Richard Davey
2d81a4a50e
Reverting to forloop shader
2022-11-03 22:04:58 +00:00
Richard Davey
528e32a18a
Reverting to forloop approach
2022-11-03 22:04:44 +00:00
Richard Davey
7d594dd49a
Clarify snapshot docs
2022-10-31 22:46:44 +00:00
Richard Davey
22eae26007
WebRenderer.snapshotFramebuffer
and by extension, the snapshot methods in Dynamic Textures and Render Textures, has been updated to ensure that the width and height never exceed the framebuffer dimensions, or it'll cause a runtime error. The method snapshotArea
has had this limitation removed as a result, allowing you to snapshot areas that are larger than the Canvas. Fix #5707
2022-10-31 22:17:27 +00:00
Richard Davey
ba6af3a920
Conditionally set DEBUG
2022-10-31 16:17:16 +00:00
Richard Davey
4f0029c03c
Added captureFrame, captureNextFrame, getFps, startCapture and stopCapture methods
2022-10-28 18:23:24 +01:00
Richard Davey
bd1adbd67e
Clear TEXTURE1. Fix #6248
2022-10-13 22:03:33 +01:00
Richard Davey
f3c804805f
Update MultiPipeline.js
2022-10-10 17:43:53 +01:00
Richard Davey
a6a83ca592
Testing customSampler
2022-10-10 13:27:33 +01:00
Richard Davey
52f7ec621a
Added destroy method back in again
2022-10-09 23:16:48 +01:00
Richard Davey
d0cc5f17d5
Extend the MultiPipeline and use new batch system
2022-10-09 23:16:38 +01:00
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
6ff216d832
Create WebGLPipelineBatchEntry.js
2022-10-09 17:49:11 +01:00
Richard Davey
7600f2f6b6
Added all new jsdocs
2022-10-09 17:49:08 +01:00
Richard Davey
a2d5f25a55
Added new method
2022-10-09 17:30:36 +01:00
Richard Davey
3c54c852dc
Don't forget to update the batch count
2022-10-09 17:30:27 +01:00
Richard Davey
70ef38c03c
Fixed rendering
2022-10-09 17:29:37 +01:00
Richard Davey
e44a148882
Store actual WebGLTextures
2022-10-09 17:29:29 +01:00
Richard Davey
57f2f7abd7
Broken for now
2022-10-07 18:03:16 +01:00
Richard Davey
5908eea4ce
Use new methods
2022-10-07 16:24:07 +01:00
Richard Davey
496882fbd2
Inc count on batchVert
2022-10-07 16:23:57 +01:00
Richard Davey
c9e37ed373
Remove calls to resetTextures
2022-10-07 16:09:23 +01:00
Richard Davey
080242f928
Due to all of the changes with how WebGL texture batching works a lot of mostly internal methods and properties have been removed. This is the complete list
...
* The `WebGLRenderer.currentActiveTexture` property has been removed.
* The `WebGLRenderer.startActiveTexture` property has been removed.
* The `WebGLRenderer.tempTextures` property has been removed.
* The `WebGLRenderer.textureZero` property has been removed.
* The `WebGLRenderer.normalTexture` property has been removed.
* The `WebGLRenderer.textueFlush` property has been removed.
* The `WebGLRenderer.isTextureClean` property has been removed.
* The `WebGLRenderer.setBlankTexture` method has been removed.
* The `WebGLRenderer.setTextureSource` method has been removed.
* The `WebGLRenderer.isNewNormalMap` method has been removed.
* The `WebGLRenderer.setTextureZero` method has been removed.
* The `WebGLRenderer.clearTextureZero` method has been removed.
* The `WebGLRenderer.setNormalMap` method has been removed.
* The `WebGLRenderer.clearNormalMap` method has been removed.
* The `WebGLRenderer.unbindTextures` method has been removed.
* The `WebGLRenderer.resetTextures` method has been removed.
* The `WebGLRenderer.setTexture2D` method has been removed.
* The `WebGLRenderer.pushFramebuffer` method has had the `resetTextures` argument removed.
* The `WebGLRenderer.setFramebuffer` method has had the `resetTextures` argument removed.
