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
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
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
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
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
Richard Davey
4baa0522b9
Bumping to 3.50
2020-07-31 13:41:29 +01:00
Richard Davey
bf4c475e85
Floor drawFillRect values
2020-07-30 18:10:23 +01:00
Richard Davey
86f35ef9cf
Updated docs
2020-07-23 17:35:47 +01:00
Richard Davey
c31a9ad4e5
WebGLRenderer.unbindTextures
is a new method that will activate and then null bind all WebGL textures.
2020-07-23 16:24:44 +01:00
Richard Davey
27426dd0b6
Testing RenderTextures (currently broken, will fix next week)
2020-07-17 18:08:39 +01:00
Richard Davey
8210700124
Enable the pipelines again
2020-07-17 17:04:49 +01:00
Richard Davey
491ca62373
The TextureTintStripPipeline
now extends TextureTintPipeline
and just changes the topolgy, vastly reducing the filesize.
2020-07-17 17:04:40 +01:00
Richard Davey
8d976d6ed5
WebGLRenderer.textureFlush
is a new property that keeps track of the total texture flushes per frame.
2020-07-17 16:36:18 +01:00
Richard Davey
8bb49332a9
Always set rotation
2020-07-17 13:55:50 +01:00
Richard Davey
d11a16deaa
Added forceZero
and setAttribPointers
...
`WebGLPipeline.forceZero` is a new property that informs Game Objects if the pipeline requires a zero bound texture unit.
* `WebGLPipeline.setAttribPointers` is a new method that will set the vertex attribute pointers for the pipeline.
2020-07-17 13:55:39 +01:00
Richard Davey
fea1ade5b7
Update WebGLRenderer.js
2020-07-16 16:59:45 +01:00
Richard Davey
12fc51e2e2
If normal map set, advance the current active texture
2020-07-16 16:17:16 +01:00
Richard Davey
3dd6d8a1a4
Remove forceZero and added textureUnit
2020-07-16 16:16:57 +01:00
Richard Davey
5e8c28d468
Removed batchTexture as it's no longer needed
2020-07-16 16:16:42 +01:00
Richard Davey
76de5c246a
Update ForwardDiffuseLightPipeline.js
2020-07-16 15:51:12 +01:00
Richard Davey
e7957b9380
Added getNormalMap and setGameObject
2020-07-16 15:18:02 +01:00
Richard Davey
f7e6847027
Added setGameObject method and currentUnit property
2020-07-16 15:16:17 +01:00
Richard Davey
5986f8f080
Tidying
2020-07-16 15:16:01 +01:00
Richard Davey
0c411e9e7e
Removed currentUnit and batchSprite forceZero
2020-07-16 15:13:47 +01:00
Richard Davey
85f63c4a19
WebGLRenderer.isNewNormalMap
is a new method that returns a boolean if the given parameters are not currently used.
2020-07-16 15:11:43 +01:00
Richard Davey
38e7495b61
Fixed default normal map so all Game Objects will now render
...
* The pipeline now works with Game Objects that do not have a normal map. They will be rendered using the new default normal map, which allows for a flat light effect to pass over them and merge with their diffuse map colors.
2020-07-16 11:04:10 +01:00
Richard Davey
93d0378143
Added missing jsdocs
2020-07-16 11:03:49 +01:00
Richard Davey
84968f502f
Update ForwardDiffuseLightPipeline.js
...
* The pipeline will no longer look-up and set all of the light uniforms unless the `Light` is dirty.
* The pipeline will no longer reset all of the lights unless the quantity of lights has changed.
2020-07-16 03:24:19 +01:00
Richard Davey
3b9d115d0c
Reset just units 0 and 1
2020-07-16 03:13:47 +01:00
Richard Davey
d7cf9da819
Added location cache
2020-07-16 03:13:10 +01:00
Richard Davey
5059045c76
Cache attribute location
...
* `WebGLPipeline.boot` will now check all of the attributes and store the pointer location within the attribute entry.
* `WebGLPipeline.bind` no longer looks-up and enables every attribute, every frame. Instead it uses the cached pointer location stored in the attribute entry, cutting down on redundant WebGL operations.
2020-07-16 03:12:53 +01:00
Richard Davey
4ab9604102
Lots of updates to this pipeline
...
* The `ForwardDiffuseLightPipeline.defaultNormalMap` property has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.boot` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.onBind` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.setNormalMap` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.bind` is a new method that handles setting-up the shader uniforms.
