Richard Davey
0bf366a096
Update SpriteFXPipeline.js
2021-10-13 13:04:08 +01:00
Richard Davey
803d71469e
Fixed the vert and uv handling
2021-10-12 21:47:48 +01:00
Richard Davey
4f454a5701
Update WebGLPipeline.js
2021-10-12 21:47:39 +01:00
Richard Davey
3afc8b1a8e
Flip the verts
2021-10-12 21:47:33 +01:00
Richard Davey
2a473889dc
Update SpriteFXPipeline.js
2021-10-12 18:54:06 +01:00
Richard Davey
85c6c4be44
Swap frame support added and drawSprite method
2021-10-12 18:00:50 +01:00
Richard Davey
68c3fc4171
Fixed resizing. Set RTs in boot.
2021-10-12 16:09:53 +01:00
Richard Davey
6fe88aeee7
Refactored to use existing functions where possible
2021-10-12 13:32:39 +01:00
Richard Davey
9e9c9298eb
Much better renderTarget handling. Sprite now draws properly. Config handling done. Need to fix bindAndDraw
2021-10-12 01:03:45 +01:00
Richard Davey
53eb64b92b
Added isSpriteFX
property
2021-10-12 01:03:18 +01:00
Richard Davey
904ca9f7c4
Removed SpriteFX as you extend it, not instantiate it
2021-10-12 01:03:04 +01:00
Richard Davey
e9d85c57ee
Update SpriteFXPipeline.js
2021-10-11 18:49:17 +01:00
Richard Davey
7af3693fb5
Add SpriteFX Pipeline to const and default array
2021-10-11 18:49:13 +01:00
Richard Davey
038ffa7b77
Create SpriteFXPipeline.js
2021-10-11 18:06:42 +01:00
Richard Davey
fa25b9e254
Removed temp function
2021-10-11 18:06:35 +01:00
Richard Davey
5c88dd8593
Only need to set the width
2021-10-11 17:56:26 +01:00
Richard Davey
784f722b90
Remove, we'll handle this elsewhere
2021-10-11 17:56:11 +01:00
Richard Davey
e26eb49769
Update RenderTargetConfig.js
2021-10-11 17:04:20 +01:00
Richard Davey
d32badabf5
When defining the renderTargets
in a pipeline config, you can now set optional width
and height
properties, which will create a Render Target of that exact size, ignoring the scale
value (if also given).
2021-10-11 17:02:36 +01:00
Richard Davey
c1430f41dc
Testing FX padding
2021-10-11 15:10:57 +01:00
Richard Davey
bf02aaa7ee
Update WebGLTextureCompression.js
2021-10-06 18:48:04 +01:00
Richard Davey
01beb898b3
The WebGLRenderer.createTextureFromSource
method now accepts the CompressedTextureData
data objects and creates WebGL textures from them.
2021-10-06 18:47:35 +01:00
Richard Davey
234ba03b35
Update WebGLRenderer.js
2021-10-05 18:36:50 +01:00
Richard Davey
f376958ca1
Added getCompressedTextureName method
2021-10-05 18:30:17 +01:00
Richard Davey
7bdb9d672f
Added supportsCompressedTexture method
2021-10-05 17:04:44 +01:00
Richard Davey
5a941ed509
Expanded to support all formats
2021-10-05 16:48:51 +01:00
Richard Davey
573dd3a14d
Added getCompressedTextures method
2021-10-05 16:48:42 +01:00
Richard Davey
b968e46ee2
The Multi Pipeline now uses highp float
precision by default, instead of mediump
. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751 #5659 #5655
2021-09-28 15:56:54 +01:00
Richard Davey
6cd7d6ce79
The Camera will now emit PRE_RENDER
and POST_RENDER
events under the Canvas Renderer. Fix #5729
2021-09-28 15:39:47 +01:00
Richard Davey
47bbde0e4b
With roundPixels
set to true in the game or camera config, Sprites will no longer render at sub-pixel positions under CANVAS. Fix #5774
2021-09-28 15:34:46 +01:00
Richard Davey
0ab2534306
Update PipelineManager.js
2021-09-21 14:53:18 +01:00
samme
8c2b1a7e35
Fix snapshotCanvas
...
Fixes #5792
2021-07-28 10:29:15 -07:00
Richard Davey
78b9215e2f
Added the missing WebGLPipelineUniformsConfig
type def. Fix #5718 (thanks @PhaserEditor2D)
2021-05-26 15:38:51 +01:00
Richard Davey
3a6e82a042
The WebGLShader.set1fv
, set2fv
, set3fv
, set4fv
, set1iv
, set2iv
, set3iv
, set4iv
, setMatrix2fv
, setMatrix3fv
and setMatrix4fv
methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 17:24:03 +01:00
Benjamin Magalhaes
562a05a642
Remove unused WebGLPipelineUniformsConfig
2021-05-13 15:21:35 +02:00
Benjamin Magalhaes
aa97541c3f
Fix WebGLPipelineAttributeConfig documentation
2021-05-13 13:31:18 +02:00
Richard Davey
9879a1062e
Merged the Graphics Pipeline functions into the MultiPipeline
2021-04-16 18:18:42 +01:00
Vladislav Forsh
670a66c697
Improve types for WebGL texture compression support
...
(cherry picked from commit 5626acffec17c6b4d66c78b8e0aa52e5cfcd8478)
2021-04-13 13:19:24 +03:00
Richard Davey
e954547cf7
The PipelineManager.rebind
method will now flag all pipelines as glReset = true
, so they know to fully rebind the next time they are invoked.
2021-03-01 17:50:40 +00:00
Richard Davey
8d7519b84d
* WebGLPipeline.glReset
is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls to bind
to rebind
instead to restore the pipeline state.
...
The `WebGLPipeline.rebind` method now accepts an optional parameter `currentShader`. If provided it will set the current shader to be this after the pipeline reset is complete.
2021-03-01 17:50:39 +00:00
Richard Davey
a95c34ce92
WebGLRenderer.deleteTexture
will now run resetTextures(true)
first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.
2021-02-17 13:10:10 +00:00
Richard Davey
3deb6672aa
RenderTarget.resize
will now Math.floor
the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment
errors. Fix #5563
2021-02-16 12:32:55 +00:00
Richard Davey
dff17f52e8
The LightPipeline
now only calls batchSprite
, batchTexture
and batchTextureFrame
if the Scene Lights Manager is active. Fix #5522
2021-02-04 16:38:09 +00:00
Richard Davey
5176fcfacd
The Canvas Renderer will no longer run a fillRect
if clearBeforeRender
is false
in the Game Config.
