Commit graph

250 commits

Author SHA1 Message Date
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
05ffb5312f Updated docs 2018-12-12 11:09:00 +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
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
Richard Davey
48686881dc Removed clearColor. CSS now handles this. Context always transparent. 2018-11-13 15:10:10 +00:00
Richard Davey
76918e76b0 ERASE tests 2018-11-13 10:32:24 +00:00
Richard Davey
06688eedd8 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-11-10 04:22:51 +00:00
Richard Davey
7d1f990ad3 Added ERASE blend mode. 2018-11-10 04:22:13 +00:00
Richard Davey
8ea2bffb9c Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139 2018-11-07 16:01:21 +00:00
Richard Davey
789713b4b1 Updated the clear and rebind pipeline methods 2018-10-29 23:07:10 +00:00
Richard Davey
bed1141d9a Added clearPipeline and rebindPipeline and force argument. 2018-10-25 14:13:40 +01:00
Richard Davey
b73d0dd80c Added jsdocs 2018-10-22 13:47:46 +01:00
Richard Davey
557955e057 Merging Scale Manager and Spine Plugin back into master 2018-10-18 14:59:27 +01:00
Richard Davey
ae9c3b6f56 Tidying up for 3.15 release 2018-10-16 15:10:49 +01:00
Richard Davey
9dc53d1e5a The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs 2018-10-12 15:08:53 +01:00
Richard Davey
240914ee03 Fixed some types and removed resize calls 2018-10-11 17:02:14 +01:00
Richard Davey
4b1c762296 Updated @memberOf to @memberof 2018-10-10 10:49:13 +01:00
Richard Davey
a9063604dc Replace @readOnly with @readonly 2018-10-09 13:40:00 +01:00
Richard Davey
143957d24a You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process 2018-10-01 16:32:42 +01:00
Richard Davey
b3f3f6a9b5 If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 2018-10-01 12:55:54 +01:00
Richard Davey
e297b3272e Added hundreds of new jsdoc descriptions 2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066 2018-10-01 10:38:39 +01:00
Richard Davey
c237209bb8 Added new jsdocs 2018-09-28 12:19:21 +01:00
Richard Davey
d8fcde46c3 When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 2018-09-27 14:16:22 +01:00
Richard Davey
5ec26fa62d Cameras now emit prerender and postrender events if they are set to render to textures. 2018-09-14 15:53:06 +01:00
Richard Davey
ef62313bbb The WebGL Renderer now always enables the SCISSOR_TEST, this allows Game Objects that use the scissor (such as custom objects, or Bitmap Text) to render properly again. 2018-09-14 12:33:09 +01:00
aaron
b9454eaf7b Wrong filling rectangle for camera with no transparent background after last scissor changes 2018-09-14 10:53:50 +02:00
Richard Davey
7b0d823415 Resizing canvas backed textures like this is a really bad idea, so remove it. 2018-09-13 13:22:27 +01:00
Matthew Roelle
700509275d Changed setFloatXv methods to accept a Float32Array rather than instantiate its own 2018-09-12 20:25:15 -07:00
Richard Davey
a418995c15 Fixed jsdoc versions and updated them for #4019 2018-09-12 15:34:48 +01:00
Matthew Roelle
7465717d92 Fixed doccomment for float array uniforms 2018-09-09 18:19:09 -07:00
Matthew Roelle
aeeefb3cf6 Added support for setting float array uniforms in the WebGLRenderer and WebGLPipeline 2018-09-09 18:05:29 -07:00
Richard Davey
55003641d2 Clamp scissor 2018-08-31 18:19:31 +01:00
Richard Davey
0b95ed0478 Fixed scissors when using a small cam with render texture 2018-08-31 16:25:04 +01:00
Richard Davey
79b4f07530 Fixed mask flush and sped-up the render loop slightly (removed 1 duplicate conditional) 2018-08-31 14:40:12 +01:00
James Simpson
1ac7c969ea
Don't set gl.clearColor when no clearBeforeRender
Unless I'm missing something, the `gl.clearColor` command is unnecessary when you have `this.config.clearBeforeRender` set to `false`. This simply moves that into the config check to eliminate an unused command in those situations.