* The `ForwardDiffuseLightPipeline.batchTexture` method has been rewritten to use the Texture Tint Pipeline function instead.
* The `ForwardDiffuseLightPipeline.batchSprite` method has been rewritten to use the Texture Tint Pipeline function instead.
2020-07-16 02:15:53 +01:00
Richard Davey
1f3b79cf11
Normal map additions
...
* `WebGLRenderer.normalTexture` is a new property that holds the currently bound normal map (texture unit one).
* `WebGLRenderer.setNormalMap` is a new method that sets the current normal map texture.
* `WebGLRenderer.clearNormalMap` is a new method that clears the current normal map texture.
* `WebGLRenderer.resetTextures` is a new method that flushes the pipeline, resets all textures back to the temporary ones and resets the active texture counter.
2020-07-16 02:15:01 +01:00
Richard Davey
c6ffa0620e
TextureTintPipeline.batchSprite
and batchTexture
has new parameters forceZero
which forces use of texture unit zero.
2020-07-16 02:13:08 +01:00
Richard Davey
0b3f125ee0
Removed the Deferred Diffuse fragment and vertex shaders from the project, as they're not used.
2020-07-16 00:21:44 +01:00
Richard Davey
94d333ee1e
Use new texture unit
2020-07-16 00:00:49 +01:00
Richard Davey
9e9e45261f
Added setTextureZero and clearTextureZero
...
* `WebGLRenderer.setTextureZero` is a new method that activates texture zero and binds the given texture to it. Useful for fbo backed game objects.
* `WebGLRenderer.clearTextureZero` is a new method that clears the texture tha was bound to unit zero.
* `WebGLRenderer.textureZero` is a new property that holds the currently bound unit zero texture.
2020-07-15 18:03:03 +01:00
Richard Davey
216d7cb1fa
Updated WebGLRenderer to support new texture assignment
...
* The property `WebGLRenderer.currentActiveTextureUnit` has been renamed to `currentActiveTexture`.
* `WebGLRenderer.startActiveTexture` is a new read-only property contains the current starting active texture unit.
* `WebGLRenderer.maxTextures` is a new read-only property that contains the maximum number of texture units WebGL can use.
* `WebGLRenderer.textureIndexes` is a new read-only array that contains all of the available WebGL texture units.
* `WebGLRenderer.tempTextures` is a new read-only array that contains temporary WebGL textures.
* The `WebGLRenderer.currentTextures` property has been removed, as it's no longer used.
* `WebGLRenderer.currentTextures` has been removed, as it's no longer used internally.
* `WebGLRenderer.setBlankTexture` no longer has a `force` parameter, as it's set by default.
* `WebGLRenderer.setTextureSource` is a new method, used by pipelines and Game Objects, that will assign a texture unit to the given Texture Source.
* The `WebGLRenderer.setTexture2D` method has been updated to use the new texture unit assignment. It no longer takes the `textureUnit` or `flush` parameters and these have been removed from its method signature.
2020-07-15 17:11:01 +01:00
Richard Davey
9c76ec0389
Large TextureTintPipeline refactor
...
* The Texture Tint vertex and fragment shaders have been updated to support the `inTexId` float attribute and dynamic generation.
* The Texture Tint Pipeline has a new attribute, `inTexId` which is a `gl.FLOAT`.
* `TextureTintPipeline.bind` is a new method that sets the `uMainSampler` uniform.
* The `TextureTintPipeline.requireTextureBatch` method has been removed, as it's no longer required.
* The `TextureTintPipeline.pushBatch` method has been removed, as it's no longer required.
* The `TextureTintPipeline.maxQuads` property has been removed, as it's no longer required.
* The `TextureTintPipeline.batches` property has been removed, as it's no longer required.
* `TextureTintPipeline.flush` has been rewritten to support multi-textures.
* `TextureTintPipeline.flush` no longer creates a sub-array if the batch is full, but instead uses `bufferData` for speed.
* `TextureTintPipeline.currentUnit` is a new property that holds the most recently assigned texture unit. Treat as read-only.
2020-07-15 17:05:55 +01:00
Richard Davey
3ede28230b
Update WebGLPipeline.js
2020-07-15 16:54:18 +01:00
Richard Davey
c0504e4fc1
WebGL.Utils.checkShaderMax
is a new function, used internally by the renderer, to determine the maximum number of texture units the GPU + browser supports.