2021-02-04 16:06:47 +00:00
Richard Davey
c5cbb413d2
You can now set the boolean preserveDrawingBuffer
in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to true
to retain them.
2021-02-04 15:58:41 +00:00
Richard Davey
a765b7edfc
WebGLRenderer.isTextureClean
is a new boolean property that tracks of all of the multi-textures are in a clean 'default' state, to avoid lots of gl texture binds and activations during a Scene restart or destruction process.
2021-01-04 15:49:39 +00:00
Richard Davey
e7aff5d0dc
Data type fix
2020-12-16 10:25:27 +00:00
Richard Davey
6912124780
Fixed docs
2020-12-15 16:05:34 +00:00
Richard Davey
67b3f812f8
JSDocs
2020-12-14 13:50:50 +00:00
Richard Davey
00ec07d67f
JSDoc update
2020-12-14 13:36:51 +00:00
Richard Davey
cbe1a3219a
JSDoc improvements
2020-12-14 13:33:42 +00:00
Richard Davey
675e83e539
Fix inverted RenderTexture snapshot. Fix #5445
2020-12-14 10:52:05 +00:00
Richard Davey
5a532da7bf
Disable scissor before clearing.
2020-12-14 09:08:28 +00:00
Richard Davey
166c333d13
Should rebind shaders too
2020-12-11 12:41:48 +00:00
Richard Davey
519afd031b
Fixed Camera Fade Effect check. Fix #5438
2020-12-11 11:29:16 +00:00
Richard Davey
69f4a6d8fb
Added getAspectRatio method
2020-12-11 11:05:20 +00:00
Richard Davey
e4be6dbc90
Fixed JSDocs and removed unused method
2020-12-11 10:33:53 +00:00
Richard Davey
11990bccb4
Added global projection matrix back and removed events
2020-12-11 10:26:15 +00:00
Richard Davey
0d67548343
Compare projection matrix with renderer
2020-12-11 10:24:47 +00:00
Richard Davey
8839007e0f
Update the projection matrix on bind
2020-12-11 10:24:27 +00:00
Richard Davey
dbae58368d
Removed event as no longer required
2020-12-11 10:24:15 +00:00
Richard Davey
27da1dfa4b
Clear just the color buffer
2020-12-11 10:24:05 +00:00
Richard Davey
7acbd816f3
Added new Projection Update event and respond to it
2020-12-10 18:07:25 +00:00
Richard Davey
4f5cedde03
Better method name. Reset once done.
2020-12-10 16:58:34 +00:00
Richard Davey
f1dbea4ead
beginCapture can accept dimensions. Reset scissor enables even if same size. Always set drawing height.
2020-12-10 16:55:00 +00:00
Richard Davey
21b968363c
Don't resize if already same size. Better binding handling.
2020-12-10 16:53:48 +00:00
Richard Davey
2be3b7aa59
Fixed typos
2020-12-10 16:53:26 +00:00
Richard Davey
197aa9df0f
Update WebGLRenderer.js
2020-12-09 15:55:02 +00:00
Richard Davey
edbef4a04a
Added eraseMode parameter
2020-12-09 15:54:56 +00:00
Richard Davey
16d4d11939
Final fixes to blitFrame
2020-12-09 15:20:09 +00:00
Richard Davey
1cb6d525be
New blitFrame working. Now to adjust when src > target height.
2020-12-09 14:08:24 +00:00
Richard Davey
daadb7d5b6
Fixed way in which custom vertices are defined in the config
2020-12-09 12:18:16 +00:00
Richard Davey
54e306fe3e
Added setProjectionMatrix and all of the new pipeline events
2020-12-08 17:38:19 +00:00
Richard Davey
5f279bf4a4
Added RenderTarget, begingCapture, endCapture, resetScissor and resetViewport
2020-12-08 17:37:59 +00:00
Richard Davey
f93c3ea05f
Added Pipeline events
2020-12-08 16:15:46 +00:00
Richard Davey
c2bce98532
Added copyFrameRect method
2020-12-08 16:15:06 +00:00
Richard Davey
d6d5c09552
The Shader
Game Object now supports being able to use a Render Texture as a sampler2D
texture on the shader. Fix #5423
2020-12-07 12:19:42 +00:00
Richard Davey
15a6f50d2c
Fixed functions not appearing in the namespace. Fix #5432
2020-12-07 10:11:47 +00:00
Richard Davey
0951a1d2ea
Fixed tint property. Fix #5433
2020-12-07 09:42:21 +00:00
Richard Davey
402e6d23b1
Testing making the pipeline responsible for setting the buffer to cut down on potential points of failure
2020-12-04 18:06:16 +00:00
Richard Davey
c6489cf730
Remove un-used shader
2020-12-04 15:29:55 +00:00
Richard Davey
08b304372c
Made the Render Events global, not WebGL specific and allowed Canvas Renderer to emit them too
2020-12-04 15:07:26 +00:00
Richard Davey
509fbcae44
Update PipelineManager.js
2020-12-04 13:40:32 +00:00
Richard Davey
e2ccfffd3b
Split up the classes to avoid plugin issues. Fix #5420
2020-12-04 13:04:48 +00:00
Richard Davey
dab806e371
Can use same matrix
2020-12-04 12:00:23 +00:00
Richard Davey
82c1ea87da
Reset the projection matrix to avoid cache by reference errors. Fix #5425
2020-12-03 14:31:45 +00:00
Richard Davey
3344fc12bf
Added resetUniform
method
2020-12-03 14:31:21 +00:00
Richard Davey
d2b8f0b7e4
Factor in Camera Zoom to radius
2020-12-03 12:52:12 +00:00
Richard Davey
4d7435f468
Update LightPipeline.js
2020-12-03 11:11:30 +00:00
Richard Davey
97d9cc6fb9
Create 1 shader per light count. Avoids all pointless iteration within the shaders
2020-12-03 10:16:00 +00:00
Richard Davey
8b6d03faaf
Fixed JSDoc
2020-12-03 10:15:25 +00:00
Richard Davey
39d45258de
Removed un-used properties and improved render function massively
2020-12-02 17:57:32 +00:00
Richard Davey
c10fb834e0
Fixed Tilemap Layer Light2D batch
2020-12-02 15:03:46 +00:00
Richard Davey
35146e72ed
Removed Light Layer and moved Point Light to its own Game Object
2020-12-02 13:48:38 +00:00
Richard Davey
6b1fda19e1
Use onActive
and reset textures, fixing all rendering issues
2020-12-02 13:15:16 +00:00
Richard Davey
2687be611a
Added on onActive
hook
2020-12-02 13:14:57 +00:00
Richard Davey
e41d5a0296
Tidying up the class
2020-12-02 11:45:38 +00:00
Richard Davey
e8a36a2477
Update WebGLPipelineUniformsConfig.js
2020-12-02 11:11:52 +00:00
Richard Davey
a694590945
Fixed for 3.50 Beta 12
2020-12-02 11:11:48 +00:00
Richard Davey
2d78642944
Pipelines now populate their own uniforms
2020-12-02 11:11:24 +00:00
Richard Davey
dd1757a288
Shaders will now automatically get all active uniforms and populate the uniforms object
2020-12-02 11:11:08 +00:00
Richard Davey
cbf15747c7
Set default size to 1
2020-12-01 17:24:16 +00:00
Richard Davey
079dbcc72f
Back to Normal Map only pipeline
2020-12-01 17:24:04 +00:00
Richard Davey
ea6a7d0f05
Install Point Light Pipeline (build flag?)