2018-08-17 14:03:17 -05:00
Richard Davey
66afe973af Trying mixins 2018-08-08 01:33:55 +01:00
Richard Davey
3a4bfa679b Added experimental Camera to Render Texture 2018-08-07 16:27:21 +01:00
Richard Davey
f9e498353d Fixed lack of TempMatrix for Graphics generateTexture 2018-08-06 16:19:30 +01:00
Richard Davey
8ed749bcb1 Removed old scissor code 2018-08-03 18:57:03 +01:00
Richard Davey
7ebf5766e8 Added docs for blankTexture and setBlankTexture. 2018-08-01 13:23:03 +01:00
Richard Davey
73524df816 The Game boot event flow has changed slightly. The Game will now listen for a texturesready event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready event to ensure that it is the first thing to be activated, before any other system. 2018-08-01 13:18:28 +01:00
Richard Davey
a3fc263360 Binding a framebuffer sets the viewport size 2018-07-31 17:09:47 +01:00
Richard Davey
a09c2a4958 Now uses customViewports counter to avoid scissor setting and skips box check 2018-07-26 23:05:25 +01:00
Richard Davey
1777e16227 Sorting out the scissor stack 2018-07-26 17:50:07 +01:00
Richard Davey
90219d46b3 Removed all references to the FlatTintPipeline. 2018-07-26 16:33:29 +01:00
Richard Davey
d3e07b519a Added setBlankTexture method 2018-07-26 15:04:46 +01:00
Richard Davey
0516fd47f7 The Flat Tint Pipeline is now using the same shader as the Texture Tint
Time to make sure no texture swaps happen and we can finally have Graphics mixed with Sprites in the display list with no swapping cost (and soon, no flush cost either when we unify the pipelines)
2018-07-24 17:07:26 +01:00
Richard Davey
521138e9d8 setBlendMode now returns a boolean 2018-07-23 01:39:32 +01:00
Richard Davey
ec5bd1912e GameObject.willRender now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases. 2018-07-19 13:19:02 +01:00
Richard Davey
0db16889e6 Use new Camera viewport values 2018-07-18 14:32:06 +01:00
Richard Davey
1c473afa84 Cameras draw their backgrounds correctly at higher resolutions 2018-07-17 23:26:30 +01:00
Richard Davey
4843d7eefe Pipelines have a boot handler now. 2018-07-13 11:13:46 +01:00
Richard Davey
072cc0e21b Added dirty Camera support and updated internal properties to set the flag 2018-07-12 01:13:34 +01:00
Richard Davey
5a5bea1ce5 Allow GO to be passed to onBind 2018-07-11 16:24:20 +01:00
Richard Davey
5128eecbeb Cached the drawing buffer height 2018-07-10 16:32:28 +01:00
Richard Davey
434c8d1413 Fixed issue with sprite matrix and camera scaling 2018-07-10 13:59:49 +01:00
Richard Davey
fe61cfe2d1 You can now set the WebGL batch size in the Game Config via the property batchSize. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls. 2018-07-02 12:33:46 +01:00
Richard Davey
217779604c Added tileScaleX and tileScaleY support for Tile Sprites 2018-06-28 12:59:27 +01:00
Richard Davey
8c312090da Solidified use of pixelArt mode 2018-06-27 15:27:16 +01:00
Richard Davey
7a23378015 Unified use of roundPixels, antialias and pixelArt modes 2018-06-27 15:15:00 +01:00
Richard Davey
7aa46657c2 Tidying up jsdocs and changing float to number 2018-06-26 23:19:14 +01:00
Richard Davey
7a4b29872e Allow for custom canvas and context game config options. Game.context now set in WebGL mode. Allows WebGL2 contexts to be passed in. Fix #3653 2018-05-10 12:25:33 +01:00