2020-07-15 16:52:26 +01:00
Richard Davey
7c742f95d2
Generate multi-texture shader source
2020-07-14 17:44:26 +01:00
Richard Davey
9a45517efd
Pass max textures to pipeline (disable other pipelines for now)
2020-07-14 17:44:17 +01:00
Richard Davey
587c23ec3c
Added maxGPUTextures
property
2020-07-14 17:43:56 +01:00
Richard Davey
76689942c0
Add texture ID to shaders
2020-07-14 17:43:29 +01:00
Richard Davey
43beca7bab
Create CheckShaderMax.js
2020-07-14 17:43:05 +01:00
Richard Davey
0003d278fd
Updated to use new external MVP functions
2020-07-14 16:49:30 +01:00
Richard Davey
06c1336f41
Removed all functions from MVP except init and update and made them all external
2020-07-14 16:49:16 +01:00
Richard Davey
a8faef6692
Created new Model View Projection functions
2020-07-14 16:48:01 +01:00
Volodymyr Linyvyi
8d217d53fa
Set TextureTintPipeline on each 'postRenderCamera' call
2020-04-19 18:44:03 +03:00
Richard Davey
03ee36f9ba
Finished JSDocs
2020-02-04 17:30:27 +00:00
Richard Davey
0eaf0c47b5
Respect Camera.renderToGame property
2020-01-27 23:35:52 +00:00
Richard Davey
18120cb0d5
New Strip pipeline
2020-01-17 17:58:41 +00:00
Richard Davey
0af1303ba2
Added TextureTintStrip pipeline
2020-01-17 17:38:24 +00:00
Richard Davey
ff65e69cd1
Changed copyright date to 2020
2020-01-15 12:07:09 +00:00
Richard Davey
7d53dc3447
Added support for mipmap texture generation and filter levels
2019-11-19 13:00:54 +00:00
Josh Soref
94e96b3fd2
spelling: renderered
2019-10-29 02:33:23 -04:00
Kolja Kutschera
c893ca6186
fix light2d using tileset from dynamictilemaplayer (#4167,#4079)
2019-10-26 00:56:43 +02:00
Richard Davey
585a8a93ee
Merge pull request #4787 from firefalcom/fix/normalMapRotation
...
Fix incorrect lighting when batching several sprites
2019-10-11 13:21:39 +01:00
Richard Davey
61f5fadddf
Split up canvas and video texture creation and updating.
2019-10-10 12:26:39 +01:00
Gauthier Billot
7ffeb4785e
Added currentNormalMapRotation and updated setNormalMapRotation
2019-10-06 20:31:29 +02:00
Richard Davey
5de4641e49
Added jsdocs
2019-10-04 11:13:05 +01:00
Richard Davey
49012d6237
Added createTexture2D.forceSize parameter, videoToTexture method and strengthened empty texture creation
2019-10-03 17:49:58 +01:00
Nicolas Ferrero
a76e3c7cb6
update vertexComponentCount in WebGLPipeline
2019-09-10 18:55:30 +03:00
Richard Davey
e3039ffb64
Added antialiasGL
option
2019-08-29 11:46:58 +01:00
Richard Davey
f4002471d7
Updated context lost / restored handlers
2019-07-17 16:38:00 +01:00
Richard Davey
630382e88d
Added Game Object type look ahead and state for custom batching.
2019-07-16 17:41:08 +01:00
Richard Davey
58865f2c34
The WebGL Lost and Restored Context callbacks were never removed, which could cause them to hold onto stale references. Fix #3610
2019-07-15 15:28:46 +01:00
Richard Davey
15d7b9c6ef
Fixed jsdoc typos and added single pixel support
2019-07-14 13:56:44 +01:00
Richard Davey
285babaf8c
Added the new snapshotFramebuffer method
2019-07-13 15:20:57 +01:00
Richard Davey
5106b2c935
Animations with custom pivots, like those created in Texture Packer with the pivot option enabled, would be mis-aligned if flipped. They now render in the correct position, regardless of scale or flip on either axis. Fix #4155
2019-07-03 14:01:48 +01:00
Richard Davey
47b1d755a7
Fixed a bug in the WebGL and Canvas Renderers where a Sprite with a flipX
or flipY
value set would render the offset frames slightly out of place, causing the animation to appear jittery. Also, the sprite would be out of place by its origin. Fix #4636 #3813
2019-07-03 11:11:25 +01:00
Richard Davey
79b2048ae0
Fixed addBlendMode type. Fix #4625
2019-06-28 14:53:12 +01:00
Richard Davey
c0d58ee69e
Better flip handling
2019-06-26 00:35:22 +01:00
Richard Davey
3bf3057da0
WebGLRenderer.setScissor
will default the drawingBufferHeight
if no argument is provided, stopping NaN scissor heights.