2020-12-01 17:23:33 +00:00
Richard Davey
05e046eb0e
Added Point Light Pipeline to the const
2020-12-01 17:23:18 +00:00
Richard Davey
496564e9d0
Create PointLightPipeline.js
2020-12-01 17:23:03 +00:00
Richard Davey
c8a8f59d69
New Point Light shader
2020-12-01 17:22:57 +00:00
Richard Davey
239e44b264
Improved docs
2020-11-30 16:13:03 +00:00
Richard Davey
23ad56862f
Enable use of 'active'
2020-11-30 14:21:00 +00:00
Richard Davey
e020898134
Update LightPipeline.js
2020-11-30 09:46:28 +00:00
Richard Davey
3149bb5dfa
JSDoc fix
2020-11-26 14:19:29 +00:00
Richard Davey
451656c54f
Use getXRound and getYRound
2020-11-26 11:39:08 +00:00
Richard Davey
c8cdf9fde2
Fixed Render Texture crop
2020-11-26 11:28:25 +00:00
Richard Davey
a0a32f45e5
Using a Bitmap Mask and a Blend Mode in WebGL would reset the blend mode when the mask was rendered, causing the Game Object to have no blend mode. Fix #5409
2020-11-26 10:14:13 +00:00
Richard Davey
681797ec9d
Fixed Canvas Renderer. Fix #5408
2020-11-26 10:04:51 +00:00
Richard Davey
0ee1338765
Better post pipeline call (less code)
2020-11-26 09:51:40 +00:00
Richard Davey
339b4fd3df
Added setTime method
2020-11-25 22:44:06 +00:00
Richard Davey
d0da33689b
Added bindTexture method
2020-11-24 16:01:25 +00:00
Richard Davey
9cc16720b8
Added bindRenderTarget
method.
2020-11-24 15:34:25 +00:00
Richard Davey
d2e2e86ef1
Updated accessor
2020-11-23 16:22:11 +00:00
Richard Davey
ec5da6930c
Added post pipeline support to all Game Objects
2020-11-23 16:17:13 +00:00
Richard Davey
28d925b875
JSDoc fixes
2020-11-23 15:06:45 +00:00
Richard Davey
3f511a73cd
Replace integer[] with number[]
2020-11-23 10:23:10 +00:00
Richard Davey
02c34cd64e
Replace integer with number
2020-11-23 10:22:13 +00:00
Richard Davey
5ca5a63038
Testing new Lights
2020-11-23 10:19:31 +00:00
Richard Davey
30c2eb5d0e
Ability to link Post Pipeline to owner object
2020-11-20 17:29:42 +00:00
Richard Davey
0b589564ea
JSDoc fixes
2020-11-20 16:37:53 +00:00
Richard Davey
afbbf2aee0
JSDoc fixes
2020-11-20 16:30:05 +00:00
Richard Davey
b64f2cc4d0
Added ability to skip post pipeline per object
2020-11-20 15:18:19 +00:00
Richard Davey
e7b85b08af
Fixed batchLight
2020-11-20 13:05:32 +00:00
Richard Davey
f941f5a9f9
Scissor fix
2020-11-20 11:10:37 +00:00
Richard Davey
87b96f60e8
Resize to match texture fbo
2020-11-19 23:04:10 +00:00
Richard Davey
a7e980f816
Adjust viewport
2020-11-19 18:07:26 +00:00
Richard Davey
e80ed9464a
Removed copy params
2020-11-19 16:40:42 +00:00
Richard Davey
775134ed3b
Added viewport and flush helpers
2020-11-19 16:40:19 +00:00
Richard Davey
6f6fbadfdd
Don't adjust viewport unless needed
2020-11-19 16:40:07 +00:00
Richard Davey
82ca007d1a
Added cropWidth
and cropHeight
parameters to batchTextureFrame
method
2020-11-19 11:37:38 +00:00
Richard Davey
782cb94e56
Updated Render Target constructor
2020-11-19 11:37:14 +00:00
Richard Davey
a03393a4de
Added auto resize, clear and default parameters
2020-11-19 11:36:58 +00:00
Richard Davey
916bfa78b2
Missing flush
2020-11-18 10:26:44 +00:00
Richard Davey
c4c849cff4
Reset Textures
2020-11-17 19:58:35 +00:00
Richard Davey
4903241ac9
No longer use setPost
.