* The `WebGLRenderer.popFramebuffer` method has had the `resetTextures` argument removed.
* The `WebGLRenderer.deleteTexture` method has had the `reset` argument removed.
2022-10-07 16:08:39 +01:00
Richard Davey
cbc0ac5a7a
Create a batch if empty
2022-10-07 12:47:04 +01:00
Richard Davey
f4a248e575
Debugging while testing texture batching
2022-10-07 01:37:37 +01:00
Richard Davey
e2187086ce
Merged batch code in
2022-10-07 01:37:17 +01:00
Richard Davey
e18c7fe6c9
New shaders
2022-10-07 01:36:58 +01:00
Richard Davey
3f4ebf5dd7
Update WebGLRenderer.js
2022-10-06 18:35:04 +01:00
Richard Davey
f0d3588f7b
Use batch system to avoid bufferSubData spamming - massively improves performance!
2022-10-05 00:59:04 +01:00
Richard Davey
08ee414ad5
Inline array add to stop branching
2022-10-05 00:58:33 +01:00
Richard Davey
010db3f2a3
Updated jsdocs
2022-10-04 18:27:19 +01:00
Richard Davey
ba8d25909f
Update PipelineManager.js
2022-10-04 18:27:11 +01:00
Richard Davey
03f09e2c10
Added setDefaultPipeline method
2022-10-04 18:20:17 +01:00
Richard Davey
3d3b675ae8
Pass over the config values
2022-10-04 18:04:26 +01:00
Richard Davey
64972f8456
Added default pipeline and mobile swap
2022-10-04 18:04:18 +01:00
Richard Davey
20485e1aa2
Added MobilePipeline
2022-10-04 17:08:48 +01:00
Richard Davey
554ef91353
Correct docs
2022-10-04 14:49:26 +01:00
Richard Davey
e774987897
Removed unused code
2022-10-04 14:49:19 +01:00
Richard Davey
1316c09d1c
Merge branch 'master' of https://github.com/photonstorm/phaser
2022-10-04 13:17:44 +01:00
Richard Davey
d9a30e6c52
Remove unused shaders
2022-10-04 13:17:33 +01:00
arbassic
58cf547d47
fix: use webgl 1 pattern to always use best precision available
2022-10-04 01:11:10 +02:00
Richard Davey
1a23b31947
Remove swap and rename method
2022-10-03 22:07:07 +01:00
Richard Davey
b52a730f9b
Rename function
2022-10-03 22:06:58 +01:00
Richard Davey
416aa053da
Swap to using RenderTarget, much cleaner
2022-10-03 21:09:15 +01:00
Richard Davey
eba9254e1a
The BitmapMaskPipeline
now hands over most control of the framebuffers to the WebGLRenderer.
2022-10-03 18:50:48 +01:00
Richard Davey
b327f39c5e
Bitmap Mask updates
...
* The `WebGLRenderer` has 4 new properties: `maskTargetFramebuffer`, `maskSourceFramebuffer`, `maskTargetTexture` and `maskSourceTexture`. These are the new global locations of the mask framebuffers.
* `WebGLRenderer.createBitmapMask` is a new method that internally creates the Bitmap Mask framebuffers.
* `WebGLRenderer.clearBitmapMask` is a new method that internally clears the existing Bitmap Mask framebuffers, called as part of a resize event.
* `WebGLRenderer.enableBitmapMask` is a new method that starts the process of using the mask target framebuffer for drawing. This is called by the `BitmapMaskPipeline`.
* `WebGLRenderer.drawBitmapMask` is a new method that completes the process of rendering using the mask target framebuffer. This is called by the `BitmapMaskPipeline`.
2022-10-03 18:49:55 +01:00
Richard Davey
dcb1c8a9dd
Allowing custom resolution for mask shader
2022-09-29 23:35:06 +01:00
Richard Davey
3abea4286f
When rendering a Sprite with a Camera set to roundPixels
it will now run Math.floor
on the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems.
2022-09-29 22:11:02 +01:00
Richard Davey
2e870a0a2c
Previously, the Multi Tint methods batchSprite
, batchTexture
, batchTextureFrame
and batchFillRect
would all make heavy use of the TransformMatrix.getXRound
and getYRound
methods, which in turn called getX
and getY
and applied optional rounding to them. This is all now handled by one single function (setQuad
) with no branching, meaning rendering one single sprite has cut down 16 function calls and 48 getters to just 1 function.