2019-06-25 23:03:57 +01:00
Richard Davey
f323097714
Sprites need to flip the UV if the source is a GLTexture
2019-06-23 22:12:14 +01:00
Richard Davey
254eef9787
Use the event constant instead of a string
2019-06-06 15:56:45 +01:00
Richard Davey
12bcda98a6
Added support for a desynchronized context and alpha support in 2D
2019-06-04 19:13:49 +01:00
Richard Davey
c91ed91ce3
License link update
2019-05-10 16:15:04 +01:00
Richard Davey
a6341a97a8
Fixed Types references
2019-05-09 15:32:53 +01:00
Richard Davey
11d6f2e802
Renderer Types
2019-05-09 12:36:36 +01:00
Richard Davey
3d40a95a00
Added glFuncMap
2019-05-01 12:29:45 +01:00
Richard Davey
2f48d68735
A shader can now be used as a bitmap mask
2019-05-01 11:12:31 +01:00
Richard Davey
08f4a0ccf4
Tidying up
2019-05-01 02:10:38 +01:00
Richard Davey
84e898fd90
Fixed nested bitmap mask issue
2019-04-29 14:45:54 +01:00
Richard Davey
80a0bf3f1a
Re-apply stencil after a bitmap mask
2019-04-29 14:29:13 +01:00
Richard Davey
3efcd1ca49
New cam mask object
2019-04-29 14:28:58 +01:00
Richard Davey
70b5b01db2
Restore previous framebuffer
2019-04-26 19:13:32 +01:00
Richard Davey
cf878ca553
Better stencil mask checking
2019-04-26 19:13:24 +01:00
Richard Davey
183ce1b96c
BMP fix
2019-04-26 02:30:24 +01:00
Richard Davey
6e70f0e19c
Shaders now work with camera masks and can have their own geometry masks
2019-04-26 01:53:34 +01:00
Richard Davey
9356744399
argument caps
2019-04-25 12:14:04 +01:00
Richard Davey
2ff76eb4b5
Removed un-needed Quad Pipeline and shaders
2019-04-25 12:13:09 +01:00
Richard Davey
72af4a21d1
Default shader
2019-04-25 03:16:46 +01:00
Richard Davey
9b4309b38c
Added QuadShader Pipeline to the renderer
2019-04-25 03:16:39 +01:00
Richard Davey
2727408e7c
Don't disable the vertex attribute if the location is invalid
2019-04-25 03:16:25 +01:00
Richard Davey
e0c22c5534
Added QuadShader Pipeline
2019-04-25 03:16:03 +01:00
Richard Davey
f64d0a935b
Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
2019-04-24 16:45:31 +01:00
Richard Davey
12b6041d20
inverseAlpha support added back in and tidied up renderer
2019-04-24 14:51:39 +01:00
Richard Davey
1fc9b15ff1
Fixed Geometry Mask nesting issue.
2019-04-15 16:46:19 +01:00
Richard Davey
974ceb5654
Restore bitmap mask framebuffer
2019-04-12 18:36:47 +01:00
Richard Davey
f69cec7975
Improving support for child masking
2019-04-12 17:47:28 +01:00
Richard Davey
186970bd69
Render the Camera masks
2019-04-11 17:10:03 +01:00
Richard Davey
c188dfde12
Testing mask component on Camera
2019-04-10 18:10:03 +01:00
Richard Davey
42cb39749f
Matter and Snapshot typedefs
2019-02-13 15:22:29 +00:00
Richard Davey
b50e1c78b5
Lots more jsdoc tweaks and improvements
2019-02-12 15:01:54 +00:00
Richard Davey
c85497b6c5
Fixing jsdocs
2019-02-12 11:59:31 +00:00
Richard Davey
cfe6452924
Don't set if game is being destroyed
2019-02-04 23:29:22 +00:00
Richard Davey
60542a25cc
Numerous jsdoc and TS related fixes
2019-02-04 17:16:08 +00:00
Richard Davey
4f6f6ee72f
Lots of jsdoc and type fixes
2019-01-31 12:19:01 +00:00
Richard Davey
f5106de6c5
Callback is now invoked in Image.onload to avoid race conditions.
2019-01-25 17:29:31 +00:00