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