2022-09-29 17:17:24 +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
a135271f19
Use new uLightCount uniform
2022-09-23 00:41:47 +01:00
Richard Davey
b789742636
Update Utils.js
2022-09-22 14:55:29 +01:00
Richard Davey
9d43583a63
This shader is just better. More crappy iOS testing needed though.
2022-09-21 23:13:04 +01:00
brendo
93eceb7d99
show error code
2022-08-30 07:42:14 +08:00
Richard Davey
4c2d3e3cff
setTextureZero will now set isTextureClean
to false
2022-08-24 13:56:12 +01:00
Richard Davey
9bc8826684
Specify the canvas is for drawing, not reading
2022-08-18 18:01:45 +01:00
Richard Davey
f09ec762ee
Removed Graphics Pipeline
...
The WebGL Graphics Pipeline has been removed. This pipeline wasn't used in v3.55, as all Graphics rendering is handled by the MultiTint pipeline, for better batching support. No Phaser Game Objects use the Graphics pipeline any longer, so to save space it has been removed and is no longer installed by the Pipeline Manager.
2022-07-12 13:39:51 +01:00
Richard Davey
aa2dda09e2
UtilityPipeline.blitFrame
has a new optional boolean parameter flipY
which, if set, will invert the source Render Target while drawing it to the destination Render Target.
2022-05-30 18:25:21 +01:00
samme
54d12080eb
Docs: fix the mipmapFilter
example code
2022-05-09 09:44:09 -07:00
Richard Davey
59fbcc5ca3
Updated copyright year
2022-02-28 14:29:51 +00:00
Richard Davey
c8d3a20754
Updated Multi Pipeline shader so it no longer smacks Safari's arse.
2022-02-03 23:12:15 +00:00
Andy Mikulski
6108414b75
WebGLSnapshot: Support custom rendering contexts
2022-01-26 15:02:59 -07:00
Richard Davey
0e364321e6
Update BitmapMask-frag.js
2021-11-23 18:24:14 +00:00
Richard Davey
6c459eb3d5
Update Multi-frag.js
2021-11-23 18:19:05 +00:00
Richard Davey
8699e97f94
The BitmapMask
shader has been recoded so it now works correctly if you mask a Game Object that has alpha set on it, or in its texture. Previously it would alpha the Game Object against black
2021-11-23 18:18:47 +00:00
Richard Davey
c37da11d36
pma is essential - to hell with Firefox!
2021-11-08 21:51:08 +00:00
Richard Davey
2efa08d3db
Testing pma off
2021-11-08 18:49:48 +00:00
Richard Davey
fc1234e55b
Added createProgram, setBoolean and the new src properties
2021-11-02 18:05:18 +00:00
Richard Davey
565dfc801a
WebGLPipeline.setBoolean
is a new method that allows you to set a boolean uniform on a shader.
2021-11-02 18:00:25 +00:00
Richard Davey
95d7dc71b2
Update SpriteFXPipeline.js
2021-11-02 17:05:23 +00:00
Richard Davey
c94719e0b8
Added alt swap frame
2021-10-28 01:19:52 +01:00
Richard Davey
03345ea60c
Update WebGLPipeline.js
2021-10-27 17:21:59 +01:00
Richard Davey
9980c35c3e
Update SpriteFXPipeline.js
2021-10-27 17:21:55 +01:00
Richard Davey
29ada646e0
Updated docs
2021-10-26 00:04:37 +01:00
Richard Davey
17c76c831c
The Multi Tint fragment shader now uses the new getSampler function approach from Phaser 4
2021-10-26 00:00:35 +01:00
Richard Davey
4d18ad6ff8
Removed GenerateSrc, removed need for forloop declaration
2021-10-26 00:00:20 +01:00
Richard Davey
55ef37b6fb
Removed spriteData, added destroy, tidied up docs
2021-10-21 18:38:15 +01:00
Richard Davey
0020f03ead
Fixed Sprite FX targetBounds
2021-10-20 17:02:37 +01:00
Richard Davey
143d63dcb0
Debugging
2021-10-20 12:37:05 +01:00
Richard Davey
508630ad81
Added renderTargets, maxDimension, frameInc and targetIndex
2021-10-20 12:36:54 +01:00
Richard Davey
9e38e37d6f
Removed RenderTargets (moved to PM) and flipped projection matrix
2021-10-19 22:48:02 +01:00
Richard Davey
5fb2604292
Removed flip verts
2021-10-19 22:47:34 +01:00
Richard Davey
d46f6e37f3
WebGLPipeline.flipProjectionMatrix
is a new method that allows you to flip the y and bottom projection matrix values via a parameter.
