Commit graph

526 commits

Author SHA1 Message Date
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
Richard Davey
8f016ef983 Updating snapshot feature 2019-01-25 10:01:53 +00:00
Richard Davey
9142260307 Texture filter mode is now based on game anti-alias setting. 2019-01-24 14:23:24 +00:00
Richard Davey
f8f81a06f0
Merge pull request #4286 from gomachan7/fixup/apply_transparent_bg_on_webgl_renderer
Fix WebGLRenderer to apply transparent bg in config
2019-01-23 22:22:08 +00:00
Richard Davey
bc962c25dc All listeners use the new Events 2019-01-18 13:41:43 +00:00
Richard Davey
e6b74304b5 Added Camera pre and post render events. 2019-01-17 12:02:14 +00:00
Richard Davey
aa341854c7 Happy New Year 2019-01-15 16:20:22 +00:00
Richard Davey
d7e7feed19 Dimensions are now set in the onResize handlers. 2019-01-11 16:44:08 +00:00
Richard Davey
44f69ea7fa Removed autoResize, tidied up the resize method and init. 2019-01-10 13:43:09 +00:00
Richard Davey
175af00c60 Stores the new resolution, should it change (unlikely, but ...) 2019-01-10 13:42:11 +00:00
Richard Davey
04ea2798e9 Use gameSize 2019-01-10 00:15:20 +00:00
gomachan_7
be562abd83 Fix WebGLRenderer to apply transparent bg in config 2019-01-10 02:17:53 +09:00
Richard Davey
b3aeee0bd1 Use the new size properties 2019-01-09 17:13:22 +00:00
Richard Davey
41286b5170 Make sure we bind the framebuffer and pipeline in the boot step 2018-12-18 14:58:42 +00:00
Richard Davey
8eebe518ad Added optional drawingBufferHeight argument to scissor methods. 2018-12-18 13:36:05 +00:00
Richard Davey
4b1ea8db9b WebGLRenderer.preRender now calls gl.clearColor in order to restore the background clear color in case something, like a Render Texture, has changed it. 2018-12-18 13:04:26 +00:00
Richard Davey
8f873c87af Clears the framebuffer at the start of every render. 2018-12-18 11:32:36 +00:00
Richard Davey
7e732452eb Fixed an issue in WebGLRenderer.setScissor where it was possible to try and compare the scissor size to a non-current scissor, if called outside of the render loop (i.e. from RenderTexture.fill) 2018-12-18 10:22:59 +00:00
Richard Davey
83f3f9cdeb Changed scissor order. 2018-12-13 14:24:49 +00:00
Richard Davey
cc164b5399 Fixed camera background in WebGL. 2018-12-13 10:25:53 +00:00
Richard Davey
bbe95d96d9 Added jsdocs for #4137 2018-12-12 11:58:58 +00:00
Richard Davey
d823c66597
Merge pull request #4137 from sercant/master
Fix rotating normal map bug (issue #3870)
2018-12-12 11:52:27 +00:00
Richard Davey
05ffb5312f Updated docs 2018-12-12 11:09:00 +00:00
Richard Davey
4b27b37a0c Added texture and unit arguments to batchQuad and batchTri, fixing the y2k bug. 2018-12-12 11:08:52 +00:00
Richard Davey
bacff65177 Refactoring texture batch creation 2018-12-11 15:00:12 +00:00
Richard Davey
5683713253 Added flush argument 2018-12-11 14:59:50 +00:00
Richard Davey
8e495da71d Fixed currentScissor assignment order of operation 2018-12-08 11:37:26 +00:00
Richard Davey
2780babe10 Final Doc Jam merge 2018-12-03 15:16:23 +00:00
Richard Davey
6f8759c186 Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects. 2018-11-30 10:27:25 +00:00
Richard Davey
8cd45a72b2 ESLint fixes 2018-11-20 11:02:19 +00:00
Richard Davey
eb5da1f26d Docs update 2018-11-16 10:56:43 +00:00
Richard Davey
41343e3102 Removed copy paste error 2018-11-16 10:46:22 +00:00