samme
22f6f08058
Change GetBounds() output to Rectangle
2023-03-24 18:04:48 -07:00
Richard Davey
6370e16b5d
Fixed applyStencil and removed logs
2023-03-16 21:57:06 +00:00
Richard Davey
b093ece620
Debugging stencil stack
2023-03-16 18:49:43 +00:00
Richard Davey
feb25f8d71
Don't need this part any more
2023-03-16 18:23:01 +00:00
Richard Davey
67592a0888
Store the level, fixed the stencil func for framebuffers and made level public
2023-03-14 19:46:18 +00:00
Richard Davey
c8acb16fa7
Added { willReadFrequently }
to every canvas context, no matter where it comes from
2023-03-09 17:30:04 +00:00
Richard Davey
89459642e2
New constants and use of Float32Arrays
...
* `ColorMatrix._matrix` and `_data` are now Float32Arrays.
* Calling the `ColorMatrix.set`, `reset` and `getData` methods all now use the built-in Float32 Array operations, making them considerably faster.
* `ColorMatrix.BLACK_WHITE` is a new constant used by blackwhite operations.
* `ColorMatrix.NEGATIVE` is a new constant used by negative operations.
* `ColorMatrix.DESATURATE_LUMINANCE` is a new constant used by desaturation operations.
* `ColorMatrix.SEPIA` is a new constant used by sepia operations.
* `ColorMatrix.LSD` is a new constant used by LSD operations.
* `ColorMatrix.BROWN` is a new constant used by brown operations.
* `ColorMatrix.VINTAGE` is a new constant used by vintage pinhole operations.
* `ColorMatrix.KODACHROME` is a new constant used by kodachrome operations.
* `ColorMatrix.TECHNICOLOR` is a new constant used by technicolor operations.
* `ColorMatrix.POLAROID` is a new constant used by polaroid operations.
* `ColorMatrix.SHIFT_BGR` is a new constant used by shift BGR operations.
2023-01-23 17:21:11 +00:00
Richard Davey
468bf7821d
Updated copyright year
2023-01-02 17:36:27 +00:00
Richard Davey
c546a38ae2
Updated jsdocs
2022-11-10 15:10:50 +00:00
Richard Davey
6b9872fb33
The method Color.setFromHSV
would not change the members h
, s
and v
, only the RGB properties. It now correctly updates them both. Fix #6276
2022-11-09 16:30:38 +00:00
Richard Davey
8bfc0b2eee
The BitmapMask now registers itself with the Game Object Factory. This means you can do this.add.bitmapMask()
from within a Scene, for easier creation.
2022-10-03 22:13:25 +01:00
Richard Davey
0385f34e00
Create Image object directly
2022-10-03 22:06:12 +01:00
Richard Davey
fb88b6639d
Removed fbos and textures, all now managed by the WebGL Renderer.
2022-10-03 18:46:53 +01:00
Richard Davey
dcb1c8a9dd
Allowing custom resolution for mask shader
2022-09-29 23:35:06 +01:00
Richard Davey
fef6718ea6
Added missing property
2022-08-24 14:51:45 +01:00
Richard Davey
c7d66ded23
Corrected docs
2022-08-24 13:55:53 +01:00
Richard Davey
af202fdc6c
Update CanvasPool.js
2022-08-18 18:01:53 +01:00
samme
ad32842fa4
Fix Phaser.Display.RGB#equals()
2022-06-22 17:49:40 -07:00
Richard Davey
59fbcc5ca3
Updated copyright year
2022-02-28 14:29:51 +00:00
Richard Davey
f76f8711cd
Added scene property
2021-09-20 11:59:20 +01:00
Richard Davey
d8c5626a3a
The Display.Masks.BitmapMask
destroy
method will now remove the context-lost event handler.
2021-09-20 11:39:32 +01:00
Neil Haskins
6ec5868f3a
Update RGBToString.js
...
Prevent adding decimal places behind RGB string with '#' prefix.
2021-03-02 11:30:38 -08:00
Matt Jennings
a29523de53
safely check for renderer in BitmapMask
2021-02-11 15:57:40 -06:00
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
077d53309b
BitmapMask
would become corrupted when resizing the Phaser Game, either via the Scale Manager or directly, because the framebuffer and texture it used for rendering was still at the old dimensions. The BitmapMask now listens for the Renderer RESIZE event and re-creates itself accordingly. Fix #5399
2020-12-03 15:06:54 +00:00
Richard Davey
57e6246c52
Added limit
parameter
2020-11-30 16:12:55 +00:00
Richard Davey
b5f2e0a83b
Updated documentation. Fix #5406
2020-11-26 10:19:09 +00:00
Richard Davey
aec06f1873
Added ColorSpectrum function
2020-11-24 11:00:04 +00:00
Richard Davey
02c34cd64e
Replace integer with number
2020-11-23 10:22:13 +00:00
Richard Davey
52acf60125
Multiply now optional for lots of combination effects
2020-11-16 11:32:34 +00:00
Richard Davey
471e64d989
Swapped to 5x4 array and added in some new color effects
2020-11-13 17:30:06 +00:00
Richard Davey
9405ad3c16
Non-gc matrix reset
2020-11-12 13:04:22 +00:00
Richard Davey
ce7f921c59
Expose ColorMatrix
2020-11-12 12:56:46 +00:00
Richard Davey
118f8e1324
Phaser.Display.ColorMatrix
is a new class that allows you to create and manipulate a 5x5 color matrix, which can be used by shaders or graphics operations.
2020-11-12 12:56:37 +00:00
Richard Davey
f085eb8536
The BitmapMask.prevFramebuffer
property has been removed as it's no longer required, due to the fbo stack in the renderer.
2020-11-10 17:26:24 +00:00
Richard Davey
d670edd708
No need to reference via game
2020-10-27 13:55:27 +00:00
Richard Davey
0fad1861ae
Update GeometryMask.js
2020-10-16 15:07:32 +01:00
Richard Davey
9e07e5a27b
Expose RGB
2020-10-07 18:06:39 +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
9afaf5f2c0
Moved RGB class
2020-09-30 14:16:13 +01:00
Richard Davey
6484bc3607
Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853
2020-09-24 09:36:15 +01:00
Richard Davey
5f28ff64a2
New clearMask
and createMask
methods and tidied up structure
2020-09-23 17:59:17 +01:00
Richard Davey
c6f533b872
Fixed legacy interpolation parameters
2020-09-23 17:55:29 +01:00
Richard Davey
2143b38dc4
Added destroy method
2020-09-22 12:47:51 +01:00
Richard Davey
7d5adab502
Added JSDocs
2020-09-22 11:17:40 +01:00
Richard Davey
977054a7c8
Added new RGB class to encapsulate color data
2020-09-21 15:56:09 +01:00
Richard Davey
0f6cc79cd1
The function GetColorFromValue
has been removed as it's no longer used internally.
2020-09-14 11:05:32 +01:00
Richard Davey
e450bf2f1f
Swap to using constants for pipeline names
2020-09-09 13:05:18 +01:00
Richard Davey
506426f706
The Color.HSVToRGB
function has been rewritten to use the HSL and HSV formula from Wikipedia, giving much better results. Fix #5089
2020-09-01 18:06:23 +01:00
Richard Davey
795a190ce3
The BaseShader
default vertex shader now includes the outTexCoord
vec2 varying, mapped to be the same as that found in the pipeline shaders. Fix #5120
2020-08-24 19:51:20 +01:00