2021-10-19 22:47:22 +01:00
Richard Davey
ef4d5d94bb
New fsTarget copySubTex approach (faster)
2021-10-19 18:43:15 +01:00
Richard Davey
c6ac6125c9
Update MultiPipeline.js
2021-10-19 18:42:58 +01:00
Richard Davey
b434c3b4f8
Fixed jsdocs
2021-10-18 17:54:25 +01:00
Richard Davey
347b6db490
Added altFrame option and calculations + handy utility functions
2021-10-18 17:49:09 +01:00
Richard Davey
d4edcbd8ca
Set default vert shader
2021-10-18 16:01:53 +01:00
Richard Davey
ba0a52e386
Update SpriteFXPipeline.js
2021-10-16 15:30:03 +01:00
Richard Davey
638fd113b5
Flip the Y on textures
2021-10-16 15:23:33 +01:00
Richard Davey
5e509bd72b
Removed 'drawToFrame' (it's the only option) and added 'batchTexture'
2021-10-16 15:08:58 +01:00
Richard Davey
acc9f07e5c
Fixed data and alpha value
2021-10-15 18:45:23 +01:00
Richard Davey
fd1ab765a3
Full JSDocs and tidied up all the methods
2021-10-15 18:39:10 +01:00
Richard Davey
efa8c8b5a5
Fixed verts and called onFX
2021-10-15 00:59:04 +01:00
Richard Davey
6c00b5cfc4
Added onPreCopy
2021-10-14 18:51:39 +01:00
Richard Davey
8a89700bf7
Fixed shader uniform issue and tidied up code
2021-10-14 18:45:59 +01:00
Richard Davey
bfecf9da5a
RenderTarget
will now automatically set the wrapping mode to clamp.
2021-10-14 18:45:41 +01:00
Richard Davey
c1c8e5d12b
The WebGLRenderer.createTextureFromSource
method has a new optional boolean parameter forceClamp
that will for the clamp wrapping mode even if the texture is a power-of-two.
2021-10-14 18:45:28 +01:00
Richard Davey
d5a86d7b07
Update SpriteFXPipeline.js
2021-10-14 01:08:06 +01:00
Richard Davey
5d2749f5d6
Update SpriteFXPipeline.js
2021-10-14 00:55:27 +01:00
Richard Davey
219ff50b90
Fixed copyFrame handling
2021-10-13 23:38:04 +01:00
Richard Davey
c4c5453dfb
Removed log
2021-10-13 23:35:29 +01:00
Richard Davey
fd54fa741c
Update SpriteFXPipeline.js
2021-10-13 18:56:41 +01:00
Richard Davey
635e7283d5
Added buffer to setVertexBuffer and setShader
2021-10-13 18:56:31 +01:00
Richard Davey
0bf366a096
Update SpriteFXPipeline.js
2021-10-13 13:04:08 +01:00
Richard Davey
803d71469e
Fixed the vert and uv handling
2021-10-12 21:47:48 +01:00
Richard Davey
4f454a5701
Update WebGLPipeline.js
2021-10-12 21:47:39 +01:00
Richard Davey
3afc8b1a8e
Flip the verts
2021-10-12 21:47:33 +01:00
Richard Davey
2a473889dc
Update SpriteFXPipeline.js
2021-10-12 18:54:06 +01:00
Richard Davey
85c6c4be44
Swap frame support added and drawSprite method
2021-10-12 18:00:50 +01:00
Richard Davey
68c3fc4171
Fixed resizing. Set RTs in boot.