2020-11-17 17:30:25 +00:00
Richard Davey
11e4fe6e14
Update PipelineManager.js
2020-11-17 17:15:32 +00:00
Richard Davey
e36a086e5d
Updated data types
2020-11-17 16:50:36 +00:00
Richard Davey
96be7f6e6d
Destroy Render Targets too
2020-11-17 16:19:48 +00:00
Richard Davey
842b984b46
Update CanvasRenderer.js
2020-11-17 16:19:14 +00:00
Richard Davey
60c7d8a2e9
New classes property, new event handling system and removed un-used methods
2020-11-17 14:10:06 +00:00
Richard Davey
2c88b8935b
Auto-boot and set isPostFX
2020-11-17 14:09:47 +00:00
Richard Davey
599213d211
New isPostFX property, listen to events and don't create projection matrix unless needed
2020-11-17 14:09:27 +00:00
Richard Davey
629eefb7d5
Now extends event emitter, new events and new isBooted property
2020-11-17 14:09:02 +00:00
Richard Davey
477cde3548
New WebGL Renderer events
2020-11-17 14:08:23 +00:00
Richard Davey
9cf67722ec
Don't forget to reset the viewport
2020-11-16 17:52:11 +00:00
Richard Davey
2008d3b880
Added popFBO parameters and setViewport parameter
2020-11-16 17:43:04 +00:00
Richard Davey
f5f20db048
Don't batch if no pipeline
2020-11-16 17:08:50 +00:00
Richard Davey
dbe57303ed
Defs update
2020-11-16 15:46:40 +00:00
Richard Davey
8c996b4697
Added setPost, isCurrentPost, removed setCameraPipeline
2020-11-16 15:46:34 +00:00
Richard Davey
c12b4cff3f
Swizzle RGB
2020-11-16 15:45:45 +00:00
Richard Davey
9cfa8f5039
Added option to clear bind target
2020-11-15 17:49:29 +00:00
Richard Davey
5062c97784
Added copyToGame method to finalise fbo to renderer
2020-11-15 17:32:37 +00:00
Richard Davey
ce0b9d94c5
Added option to clear frame before copy
2020-11-15 12:53:33 +00:00
Richard Davey
b82ae856b6
Update Single.vert
2020-11-14 17:58:09 +00:00
Richard Davey
314a0bbf4e
Added ability to bind and draw to a target.
2020-11-14 17:58:00 +00:00
Richard Davey
d87cf4e915
Always pop and reset!
2020-11-13 18:03:03 +00:00
Richard Davey
d07b2fc811
Lots more documentation added
2020-11-13 17:46:05 +00:00
Richard Davey
bbbb49f4b5
Handy references
2020-11-13 17:31:27 +00:00
Richard Davey
701ad1fa15
ColorMatrix alpha support and viewport setting
2020-11-13 17:31:17 +00:00
Richard Davey
7458031140
Updated shaders
2020-11-13 17:31:00 +00:00
Richard Davey
94836b1c88
Handle pre-mult alpha properly
2020-11-13 17:30:21 +00:00
Richard Davey
691b680e36
Added JSDocs and fixed boot sequence
2020-11-13 15:54:49 +00:00
Richard Davey
cf275b44d6
Added all JSDocs
2020-11-13 15:54:36 +00:00
Richard Davey
6a97fe6889
Lots of handy methods added and fixed vertices
2020-11-13 14:20:26 +00:00
Richard Davey
2d3248025a
Lots of tidying up, added blend methods
2020-11-13 14:20:07 +00:00
Richard Davey
cfce8062e6
Call the new camera methods
2020-11-13 14:19:55 +00:00
Richard Davey
985b614c65
Return the freshly bound fbo
2020-11-13 14:19:42 +00:00
Richard Davey
dbdac4f102
Better method names
2020-11-13 14:19:30 +00:00
Richard Davey
d7a0bddfcb
Handled in batchQuad method
2020-11-13 14:19:12 +00:00
Richard Davey
bddfd707fc
Added preBatchCamera and postBatchCamera and the rest of the Utility methods
2020-11-13 14:18:57 +00:00
Richard Davey
b019c6f889
Added onDraw
2020-11-12 18:10:07 +00:00
Richard Davey
53180cc748
Updated shaders
2020-11-12 18:09:54 +00:00
Richard Davey
724310f147
Removed draw method
2020-11-12 18:09:44 +00:00
Richard Davey
6dc07dad3e
Added ColorMatrix class and proper verts
2020-11-12 18:09:37 +00:00
Richard Davey
d50afad9e5
Testing new util methods
2020-11-12 18:09:21 +00:00
Richard Davey
a6ba0539de
Update PostFXPipeline.js
2020-11-11 17:47:24 +00:00
Richard Davey
c60b4f580c
Fixed draw mode, shader binding and testing new draw
2020-11-11 17:47:20 +00:00
Richard Davey
8ef9f36370
Fixed missing property
2020-11-11 17:46:58 +00:00
Richard Davey
9235b7a695
Add Utility Pipeline and copyFrames method
2020-11-11 17:46:44 +00:00
Richard Davey
1ff6b0dce5
Expose Utility Pipeline
2020-11-11 17:46:28 +00:00
Richard Davey
b9cc4bfb5b
Create UtilityPipeline.js
2020-11-11 17:46:03 +00:00
Richard Davey
752fccbf16
Added w/h, comment out draw for now
2020-11-11 17:45:58 +00:00
Richard Davey
741f5f4e27
Added outFragCoord
2020-11-11 17:45:43 +00:00
Richard Davey
c07283ceab
Tidy up shader code
2020-11-11 09:39:33 +00:00
Richard Davey
d677b57ee4
Added new utility shaders
2020-11-11 09:35:02 +00:00
Richard Davey
8e7171ca79
Use fbo stack and free-up callback hooks
2020-11-10 17:26:56 +00:00
Richard Davey
6d56ee01af
Update BitmapMask.frag
2020-11-10 17:26:33 +00:00
Richard Davey
7ba1b132ab
Added rebind function, to reset the shader attributes.
