Richard Davey
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526a6489ba
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Added BarrelFX
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2023-02-16 00:42:17 +00:00 |
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Richard Davey
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9aa58008bf
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Finished Circle shader and CircleFX Pipeline
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2023-02-15 23:48:34 +00:00 |
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Richard Davey
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ffa50913f4
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Shader update?
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2023-02-15 18:50:59 +00:00 |
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Richard Davey
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5125d91509
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Create FXCircle.frag
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2023-02-15 18:50:47 +00:00 |
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Richard Davey
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720417c3dd
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Added ColorMatrix
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2023-02-15 18:50:44 +00:00 |
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Richard Davey
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2d58ee2453
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Create CircleFXPipeline.js
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2023-02-15 18:50:12 +00:00 |
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Richard Davey
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3fb415b926
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Create ColorMatrixFXPipeline.js
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2023-02-15 18:50:07 +00:00 |
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Richard Davey
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4d273254e5
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Testing ColorMatrix FX
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2023-02-15 13:47:56 +00:00 |
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Richard Davey
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399241b9c4
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vertShader is the default :)
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2023-02-15 01:20:53 +00:00 |
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Richard Davey
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1cf3aa428a
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Exposed all the FX pipelines for easier access
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2023-02-15 01:15:25 +00:00 |
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Richard Davey
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e1391445fe
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If you add #define SHADER_NAME to the start of your shader then it will be picked up as the WebGLShader name during the setShadersFromConfig process within WebGLPipeline .
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2023-02-15 01:15:01 +00:00 |
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Richard Davey
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b40cc9b584
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Tweaked alpha
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2023-02-15 00:50:31 +00:00 |
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Richard Davey
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a93a6c75c3
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Added working BloomFX
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2023-02-15 00:50:26 +00:00 |
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Richard Davey
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b615e67a3b
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Rename LinearGradient to Gradient and use better shader
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2023-02-15 00:05:33 +00:00 |
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Richard Davey
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03104d0a8c
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Optimize size of shaders by removing comments and blank lines
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2023-02-15 00:05:16 +00:00 |
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Richard Davey
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58576252cb
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Fixed BlurFX and added LinearGradientFX
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2023-02-14 23:45:44 +00:00 |
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Richard Davey
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65f3d340ec
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Working through Blur FX
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2023-02-14 18:53:52 +00:00 |
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Richard Davey
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15f296824c
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Improved Vignette shader dramatically
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2023-02-14 15:49:33 +00:00 |
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Richard Davey
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729f446e66
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Added Shadow, Vignette, Pixelate and Shine FX
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2023-02-14 13:33:07 +00:00 |
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Richard Davey
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765afecbea
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The WebGLPipeline.setTime method has a new optional parameter shader , which allows you to control the shader on which the time value is set.
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2023-02-14 13:11:29 +00:00 |
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Richard Davey
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28f088184f
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Expose GlowFXPipeline
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2023-02-14 01:30:57 +00:00 |
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Richard Davey
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9f53a0460a
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Added GlowFX by default (testing)
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2023-02-14 01:30:47 +00:00 |
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Richard Davey
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13e2e15914
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New and improved fx handling
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2023-02-14 01:30:37 +00:00 |
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Richard Davey
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3f428c4295
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jsdocs fix
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2023-02-14 01:29:57 +00:00 |
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Richard Davey
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2589557f4d
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Don't resize if locked from resizing
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2023-02-14 01:29:46 +00:00 |
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Richard Davey
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34c3468961
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Create GlowFXPipeline.js
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2023-02-14 01:29:05 +00:00 |
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Richard Davey
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ed1f79e57e
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Added Vignette and BaseFX class
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2023-02-13 21:21:18 +00:00 |
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Richard Davey
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532d5a9375
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Revised FX pipeline. Added Glow, Shadow and Pixelate. Tested against multi-pass.