2021-10-12 16:09:53 +01:00
Richard Davey
6fe88aeee7
Refactored to use existing functions where possible
2021-10-12 13:32:39 +01:00
Richard Davey
9e9c9298eb
Much better renderTarget handling. Sprite now draws properly. Config handling done. Need to fix bindAndDraw
2021-10-12 01:03:45 +01:00
Richard Davey
53eb64b92b
Added isSpriteFX
property
2021-10-12 01:03:18 +01:00
Richard Davey
904ca9f7c4
Removed SpriteFX as you extend it, not instantiate it
2021-10-12 01:03:04 +01:00
Richard Davey
e9d85c57ee
Update SpriteFXPipeline.js
2021-10-11 18:49:17 +01:00
Richard Davey
7af3693fb5
Add SpriteFX Pipeline to const and default array
2021-10-11 18:49:13 +01:00
Richard Davey
038ffa7b77
Create SpriteFXPipeline.js
2021-10-11 18:06:42 +01:00
Richard Davey
fa25b9e254
Removed temp function
2021-10-11 18:06:35 +01:00
Richard Davey
5c88dd8593
Only need to set the width
2021-10-11 17:56:26 +01:00
Richard Davey
784f722b90
Remove, we'll handle this elsewhere
2021-10-11 17:56:11 +01:00
Richard Davey
e26eb49769
Update RenderTargetConfig.js
2021-10-11 17:04:20 +01:00
Richard Davey
d32badabf5
When defining the renderTargets
in a pipeline config, you can now set optional width
and height
properties, which will create a Render Target of that exact size, ignoring the scale
value (if also given).
2021-10-11 17:02:36 +01:00
Richard Davey
c1430f41dc
Testing FX padding
2021-10-11 15:10:57 +01:00
Richard Davey
bf02aaa7ee
Update WebGLTextureCompression.js
2021-10-06 18:48:04 +01:00
Richard Davey
01beb898b3
The WebGLRenderer.createTextureFromSource
method now accepts the CompressedTextureData
data objects and creates WebGL textures from them.
2021-10-06 18:47:35 +01:00
Richard Davey
234ba03b35
Update WebGLRenderer.js
2021-10-05 18:36:50 +01:00
Richard Davey
f376958ca1
Added getCompressedTextureName method
2021-10-05 18:30:17 +01:00
Richard Davey
7bdb9d672f
Added supportsCompressedTexture method
2021-10-05 17:04:44 +01:00
Richard Davey
5a941ed509
Expanded to support all formats
2021-10-05 16:48:51 +01:00
Richard Davey
573dd3a14d
Added getCompressedTextures method
2021-10-05 16:48:42 +01:00
Richard Davey
b968e46ee2
The Multi Pipeline now uses highp float
precision by default, instead of mediump
. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751 #5659 #5655
2021-09-28 15:56:54 +01:00
Richard Davey
0ab2534306
Update PipelineManager.js
2021-09-21 14:53:18 +01:00
Richard Davey
78b9215e2f
Added the missing WebGLPipelineUniformsConfig
type def. Fix #5718 (thanks @PhaserEditor2D)
2021-05-26 15:38:51 +01:00
Richard Davey
3a6e82a042
The WebGLShader.set1fv
, set2fv
, set3fv
, set4fv
, set1iv
, set2iv
, set3iv
, set4iv
, setMatrix2fv
, setMatrix3fv
and setMatrix4fv
methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 17:24:03 +01:00
Benjamin Magalhaes
562a05a642
Remove unused WebGLPipelineUniformsConfig
2021-05-13 15:21:35 +02:00
Benjamin Magalhaes
aa97541c3f
Fix WebGLPipelineAttributeConfig documentation
2021-05-13 13:31:18 +02:00
Richard Davey
9879a1062e
Merged the Graphics Pipeline functions into the MultiPipeline
2021-04-16 18:18:42 +01:00
Vladislav Forsh
670a66c697
Improve types for WebGL texture compression support
...
(cherry picked from commit 5626acffec17c6b4d66c78b8e0aa52e5cfcd8478)
2021-04-13 13:19:24 +03:00
Richard Davey
e954547cf7
The PipelineManager.rebind
method will now flag all pipelines as glReset = true
, so they know to fully rebind the next time they are invoked.