2020-11-10 15:50:51 +00:00
Richard Davey
6e115e4e04
Call rebind function
2020-11-10 15:50:30 +00:00
Richard Davey
47009779fb
Hard-code the topology
2020-11-10 15:50:17 +00:00
Richard Davey
84f6849ad6
Fixed Bitmap Mask
2020-11-10 14:33:28 +00:00
Richard Davey
7a5165c87b
Limit batch size to 1
2020-11-10 12:35:01 +00:00
Richard Davey
eda0ca8a75
Use GLenum value and limit batch size to 256
2020-11-10 12:34:53 +00:00
Richard Davey
fad0d331d7
Change to batchSize property
2020-11-10 12:34:35 +00:00
Richard Davey
86d1009e7b
Use batchSize and fixed shouldFlush so we take advantage of bufferData
2020-11-10 12:34:25 +00:00
Richard Davey
e7319907c7
PostFX Pipeline only needs a single quad
2020-11-10 11:59:28 +00:00
Richard Davey
ca52436340
Removed Camera Pipeline
2020-11-10 11:59:12 +00:00
Richard Davey
94d2889783
Moved setTexture2D
to pipeline class
2020-11-10 11:58:53 +00:00
Richard Davey
eee3feb667
Pass Game Object to batchQuad
2020-11-09 13:19:31 +00:00
Richard Davey
c5656fbd08
Make FLOAT the default type
2020-11-09 13:19:14 +00:00
Richard Davey
cb7a998ea0
Added onBatch support
2020-11-09 12:17:45 +00:00
Richard Davey
88809647a6
Expose outFragCoord
2020-11-06 17:22:17 +00:00
Richard Davey
abe97b18fd
Remove drawFillRect and no batchTexture post fx
2020-11-06 17:22:05 +00:00
Richard Davey
92eca8d3d2
Use the new Camera post pipeline feature
2020-11-06 15:35:29 +00:00
Richard Davey
167f50f28f
Added new PostFX Pipeline to extend from
2020-11-06 15:35:05 +00:00
Richard Davey
4c7d81731b
Added minFilter support
2020-11-06 12:25:03 +00:00
Richard Davey
3dbbc9caee
Update RenderTargetConfig.js
2020-11-06 12:24:52 +00:00
Richard Davey
a62577ee77
Added minFilter support and better docs
2020-11-06 12:24:46 +00:00
Richard Davey
554e9214e0
Smaller error
2020-11-06 11:46:06 +00:00
Richard Davey
11b92b83e7
Supports new RenderTarget instances
2020-11-06 11:42:52 +00:00
Richard Davey
f914a073f3
New RenderTarget class to handle multiple targets per pipeline
2020-11-06 11:42:39 +00:00
Richard Davey
6e90d8ed59
Corrected docs and resetTextures
2020-11-06 11:42:25 +00:00
Richard Davey
18f32331fb
Expose Render Target and WebGLShader
2020-11-06 10:59:57 +00:00
Richard Davey
a06edadba2
Update WebGLPipelineConfig.js
2020-11-06 10:59:47 +00:00
Richard Davey
a8b02cfb28
Create RenderTargetConfig.js
2020-11-06 10:59:41 +00:00
Richard Davey
ff23ca57cb
Use new fbo stack
2020-11-06 10:19:34 +00:00
Richard Davey
02bde43772
Added fboStack, pushFramebuffer, popFramebuffer and resetTextures parameter
2020-11-06 10:19:26 +00:00
Richard Davey
d3c70002ea
Removed use of _tempMatrix
from all renderers
2020-11-06 09:44:29 +00:00
Richard Davey
701b899511
Update MultiPipeline.js
2020-11-05 18:05:58 +00:00
Richard Davey
18d2de8f1c
Update SinglePipeline.js
2020-11-05 18:05:49 +00:00
Richard Davey
1a3a7d1151
Update WebGLPipeline.js
2020-11-05 18:05:19 +00:00
Richard Davey
883402da8a
Added forceZero method and used it
2020-11-05 10:50:40 +00:00
Richard Davey
3696f73674
Guard against missing shaders.
2020-11-05 10:08:41 +00:00
Richard Davey
60e6eff81c
Don't .replace
non-strings.
2020-11-05 10:08:21 +00:00
Richard Davey
e9efc5e8f2
Invokes pre and post batch functions.
2020-11-04 18:02:22 +00:00
Richard Davey
4287181b2b
Added manager, target auto clear, clearTarget and lots of new hooks for handlers, plus post bind and post flush support.
2020-11-04 18:02:11 +00:00
Richard Davey
f94e7b4f75
Set dimensions before resizing. Validate gl objects before deleting them.
2020-11-04 18:01:39 +00:00
Richard Davey
d6496c86cf
Added JSDocs
2020-11-04 18:01:20 +00:00
Richard Davey
305106bebe
Correct sampler ID
2020-11-04 18:01:11 +00:00
Richard Davey
34f3ae9755
Removed stack and lock support
2020-11-04 18:01:01 +00:00
Richard Davey
4747d204ca
Added unbind method and handling for post-fx
2020-11-03 18:05:10 +00:00
Richard Davey
e72a3b27e4
Call new unbind method
2020-11-03 18:04:57 +00:00
Richard Davey
ebe5ba1a0a
New attributes, removed un-used properties, fixed JSDocs
2020-11-03 11:32:05 +00:00
Richard Davey
93948f5b29
JSDocs fixes
2020-11-03 11:31:52 +00:00
Richard Davey
f4b95ab2c3
New simplified Graphics shaders
2020-11-03 11:31:32 +00:00
Richard Davey
10673da96b
Graphics is as Graphics does
2020-11-02 22:39:30 +00:00
Richard Davey
9e1b8c4b2f
Don't look-up properties from uniforms that aren't cached
2020-11-02 22:39:20 +00:00
Richard Davey
d05afa988f
Added batchVert method to help make customization easier
2020-11-02 22:39:08 +00:00
Richard Davey
3caa51a938
Update GraphicsPipeline.js
2020-11-02 16:20:16 +00:00
Richard Davey
a5ae67e1a6
Added Camera Pipeline
2020-10-30 17:55:56 +00:00
Richard Davey
4c3a5223fe
Added onFlush and onPostFlush
2020-10-30 17:55:36 +00:00
Richard Davey
ca4168e5d0
New Camera Pipeline, better boot handling, tidied up docs
2020-10-30 17:50:58 +00:00
Richard Davey
52d8140b4f
New onResize callback and better matrix handling
2020-10-30 17:50:38 +00:00
Richard Davey
5dbec83a8b
Using new Camera Pipeline (renderTexture todo)
2020-10-30 17:50:19 +00:00
Richard Davey
b73067a7a7
Implemented full uniform caching and setting handling. So much faster!
2020-10-30 17:50:06 +00:00
Richard Davey
4e7e5629d2
You can forceZero via the config now
2020-10-30 17:49:39 +00:00
Richard Davey
0a006e4c20
Tidied up parameters
2020-10-29 17:22:57 +00:00
Richard Davey
ebf7b19062
Removed unused code
2020-10-29 17:22:47 +00:00
Richard Davey
d39968e0a1
Parameter not needed
2020-10-29 17:22:39 +00:00
Richard Davey
6353496751
Added the ability for a pipeline to be locked or unlocked
2020-10-29 17:22:29 +00:00
Richard Davey
c9d56f5f1d
Removed unused matrices and method
2020-10-29 14:41:22 +00:00
Richard Davey
9a0f33d24c
Cause a full bind on first set
2020-10-29 14:41:04 +00:00
Richard Davey
4b48baea79
Removed all of the uniform code
2020-10-29 14:40:49 +00:00
Richard Davey
4badd54160
Added resetProgram and changed return values
2020-10-29 14:40:33 +00:00
Richard Davey
024f13f2ba
No longer use uViewMatrix or uModelMatrix
2020-10-29 14:37:52 +00:00
Richard Davey
b74351a87d
Update WebGLPipeline.js
2020-10-29 08:22:38 +00:00
Richard Davey
9e4141e18b
Pass the Game Object
2020-10-28 18:13:34 +00:00
Richard Davey
b1b44cd7f0
onBoot and setShader methods
2020-10-28 18:13:27 +00:00
Richard Davey
e1452b9ce7
Update WebGLShader.js
2020-10-28 17:40:21 +00:00
Richard Davey
48c0ba26c2
Better flush handling
2020-10-28 17:40:06 +00:00
Richard Davey
c5b538afcd
Added the new Graphics Pipeline
2020-10-28 17:39:54 +00:00
Richard Davey
d6ecea8d4d
Use the new attributes format
2020-10-28 17:39:31 +00:00
Richard Davey
92c365a881
Removed all Graphics methods and related properties.
