Commit graph

30 commits

Author SHA1 Message Date
Richard Davey
468bf7821d Updated copyright year 2023-01-02 17:36:27 +00:00
Richard Davey
b457e42a2f The Light Pipeline will now check to see if a Light2D enabled Game Object has a parent Container, or not, and factor the rotation and scale of this into the light calculation. Fix #6086 2022-11-09 18:18:35 +00:00
Richard Davey
5dd3a40342 Fixed data types 2022-10-09 18:11:00 +01:00
Richard Davey
01150a6efc Removed un-needed method 2022-10-09 17:49:21 +01:00
Richard Davey
70ef38c03c Fixed rendering 2022-10-09 17:29:37 +01:00
Richard Davey
57f2f7abd7 Broken for now 2022-10-07 18:03:16 +01:00
Richard Davey
ab04cb6c05 Lots of LightPipeline improvements
* The Light Pipeline no longer creates up to `maxLights` copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling _n_ shaders on boot, it now only ever needs to create one.
* You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs)
* The `Light.frag` shader now uses a new `uLightCount` uniform to know when to stop iterating through the max lights.
* The `LightPipeline.LIGHT_COUNT` constant has been removed as it's not used internally.
* The `LightPipeline` previous created a global level temporary vec2 for calculations. This is now part of the class as the new `tempVec2` property.
2022-09-23 00:42:04 +01:00
Richard Davey
59fbcc5ca3 Updated copyright year 2022-02-28 14:29:51 +00:00
Richard Davey
dff17f52e8 The LightPipeline now only calls batchSprite, batchTexture and batchTextureFrame if the Scene Lights Manager is active. Fix #5522 2021-02-04 16:38:09 +00:00
Richard Davey
cbe1a3219a JSDoc improvements 2020-12-14 13:33:42 +00:00
Richard Davey
4d7435f468 Update LightPipeline.js 2020-12-03 11:11:30 +00:00
Richard Davey
97d9cc6fb9 Create 1 shader per light count. Avoids all pointless iteration within the shaders 2020-12-03 10:16:00 +00:00
Richard Davey
39d45258de Removed un-used properties and improved render function massively 2020-12-02 17:57:32 +00:00
Richard Davey
c10fb834e0 Fixed Tilemap Layer Light2D batch 2020-12-02 15:03:46 +00:00
Richard Davey
6b1fda19e1 Use onActive and reset textures, fixing all rendering issues 2020-12-02 13:15:16 +00:00
Richard Davey
e41d5a0296 Tidying up the class 2020-12-02 11:45:38 +00:00
Richard Davey
a694590945 Fixed for 3.50 Beta 12 2020-12-02 11:11:48 +00:00
Richard Davey
079dbcc72f Back to Normal Map only pipeline 2020-12-01 17:24:04 +00:00
Richard Davey
e020898134 Update LightPipeline.js 2020-11-30 09:46:28 +00:00
Richard Davey
28d925b875 JSDoc fixes 2020-11-23 15:06:45 +00:00
Richard Davey
02c34cd64e Replace integer with number 2020-11-23 10:22:13 +00:00
Richard Davey
5ca5a63038 Testing new Lights 2020-11-23 10:19:31 +00:00
Richard Davey
e7b85b08af Fixed batchLight 2020-11-20 13:05:32 +00:00
Richard Davey
024f13f2ba No longer use uViewMatrix or uModelMatrix 2020-10-29 14:37:52 +00:00
Richard Davey
d6ecea8d4d Use the new attributes format 2020-10-28 17:39:31 +00:00
Richard Davey
7ad02d6c0d Removed mvp component 2020-10-26 14:05:07 +00:00
Richard Davey
cc167e158f Much better effect from the light shader 2020-10-14 11:57:58 +01:00
Richard Davey
b1a5ce7f55 Testing new batched lights 2020-10-13 18:17:30 +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
57040554ef Renamed the pipelines to make them less ambiguous and sorted out lots of config properties 2020-08-21 16:01:39 +01:00
Renamed from src/renderer/webgl/pipelines/ForwardDiffuseLightPipeline.js (Browse further)