2021-03-01 17:50:40 +00:00
Richard Davey
8d7519b84d
* WebGLPipeline.glReset
is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls to bind
to rebind
instead to restore the pipeline state.
...
The `WebGLPipeline.rebind` method now accepts an optional parameter `currentShader`. If provided it will set the current shader to be this after the pipeline reset is complete.
2021-03-01 17:50:39 +00:00
Richard Davey
a95c34ce92
WebGLRenderer.deleteTexture
will now run resetTextures(true)
first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.
2021-02-17 13:10:10 +00:00
Richard Davey
3deb6672aa
RenderTarget.resize
will now Math.floor
the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment
errors. Fix #5563
2021-02-16 12:32:55 +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
c5cbb413d2
You can now set the boolean preserveDrawingBuffer
in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to true
to retain them.
2021-02-04 15:58:41 +00:00
Richard Davey
a765b7edfc
WebGLRenderer.isTextureClean
is a new boolean property that tracks of all of the multi-textures are in a clean 'default' state, to avoid lots of gl texture binds and activations during a Scene restart or destruction process.
2021-01-04 15:49:39 +00:00
Richard Davey
e7aff5d0dc
Data type fix
2020-12-16 10:25:27 +00:00
Richard Davey
6912124780
Fixed docs
2020-12-15 16:05:34 +00:00
Richard Davey
67b3f812f8
JSDocs
2020-12-14 13:50:50 +00:00
Richard Davey
00ec07d67f
JSDoc update
2020-12-14 13:36:51 +00:00
Richard Davey
cbe1a3219a
JSDoc improvements
2020-12-14 13:33:42 +00:00
Richard Davey
5a532da7bf
Disable scissor before clearing.
2020-12-14 09:08:28 +00:00
Richard Davey
166c333d13
Should rebind shaders too
2020-12-11 12:41:48 +00:00
Richard Davey
519afd031b
Fixed Camera Fade Effect check. Fix #5438
2020-12-11 11:29:16 +00:00
Richard Davey
69f4a6d8fb
Added getAspectRatio method
2020-12-11 11:05:20 +00:00
Richard Davey
e4be6dbc90
Fixed JSDocs and removed unused method
2020-12-11 10:33:53 +00:00
Richard Davey
11990bccb4
Added global projection matrix back and removed events
2020-12-11 10:26:15 +00:00
Richard Davey
0d67548343
Compare projection matrix with renderer
2020-12-11 10:24:47 +00:00
Richard Davey
8839007e0f
Update the projection matrix on bind
2020-12-11 10:24:27 +00:00
Richard Davey
27da1dfa4b
Clear just the color buffer
2020-12-11 10:24:05 +00:00
Richard Davey
7acbd816f3
Added new Projection Update event and respond to it
2020-12-10 18:07:25 +00:00
Richard Davey
4f5cedde03
Better method name. Reset once done.
2020-12-10 16:58:34 +00:00
Richard Davey
f1dbea4ead
beginCapture can accept dimensions. Reset scissor enables even if same size. Always set drawing height.
2020-12-10 16:55:00 +00:00
Richard Davey
21b968363c
Don't resize if already same size. Better binding handling.
2020-12-10 16:53:48 +00:00
Richard Davey
2be3b7aa59
Fixed typos
2020-12-10 16:53:26 +00:00
Richard Davey
197aa9df0f
Update WebGLRenderer.js
2020-12-09 15:55:02 +00:00
Richard Davey
edbef4a04a
Added eraseMode parameter
2020-12-09 15:54:56 +00:00
Richard Davey
16d4d11939
Final fixes to blitFrame
2020-12-09 15:20:09 +00:00
Richard Davey
1cb6d525be
New blitFrame working. Now to adjust when src > target height.