2020-10-28 16:53:31 +00:00
Richard Davey
8c6e67ecfc
Added attributes and other shader specific properties and methods
2020-10-28 16:15:56 +00:00
Richard Davey
e52def85be
All vertex values now set during boot, after shaders are created. Added batchQuad/Tri methods.
2020-10-28 16:15:35 +00:00
Richard Davey
389b480777
Using new easier attribute config + moved some methods to WebGLPipeline
2020-10-28 16:15:09 +00:00
Richard Davey
15d8eabf17
Single pipeline updated so it can easily extend Multi now
2020-10-28 16:14:42 +00:00
Richard Davey
93b1775aaa
Added new WebGL consts for easier shader configs
2020-10-28 16:14:05 +00:00
Richard Davey
9aeb765696
Updated type defs
2020-10-28 16:13:46 +00:00
Richard Davey
120f2c87cb
The WebGL.Utils.getComponentCount
function has been removed as this is no longer required internally.
2020-10-28 16:13:29 +00:00
Richard Davey
88d2ecd760
Pipeline passes attributes off to Shader. Also fixed multi-shader setup.
2020-10-27 18:06:45 +00:00
Richard Davey
39c77f431f
Flush here, rather than in renderer
2020-10-27 18:06:28 +00:00
Richard Davey
a5d6016e64
Move sequence so the renderer is clean
2020-10-27 18:06:13 +00:00
Richard Davey
f42f0ce0d6
Shader needs attributes
2020-10-27 18:06:00 +00:00
Richard Davey
7b5d6076b2
Added max size value
2020-10-27 14:41:43 +00:00
Richard Davey
f50560eba8
The WebGLRenderer.getMaxTextures
method has been removed. This is no longer needed as you can use the WebGLRenderer.maxTextures
property instead.
2020-10-27 14:36:43 +00:00
Richard Davey
93b569c5ca
Look-up based on string or instance
2020-10-27 14:05:48 +00:00
Richard Davey
59a215d643
* Types.Core.PipelineConfig
is a new configuration object that you can set in the Game Config under the pipeline
property. It allows you to define custom WebGL pipelines as part of the Game Config, so they're automatically installed and ready for use by all Scenes in your game. You can either set the pipeline
object, or set it under the render
sub-config.
2020-10-27 13:44:58 +00:00
Richard Davey
98b4319436
Bind needs to return this
2020-10-27 12:26:01 +00:00
Richard Davey
4ebdc637a9
Tidied up method flow
2020-10-27 12:25:53 +00:00
Richard Davey
d2c025e38a
Added target fbo and all of the shader setters back in
2020-10-27 12:25:42 +00:00
Richard Davey
2b3863272e
Removed 'nativeTextures' and added new reset parameter
...
* The `WebGLRenderer.nativeTextures` array has been removed and any WebGLTextures created by the renderer are no longer stored within it. All WebGLTexture instances are stored in the `TextureSource` objects anyway, or by local classes such as RenderTexture, so there was no need to have another array taking up memroy.
* The `WebGLRenderer.deleteTexture` method has a new optional boolean parameter `reset` which allows you to control if the `WebGLRenderer.resetTextures` method is called, or not, after the texture is deleted.
2020-10-27 11:38:21 +00:00
Richard Davey
efbc256a1f
Added target fbo
2020-10-26 17:13:24 +00:00
Richard Davey
3c7062ca6a
Common strings.
2020-10-26 17:00:23 +00:00
Richard Davey
bc34d01535
Update WebGLPipeline.js
2020-10-26 15:19:21 +00:00
Richard Davey
1e80f53f1d
Better docs
2020-10-26 15:00:25 +00:00
Richard Davey
7c929e52bc
Finished method docs and added clone
2020-10-26 15:00:17 +00:00
Richard Davey
ec4751ddc6
Finished all method docs
2020-10-26 15:00:07 +00:00
Richard Davey
55cbda85b8
Removed debug code
2020-10-26 14:24:15 +00:00
Richard Davey
f87bd7d384
Removed all of the shader setters. This should be done via the WebGLShader class now.
2020-10-26 14:24:06 +00:00
Richard Davey
fba97afcb6
Update dirty uniforms
2020-10-26 14:05:49 +00:00
Richard Davey
f32b4c7ecd
Fixed config setter and added mvp matrices
2020-10-26 14:05:39 +00:00
Richard Davey
1e8b1cc583
Removed ProjectOrtho and optimized setters
2020-10-26 14:05:26 +00:00
Richard Davey
7ad02d6c0d
Removed mvp component
2020-10-26 14:05:07 +00:00
Richard Davey
14e90c60d8
Don't resize to zero dimensions and run proper compare
2020-10-26 14:04:45 +00:00
Richard Davey
291f588110
Removed the mvp component. Pipelines no longer need this.
2020-10-26 14:04:01 +00:00
Richard Davey
8c85887479
Removed all of the mvp functions as they're no longer needed
2020-10-26 14:03:18 +00:00
Richard Davey
0b3011add3
Update PointLight-frag.js
2020-10-21 18:15:34 +01:00
Richard Davey
272727459f
Use new shader property
2020-10-21 18:15:28 +01:00
Richard Davey
9531124903
Typo fix
2020-10-21 18:15:19 +01:00
Richard Davey
da47c776fa
New shader class to allow one pipeline to set multiple shaders
2020-10-21 18:15:13 +01:00
Richard Davey
180b29be98
The pipeline can now handle multiple shaders all sharing the same attributes
2020-10-21 18:15:02 +01:00
Richard Davey
c730272ba7
Updated the configs to handle multiple shaders
2020-10-21 18:12:40 +01:00
Richard Davey
4b1c5c1a0b
Improved docs
2020-10-21 11:30:49 +01:00
Richard Davey
7ffa615831
The WebGLPipeline.flushLocked
property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set.
