebGL) which the renderer uses. 2016-11-04 02:24:49 +00:00
Richard Davey
a366ef8f3c New State Manager up and running. 2016-11-04 02:08:17 +00:00
Richard Davey
16e687cb2a Fixed issue with FBO leaving no bound texture on unit zero. 2016-11-03 21:50:14 +00:00
Richard Davey
e0c6a0c470 Using createEmptyTexture again. 2016-11-03 21:06:14 +00:00
photonstorm
57e12415cc Removing test code. 2016-11-03 17:25:14 +00:00
photonstorm
a86b02d55a Finally! Fixed the multi texture + FBO pipeline. 2016-11-03 17:19:16 +00:00
photonstorm
a3d9cf9b6d Tiny Batch! 2016-11-03 13:47:37 +00:00
Richard Davey
def3a93b5f Trying to debug fbo + multi-texture 'cannot draw to same texture' issue. 2016-11-03 05:10:50 +00:00
Richard Davey
106a55e642 Lots of tidying up. Renamed properties, removed loads of stuff no longer needed in the main class. 2016-11-03 04:22:07 +00:00
Richard Davey
8439cf0c15 Added QuadFBO class, which encapsulates the whole frame buffer + quad + shader flow. Exposed quad dimensions and position via setters, allowing you to place the FBO anywhere when it renders. 2016-11-03 04:04:34 +00:00
Richard Davey
6e70669e28 Added getVerticesFromRect so the fbo is calculated from pixel values. 2016-11-03 02:50:52 +00:00
Richard Davey
8603374316 More docs. 2016-11-03 02:07:15 +00:00
Richard Davey
0b070822d3 Updated the FBO quad to use a vec2 for position instead, cutting down on vert data a little. Also removed array length look-ups and hard coded values in. 2016-11-03 01:51:31 +00:00
Richard Davey
e2b7e54c5f Testing twirl shader :) 2016-11-02 01:47:59 +00:00
Richard Davey
b5faa8843d Finally, FBO for main renderer working! 2016-11-02 01:22:27 +00:00
Richard Davey
4b0c028200 Adding FBO support. 2016-11-02 01:00:56 +00:00
Richard Davey
03b651f79f Loads of tweaks re: Transform inheritance. 2016-11-01 00:31:45 +00:00
Richard Davey
7477599005 Refactored ImageBatch into the more accurately named SingleTextureBatch. 2016-10-31 19:44:46 +00:00
Richard Davey
bd80999b33 Refined the Image and WebGL Renderers. 2016-10-30 22:58:14 +00:00
Richard Davey
577b81580a New batch system working. 2016-10-30 14:57:38 +00:00
photonstorm
863efde5ed Getting ready to move the shaders out. 2016-10-28 18:35:23 +01:00