2020-12-09 14:08:24 +00:00
Richard Davey
daadb7d5b6
Fixed way in which custom vertices are defined in the config
2020-12-09 12:18:16 +00:00
Richard Davey
54e306fe3e
Added setProjectionMatrix and all of the new pipeline events
2020-12-08 17:38:19 +00:00
Richard Davey
5f279bf4a4
Added RenderTarget, begingCapture, endCapture, resetScissor and resetViewport
2020-12-08 17:37:59 +00:00
Richard Davey
f93c3ea05f
Added Pipeline events
2020-12-08 16:15:46 +00:00
Richard Davey
c2bce98532
Added copyFrameRect method
2020-12-08 16:15:06 +00:00
Richard Davey
d6d5c09552
The Shader
Game Object now supports being able to use a Render Texture as a sampler2D
texture on the shader. Fix #5423
2020-12-07 12:19:42 +00:00
Richard Davey
15a6f50d2c
Fixed functions not appearing in the namespace. Fix #5432
2020-12-07 10:11:47 +00:00
Richard Davey
0951a1d2ea
Fixed tint property. Fix #5433
2020-12-07 09:42:21 +00:00
Richard Davey
402e6d23b1
Testing making the pipeline responsible for setting the buffer to cut down on potential points of failure
2020-12-04 18:06:16 +00:00
Richard Davey
c6489cf730
Remove un-used shader
2020-12-04 15:29:55 +00:00
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
509fbcae44
Update PipelineManager.js
2020-12-04 13:40:32 +00:00
Richard Davey
e2ccfffd3b
Split up the classes to avoid plugin issues. Fix #5420
2020-12-04 13:04:48 +00:00
Richard Davey
82c1ea87da
Reset the projection matrix to avoid cache by reference errors. Fix #5425
2020-12-03 14:31:45 +00:00
Richard Davey
3344fc12bf
Added resetUniform
method
2020-12-03 14:31:21 +00:00
Richard Davey
d2b8f0b7e4
Factor in Camera Zoom to radius
2020-12-03 12:52:12 +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
8b6d03faaf
Fixed JSDoc
2020-12-03 10:15:25 +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
35146e72ed
Removed Light Layer and moved Point Light to its own Game Object
2020-12-02 13:48:38 +00:00
Richard Davey
6b1fda19e1
Use onActive
and reset textures, fixing all rendering issues
2020-12-02 13:15:16 +00:00
Richard Davey
2687be611a
Added on onActive
hook
2020-12-02 13:14:57 +00:00
Richard Davey
e41d5a0296
Tidying up the class
2020-12-02 11:45:38 +00:00
Richard Davey
e8a36a2477
Update WebGLPipelineUniformsConfig.js
2020-12-02 11:11:52 +00:00
Richard Davey
a694590945
Fixed for 3.50 Beta 12
2020-12-02 11:11:48 +00:00
Richard Davey
2d78642944
Pipelines now populate their own uniforms
2020-12-02 11:11:24 +00:00
Richard Davey
dd1757a288
Shaders will now automatically get all active uniforms and populate the uniforms object
2020-12-02 11:11:08 +00:00
Richard Davey
cbf15747c7
Set default size to 1
2020-12-01 17:24:16 +00:00
Richard Davey
079dbcc72f
Back to Normal Map only pipeline
2020-12-01 17:24:04 +00:00
Richard Davey
ea6a7d0f05
Install Point Light Pipeline (build flag?)
2020-12-01 17:23:33 +00:00
Richard Davey
05e046eb0e
Added Point Light Pipeline to the const
2020-12-01 17:23:18 +00:00
Richard Davey
496564e9d0
Create PointLightPipeline.js
2020-12-01 17:23:03 +00:00
Richard Davey
c8a8f59d69
New Point Light shader
2020-12-01 17:22:57 +00:00
Richard Davey
239e44b264
Improved docs
2020-11-30 16:13:03 +00:00
Richard Davey
23ad56862f
Enable use of 'active'
2020-11-30 14:21:00 +00:00
Richard Davey
e020898134
Update LightPipeline.js
2020-11-30 09:46:28 +00:00
Richard Davey
3149bb5dfa
JSDoc fix
2020-11-26 14:19:29 +00:00
Richard Davey
451656c54f
Use getXRound and getYRound
2020-11-26 11:39:08 +00:00
Richard Davey
c8cdf9fde2
Fixed Render Texture crop
2020-11-26 11:28:25 +00:00
Richard Davey
a0a32f45e5
Using a Bitmap Mask and a Blend Mode in WebGL would reset the blend mode when the mask was rendered, causing the Game Object to have no blend mode. Fix #5409
2020-11-26 10:14:13 +00:00
Richard Davey
0ee1338765
Better post pipeline call (less code)
2020-11-26 09:51:40 +00:00
Richard Davey
339b4fd3df
Added setTime method
2020-11-25 22:44:06 +00:00
Richard Davey
d0da33689b
Added bindTexture method
2020-11-24 16:01:25 +00:00
Richard Davey
9cc16720b8
Added bindRenderTarget
method.