2020-10-21 11:19:12 +01:00
Richard Davey
75f857b645
Update WebGLRenderer.js
2020-10-16 14:11:21 +01:00
Richard Davey
e50339b144
Updated to use new filtered children list
2020-10-16 14:11:15 +01:00
Richard Davey
d35ff331b2
Now takes a pre-filtered list of children to render
2020-10-16 11:36:00 +01:00
Richard Davey
675eec8103
Better attenuation
2020-10-14 15:16:35 +01:00
Richard Davey
cc167e158f
Much better effect from the light shader
2020-10-14 11:57:58 +01:00
Richard Davey
d3d0c71fe4
Fixed shader for clip-space
2020-10-13 22:34:26 +01:00
Richard Davey
b1a5ce7f55
Testing new batched lights
2020-10-13 18:17:30 +01:00
Richard Davey
8708255948
Removed Layer3D Game Object and old MeshPipeline
2020-10-13 10:56:21 +01:00
Richard Davey
dda4431366
Merged the Layer3D Game Object and pipeline back in for now
2020-10-07 17:44:36 +01:00
Richard Davey
706d02873a
Fixed issue with camera flash/fade not working
2020-10-05 13:44:29 +01:00
Richard Davey
468b1ba255
Added 2nd conditional back
2020-10-05 13:43:54 +01:00
Richard Davey
c3c35322c4
Merge pull request #4992 from svipal/master
...
Preliminary PR for isometric support
2020-10-02 09:42:47 +01:00
Richard Davey
6bc858e332
Moved out OBJFile and updated PipelineManager
2020-10-01 18:00:02 +01:00
Richard Davey
3baecb19d4
Moved old mesh pipeline and code into own folder
2020-10-01 17:56:49 +01:00
Richard Davey
2d43561e1a
WebGLRenderer.vaoExtension
is a new property that holds a reference to the Vertex Array Object WebGL Extension, if supported by the browser.
2020-10-01 13:48:27 +01:00
Richard Davey
d8992ccf9d
WebGLRenderer.instancedArraysExtension
is a new property that holds the WebGL Extension for instanced array drawing, if supported by the browser.
2020-10-01 10:57:13 +01:00
Richard Davey
8119ce7da1
Fixed use of old camera private properties
2020-09-29 16:44:11 +01:00
Richard Davey
aa3544310c
When taking a snapshot
in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the WebGLSnapshot
function. Fix #4956
2020-09-24 10:32:47 +01:00
Richard Davey
4748c7c7fc
WebGLRenderer.defaultScissor
is a new property that holds the default scissor dimensions for the renderer. This is modified during resize
and avoids continuous array generation in the preRender
loop.
2020-09-24 09:26:41 +01:00
Richard Davey
e004fa47fc
Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.
. It now renders as expected. Fix #4675
2020-09-23 18:10:12 +01:00
Richard Davey
232f8e0ebc
Updated to use new uniforms and fixed renderWebGL
parameters
2020-09-23 17:55:03 +01:00
Richard Davey
e2d775e083
Remove duplicate code
2020-09-23 12:06:22 +01:00
Richard Davey
b350ebddcc
Removed duplicate code.
2020-09-23 11:42:14 +01:00
Richard Davey
183e68580f
Fixed dirty flag reset
2020-09-22 11:45:49 +01:00
Richard Davey
bd25dbc355
Added per-model cull mode
2020-09-22 11:39:26 +01:00
Richard Davey
0410c9f5aa
Updated JSDocs
2020-09-22 11:33:40 +01:00
Richard Davey
afe765a2cf
Fix component properties
2020-09-21 18:24:12 +01:00
Richard Davey
d86cde525a
Remove console.log
2020-09-21 18:23:48 +01:00
Richard Davey
d33c69b65c
Updated the shaders
2020-09-21 18:23:41 +01:00
Richard Davey
893453f840
New uniforms handler, new cache and dirty checks
2020-09-21 15:57:38 +01:00
Richard Davey
4549fb4320
Updated type defs
2020-09-21 14:05:51 +01:00
Richard Davey
f2f3aea79a
Shorter errors
2020-09-21 14:05:38 +01:00
Richard Davey
9bb510be0c
Now caches uniform locations and added all of the new set1f
etc uniform methods
2020-09-21 14:05:30 +01:00
Richard Davey
56caeb126f
Renders whole buffer in a single draw with no vertex iteration
2020-09-21 00:17:14 +01:00
Richard Davey
1d2a8bc58f
Added fog to shader
2020-09-21 00:16:43 +01:00
svipal
030a9489cd
Merge pull request #9 from photonstorm/master
...
Final master pull hopefully
2020-09-19 11:01:04 +02:00
Svipal
299f83c13d
fixed conflicts
2020-09-19 10:56:05 +02:00
Richard Davey
307cbe130f
New Mesh Shader
2020-09-18 17:51:23 +01:00
Richard Davey
9a1b252a11
Use shouldFlush
2020-09-18 17:50:57 +01:00
Richard Davey
0013db3747
Created new Mesh Pipeline
2020-09-18 17:50:20 +01:00
Richard Davey
74f35acad1
Better docs
2020-09-18 16:38:26 +01:00
svipal
79fe9abc6e
finished updating culling system
2020-09-18 17:16:52 +02:00
Richard Davey
5e5b8c0938
The WebGLPipeline.shouldFlush
method now accepts an optional parameter amount
. If given, it will return true
if when the amount is added to the vertex count it will exceed the vertex capacity. The Multi Pipeline has been updated to now use this method instead of performing the comparison multiple times itself.
2020-09-15 11:54:12 +01:00
Richard Davey
6a966e3f3b
Removed interpolationPercentage
parameter from all render methods, as it has never been used.
2020-09-14 15:33:58 +01:00
Richard Davey
3fa0070e50
Now uses white texture and tintEffect mode 1
2020-09-14 15:03:04 +01:00
Richard Davey
81800e0ce2
WebGLRenderer.whiteTexture
is a new property that is a reference to a pure white 4x4 texture that is created during Boot by the Texture Manager. The Multi Pipeline uses this internally for all Graphic, Shape and fill rendering.
2020-09-14 14:44:29 +01:00
Richard Davey
4ade25fc79
No longer read private values for tint
...
The `Multi Pipeline`, `Bitmap Text`, `Render Texture`, `Text`, `TileSprite` and `Camera` now all read the tint values from the public properties instead of the private `_tintTL` etc ones. They also now set the `tintEffect` value directly from the `tintFill` property, removing another conditional check.