Richard Davey
7df0488100 Fixed dupe config set 2018-05-09 14:32:32 +01:00
Richard Davey
056e74d6dc Added compression object for future texture compression support. 2018-05-09 13:46:19 +01:00
Richard Davey
89329a2315 Added getMaxTextures and getMaxTextureSize methods 2018-05-09 12:12:16 +01:00
Felipe Alfonso
cf8e2cfd60 added jsdoc comments to WebGLRenderer 2018-04-25 20:30:41 -03:00
Richard Davey
741d1f5793 Doc pending tags 2018-04-24 15:32:08 +01:00
Richard Davey
54a5bb41c7 Tidying up 2018-04-23 19:11:16 +01:00
Richard Davey
649378ed0a Tidied up canvas creation and texture deletion 2018-04-23 17:30:09 +01:00
Felipe Alfonso
5cc2ebd6be Fixed issue when destroying WebGLRenderer 2018-04-16 15:16:23 -03:00
Richard Davey
e37b183038 Completed all jsdocs for the Camera class 2018-04-15 05:05:03 +01:00
Richard Davey
380d4afb92 Swapping to new camera effects system 2018-04-14 17:38:48 +01:00
Richard Davey
4f6239dadb jsdoc and eslint fixes 2018-04-05 09:02:36 +01:00
Richard Davey
0ef92e1172 Merge branch 'pr/3439' 2018-03-21 16:06:56 +00:00
orblazer
dcd80375c0 Fix "object" types on Renderer and Scene 2018-03-21 14:41:17 +01:00
José Maria
f9e978a2bd
(WebGL) updating currentScissor on game.resize
with the array being update it solves the issue with the global background not being fully draw after resizing the game.
2018-03-20 23:38:00 -03:00
orblazer
8fdedabaeb Add callbacks on Renderer 2018-03-19 21:41:24 +01:00
Richard Davey
9832befeea Fixed camera y 2018-03-16 15:47:14 +00:00
Richard Davey
fbec8f978c You can now specify all of the renderer config options within a render object in the config. If no render object is found, it will scan the config object directly for the properties. 2018-03-16 13:22:52 +00:00
Richard Davey
dd4e00007f Added antialias config value 2018-03-16 00:52:21 +00:00
Richard Davey
0c1c16deba Used new config values, fixed eslint formatting and floored dimensions 2018-03-15 21:15:39 +00:00
Richard Davey
edf1aa7cc1 The onContextRestored callback won't be defined any more unless the WebGL Renderer is in use in the following objects: BitmapMask, Static Tilemap, TileSprite and Text. This should allow those objects to now work in HEADLESS mode. Fix #3368 2018-03-12 13:37:13 +00:00
Felipe Alfonso
c1d482b593 Added jsdoc comments to new methods and properties on WebGLPipeline and WebGLRenderer 2018-03-05 12:28:59 -03:00
Felipe Alfonso
38dc3bbd82 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-03-05 11:29:56 -03:00
Felipe Alfonso
98893e1bba Modified WebGLPipeline and it's child classes to make them easier to generate custom Pipelines. Added functions to WebGLPipeline to modify uniforms. Exposed Renderer namespace for usage outside the engine 2018-03-05 11:29:48 -03:00
Richard Davey
4d16b0c00a eslint fixes 2018-03-05 01:45:28 +00:00
Richard Davey
ae1c91cf6a eslint fixes 2018-03-05 01:40:11 +00:00
Felipe Alfonso
14399d6910 TileSprite can now set frame of the pattern texture 2018-02-28 17:04:57 -03:00
Felipe Alfonso
6a114fc07a Added roundPixels to the texture pipeline 2018-02-28 15:08:08 -03:00
Felipe Alfonso
ef8e92dc01 RenderTexture base webgl implementation 2018-02-23 00:44:22 -03:00