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2023-02-13 18:50:27 +00:00 |
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Richard Davey
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963ff647e6
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Testing out a possible FX Pipeline
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2023-02-13 01:30:22 +00:00 |
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Richard Davey
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cf6b0971cb
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Renaming SpriteFX to PreFX
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2023-02-12 21:08:58 +00:00 |
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Richard Davey
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ed205f586b
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Bloom FX
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2023-02-09 18:46:49 +00:00 |
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Richard Davey
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a493f51192
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Set the Post Pipeline name into the instance correctly, so we can pass by reference to setPostPipeline
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2023-02-03 18:26:56 +00:00 |
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Richard Davey
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6f678e0825
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If mipmapFilter is not set on the config (now the default) it won't create them at all.
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2023-01-23 20:59:02 +00:00 |
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Richard Davey
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61278d0812
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Optionally pass ColorMatrix to ciopySprite method
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2023-01-23 17:16:43 +00:00 |
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Richard Davey
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468bf7821d
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Updated copyright year
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2023-01-02 17:36:27 +00:00 |
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Richard Davey
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b267c607d2
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Measure and Snap block freq read
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2022-12-18 17:22:26 +00:00 |
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Richard Davey
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7a5d138271
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Testing deleting renderbuffer #6311
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2022-12-07 18:29:11 +00:00 |
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Richard Davey
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a813f9c229
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WebGLPipeline.vertexAvailable is a new method that returns the number of vertices that can be added to the current batch before it will trigger a flush.
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2022-12-07 18:28:17 +00:00 |
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Richard Davey
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1e9bb686d3
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When calling PipelineManager.clear and rebind it will now check if the vao extension is available, and if so, it'll bind a null vertex array. This helps clean-up from 3rd party libs that don't do this directly, such as ThreeJS.
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2022-11-29 23:38:47 +00:00 |
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Richard Davey
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9357b8e609
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The RenderTarget class will now create a Framebuffer that includes a Depth Stencil Buffer attachment by default. Previously, it didn't. By attaching a stencil buffer it allows things like Geometry Masks to work in combination with Post FX and other Pipelines. Fix #5802
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2022-11-22 18:13:03 +00:00 |
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Richard Davey
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e608c2caf1
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The CONTEXT_RESTORED Game Event has been removed and the WebGL Renderer no longer listens for the contextrestored DOM event, or has a contextRestoredHandler method. This never actually worked properly, in any version of Phaser 3 - although the WebGLRenderer would be restored, none of the shaders, pipelines or textures were correctly re-created. If a context is now lost, Phaser will display an error in the console and all rendering will halt. It will no longer try to re-create the context, leading to masses of WebGL errors in the console. Instead, it will die gracefully and require a page reload.
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2022-11-17 18:04:51 +00:00 |
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Richard Davey
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c9d7a76998
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The Light fragment shader will now use the outTintEffect attribute meaning the Light Pipeline will now correctly light both tinted and fill-tinted Game Objects. Fix #5452
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2022-11-17 17:25:47 +00:00 |
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Richard Davey
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8c7c8ee2a4
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The batchLine method in the Multi Pipeline will now check to see if the dxdy len is zero, and if so, it will abort drawing the line. This fixes issues on older Android devices, such as the Samsung Galaxy S6 or Kindle 7, where it would draw erroneous lines leading up to the top-left of the canvas under WebGL when rendering a stroked rounded rectangle. Fix #5429
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2022-11-17 16:49:10 +00:00 |
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Richard Davey
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2f720246ab
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Reset the buffer and textures on rebind.
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2022-11-15 21:54:43 +00:00 |
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Richard Davey
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064e8a3ec2
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Fixed type issues
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2022-11-10 16:05:20 +00:00 |
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Richard Davey
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b457e42a2f
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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
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2022-11-09 18:18:35 +00:00 |
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Richard Davey
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d7a15e92a6
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Added activeBuffer and activeTextures check to avoid gl ops
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2022-11-03 22:05:18 +00:00 |
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Richard Davey
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2d81a4a50e
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Reverting to forloop shader
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2022-11-03 22:04:58 +00:00 |
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Richard Davey
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528e32a18a
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Reverting to forloop approach
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2022-11-03 22:04:44 +00:00 |
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Richard Davey
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3b50fa65d6
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WebGLSnapshot will now flip the pixels in the created Image element if the source was a framebuffer. This means grabbing a snapshot from a Dynamic or Render Texture will now correctly invert the pixels on the y axis for an Image. Grabbing from the game renderer will skip this.
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2022-10-31 22:47:14 +00:00 |
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