2020-09-14 11:05:09 +01:00
Richard Davey
75c5f11aee
Updated shader source RGB to BGR and removed if-else block
...
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they now read the color value as `outTint.bgr` instead of `outTint.rgb`. This allows the colors to remain in RGB order within the Tint component.
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they no longer have a 3-way check on the `outTintEffect` value.
2020-09-14 11:02:02 +01:00
Richard Davey
ea0abc4f69
Tidy up the formatting
2020-09-14 09:44:17 +01:00
Richard Davey
e4b1093e72
The WebGLRenderer.resize
and onResize
methods no longer receives or uses the resolution
parameter.
2020-09-12 11:58:08 +01:00
Richard Davey
67e49b515c
The PipelineManager.resize
method along with WebGLPipeline.resize
and anything else that extends them no longer receives or uses the resolution
parameter.
2020-09-12 11:57:16 +01:00
Richard Davey
37a9261ac4
The CanvasRenderer
no longer reads or uses the Game Config resolution property.
2020-09-12 11:56:11 +01:00
Emil Schnedler Vad
e1106a0112
Says webglRender but it is in PipelineManager
2020-09-11 18:44:11 +02:00
Richard Davey
205552d69c
Fix namespaces. Fix #5289
2020-09-10 17:04:56 +01:00
Richard Davey
296dafebf5
No need for gl ref
2020-09-09 13:33:25 +01:00
Richard Davey
da4c387d86
Reference fixes
2020-09-09 13:21:38 +01:00
Richard Davey
6734932a32
Update PipelineManager.js
2020-09-09 13:09:25 +01:00
Richard Davey
7e840b2670
Removed all of the pipeline methods and added the Pipeline Manager instance
2020-09-09 13:05:18 +01:00
Richard Davey
52c2312455
Update PipelineManager.js
2020-09-09 13:05:18 +01:00
Richard Davey
7765016caa
Pipeline constants so we can avoid using strings elsewhere
2020-09-09 13:05:17 +01:00
Richard Davey
d3e82f2d76
The new Pipeline Manager class
2020-09-09 13:05:17 +01:00
Richard Davey
dc99fd03aa
Don't create if vertices already provided. Fix #5280
2020-09-07 16:03:36 +01:00
Richard Davey
5224985e7f
Update BitmapMaskPipeline.js
2020-09-07 16:03:18 +01:00
Richard Davey
d92195a8b8
Default rotation as well
2020-09-02 22:55:51 +01:00
Richard Davey
1562525a51
When using Camera.setRenderToTexture
its zoom
value would be applied twice. Fix #4221
2020-09-02 22:50:27 +01:00
Richard Davey
6aef37572d
WebGLRenderer.previousPipeline
is a new property that is set during a call to clearPipeline
and used during calls to rebindPipeline
, allowing the renderer to rebind any previous pipeline, not just the Multi Pipeline.
...
The `WebGLRenderer.rebindPipeline` method has been changed slightly. Previously, you had to specify the `pipelineInstance`, but this is now optional. If you don't, it will use the new `previousPipeline` property instead. If not set, or none given, it will now return without throwing gl errors as well.
2020-09-01 13:05:31 +01:00
Richard Davey
809b8a41d9
The WebGLRenderer.updateCanvasTexture
method will now set gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL
to true, which should stop issues where you update a Text Game Object, having added a Render Texture or Spine Game Object to the Scene after it, which switches the PMA setting. Fix #5064
2020-08-26 00:19:19 +01:00
Richard Davey
791704febe
WebGLRenderer.finalType
is a new boolean property that signifies if the current Game Object being rendered is the final one in the list.
2020-08-25 18:24:42 +01:00
Richard Davey
de0133e3cc
Spine Game Objects can now be rendered to Render Textures. Fix #5184
2020-08-25 14:11:37 +01:00
Richard Davey
ca99c4564f
Added reset
property to Bind to get new vertex attrib locations
2020-08-25 13:24:56 +01:00
Richard Davey
7d1ad38b4a
Updated shader names
2020-08-25 13:23:59 +01:00
Richard Davey
0cd4d0fc54
Update WebGLRenderer.js
2020-08-21 16:23:04 +01:00
Richard Davey
9a1dc640f8
Fix gl access
2020-08-21 16:17:29 +01:00
Richard Davey
0dd07333af
Updated to use MultiPipeline
2020-08-21 16:14:59 +01:00
Richard Davey
5c39254f36
Testing new config approach
2020-08-21 16:04:26 +01:00
Richard Davey
209b39b38c
New pipeline names and single texture flag
2020-08-21 16:03:29 +01:00
Richard Davey
468c03dfe5
Much better docs and handling of config values
2020-08-21 16:03:07 +01:00
Richard Davey
4b4af50ca9
Quicker return
2020-08-21 16:02:43 +01:00
Richard Davey
37fdde7911
New typedefs for pipeline configs
2020-08-21 16:02:30 +01:00
Richard Davey
600385ac29
A brand new pipeline for single-texture custom pipelines
2020-08-21 16:01:53 +01:00
Richard Davey
57040554ef
Renamed the pipelines to make them less ambiguous and sorted out lots of config properties
2020-08-21 16:01:39 +01:00
Richard Davey
8f5ee5391f
Removed redundant consts
2020-08-21 15:59:41 +01:00
Richard Davey
6435772646
Shaders renamed to match new pipeline names
2020-08-21 15:41:12 +01:00
Richard Davey
14ad202adc
Use new Utils function
2020-08-21 09:44:52 +01:00
Richard Davey
8edbbb2e2d
Renderer.WebGL.Utils.parseFragmentShaderMaxTextures
is a new function that will take fragment shader source and search it for %count%
and %forloop%
declarations, replacing them with the required GLSL for multi-texture support, returning the modified source.
2020-08-21 09:44:43 +01:00
Richard Davey
84ef02743b
The WebGL Renderer will now add the pipelines during the boot
method, instead of init
.
2020-08-20 10:48:30 +01:00
Richard Davey
e3142f313f
WebGLPipeline.hasBooted
is a new boolean property that tracks if the pipeline has been booted or not, which is now far more important in 3.5 than in previous versions. This is checked in the WebGLRenderer.addPipeline
method, and if not set, the pipeline is booted. Fix #5251 #5255
2020-08-20 10:47:21 +01:00
Richard Davey
75da5b2f22
Reset all textures on rebind, which is what Externs need when finishing
2020-08-06 17:06:26 +01:00