Commit graph

581 commits

Author SHA1 Message Date
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
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
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