2020-11-24 15:34:25 +00:00
Richard Davey
d2e2e86ef1
Updated accessor
2020-11-23 16:22:11 +00:00
Richard Davey
ec5da6930c
Added post pipeline support to all Game Objects
2020-11-23 16:17:13 +00:00
Richard Davey
28d925b875
JSDoc fixes
2020-11-23 15:06:45 +00:00
Richard Davey
3f511a73cd
Replace integer[] with number[]
2020-11-23 10:23:10 +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
30c2eb5d0e
Ability to link Post Pipeline to owner object
2020-11-20 17:29:42 +00:00
Richard Davey
0b589564ea
JSDoc fixes
2020-11-20 16:37:53 +00:00
Richard Davey
afbbf2aee0
JSDoc fixes
2020-11-20 16:30:05 +00:00
Richard Davey
b64f2cc4d0
Added ability to skip post pipeline per object
2020-11-20 15:18:19 +00:00
Richard Davey
e7b85b08af
Fixed batchLight
2020-11-20 13:05:32 +00:00
Richard Davey
f941f5a9f9
Scissor fix
2020-11-20 11:10:37 +00:00
Richard Davey
87b96f60e8
Resize to match texture fbo
2020-11-19 23:04:10 +00:00
Richard Davey
a7e980f816
Adjust viewport
2020-11-19 18:07:26 +00:00
Richard Davey
e80ed9464a
Removed copy params
2020-11-19 16:40:42 +00:00
Richard Davey
775134ed3b
Added viewport and flush helpers
2020-11-19 16:40:19 +00:00
Richard Davey
6f6fbadfdd
Don't adjust viewport unless needed
2020-11-19 16:40:07 +00:00
Richard Davey
82ca007d1a
Added cropWidth
and cropHeight
parameters to batchTextureFrame
method
2020-11-19 11:37:38 +00:00
Richard Davey
782cb94e56
Updated Render Target constructor
2020-11-19 11:37:14 +00:00
Richard Davey
a03393a4de
Added auto resize, clear and default parameters
2020-11-19 11:36:58 +00:00
Richard Davey
916bfa78b2
Missing flush
2020-11-18 10:26:44 +00:00
Richard Davey
c4c849cff4
Reset Textures
2020-11-17 19:58:35 +00:00
Richard Davey
4903241ac9
No longer use setPost
.
2020-11-17 17:30:25 +00:00
Richard Davey
11e4fe6e14
Update PipelineManager.js
2020-11-17 17:15:32 +00:00
Richard Davey
e36a086e5d
Updated data types
2020-11-17 16:50:36 +00:00
Richard Davey
96be7f6e6d
Destroy Render Targets too
2020-11-17 16:19:48 +00:00
Richard Davey
60c7d8a2e9
New classes property, new event handling system and removed un-used methods
2020-11-17 14:10:06 +00:00
Richard Davey
2c88b8935b
Auto-boot and set isPostFX
2020-11-17 14:09:47 +00:00
Richard Davey
599213d211
New isPostFX property, listen to events and don't create projection matrix unless needed
2020-11-17 14:09:27 +00:00
Richard Davey
629eefb7d5
Now extends event emitter, new events and new isBooted property
2020-11-17 14:09:02 +00:00
Richard Davey
477cde3548
New WebGL Renderer events
2020-11-17 14:08:23 +00:00
Richard Davey
9cf67722ec
Don't forget to reset the viewport
2020-11-16 17:52:11 +00:00
Richard Davey
2008d3b880
Added popFBO parameters and setViewport parameter
2020-11-16 17:43:04 +00:00
Richard Davey
f5f20db048
Don't batch if no pipeline
2020-11-16 17:08:50 +00:00