Richard Davey
2326b331f1
States now have their own FBO (under WebGL) which the renderer uses.
2016-11-04 02:24:49 +00:00
Richard Davey
a366ef8f3c
New State Manager up and running.
2016-11-04 02:08:17 +00:00
Richard Davey
89ece19c78
Disabled twirl.
2016-11-03 22:25:55 +00:00
Richard Davey
16e687cb2a
Fixed issue with FBO leaving no bound texture on unit zero.
2016-11-03 21:50:14 +00:00
Richard Davey
181e08a1f9
Testing fix.
2016-11-03 21:32:06 +00:00
Richard Davey
8971d8eaf4
Updated comments
2016-11-03 21:13:48 +00:00
Richard Davey
b65a9bec42
Tidying up.
2016-11-03 21:10:53 +00:00
Richard Davey
e0c6a0c470
Using createEmptyTexture again.
2016-11-03 21:06:14 +00:00
photonstorm
57e12415cc
Removing test code.
2016-11-03 17:25:14 +00:00
photonstorm
a86b02d55a
Finally! Fixed the multi texture + FBO pipeline.
2016-11-03 17:19:16 +00:00
photonstorm
a3d9cf9b6d
Tiny Batch!
2016-11-03 13:47:37 +00:00
Richard Davey
def3a93b5f
Trying to debug fbo + multi-texture 'cannot draw to same texture' issue.
2016-11-03 05:10:50 +00:00
Richard Davey
106a55e642
Lots of tidying up. Renamed properties, removed loads of stuff no longer needed in the main class.
2016-11-03 04:22:07 +00:00
Richard Davey
8439cf0c15
Added QuadFBO class, which encapsulates the whole frame buffer + quad + shader flow. Exposed quad dimensions and position via setters, allowing you to place the FBO anywhere when it renders.
2016-11-03 04:04:34 +00:00
Richard Davey
6e70669e28
Added getVerticesFromRect so the fbo is calculated from pixel values.
2016-11-03 02:50:52 +00:00
Richard Davey
8603374316
More docs.
2016-11-03 02:07:15 +00:00
Richard Davey
0b070822d3
Updated the FBO quad to use a vec2 for position instead, cutting down on vert data a little. Also removed array length look-ups and hard coded values in.
2016-11-03 01:51:31 +00:00
Richard Davey
9600ed038d
Updated destroy method.
2016-11-03 01:49:55 +00:00
Richard Davey
e2b7e54c5f
Testing twirl shader :)
2016-11-02 01:47:59 +00:00
Richard Davey
b5faa8843d
Finally, FBO for main renderer working!
2016-11-02 01:22:27 +00:00
Richard Davey
4b0c028200
Adding FBO support.
2016-11-02 01:00:56 +00:00
Richard Davey
03b651f79f
Loads of tweaks re: Transform inheritance.
2016-11-01 00:31:45 +00:00
Richard Davey
c681abbea8
Removed duplicate flush methods from the batch processors.
2016-10-31 21:46:31 +00:00
Richard Davey
19d9241dc7
Removed un-needed shaders.
...
Added batch processor switching and tested it.
2016-10-31 21:42:23 +00:00
Richard Davey
7477599005
Refactored ImageBatch into the more accurately named SingleTextureBatch.
2016-10-31 19:44:46 +00:00
photonstorm
5ef7fd3377
Moved flush to BaseBatch.
2016-10-31 17:15:36 +00:00
Richard Davey
c27b2f9fca
Changed batch limits. Currently running 20,000 pixels in 1 draw call.
2016-10-30 23:59:47 +00:00
Richard Davey
c4a79bfadc
Pixel Batch rendering working, and passing through properly.
2016-10-30 23:40:18 +00:00
Richard Davey
bd80999b33
Refined the Image and WebGL Renderers.
2016-10-30 22:58:14 +00:00
Richard Davey
a55df3f143
Added in the Pixel Field batch processor and start of the Game Object.
2016-10-30 22:57:50 +00:00
Richard Davey
3c248d1cb4
Added in the FX Batch processor.
2016-10-30 22:57:29 +00:00
Richard Davey
5ec168a741
Added the multi texture batch processor, and tested it working.
2016-10-30 22:57:19 +00:00
Richard Davey
525c3e1a44
Removed all the redundant methods and added in the new batch processors.
2016-10-30 22:56:06 +00:00
Richard Davey
577b81580a
New batch system working.
2016-10-30 14:57:38 +00:00
Richard Davey
7051557e21
Merging the functions into the right classes. Nearly ready to test.
2016-10-29 21:29:16 +01:00
Richard Davey
44f7629cc8
Tidying up the new batch.
2016-10-29 14:41:43 +01:00
Richard Davey
30dea30601
Splitting the batch processors into their own classes.
2016-10-29 13:38:57 +01:00
photonstorm
863efde5ed
Getting ready to move the shaders out.
2016-10-28 18:35:23 +01:00
Richard Davey
f1760f961d
Working through splitting the Batch shader out of the manager, and into its own class. Got multi-shader swapping working.
2016-10-28 02:42:58 +01:00
Richard Davey
33c618d30e
Fixed issue where changing blend mode didn't correctly reset the batch.
2016-10-27 15:14:22 +01:00
photonstorm
fd3898742f
Added ability to toggle multi-texture support at run-time.
2016-10-25 16:44:23 +01:00
photonstorm
8de992175e
Renamed Renderer spriteBatch to just batch.
2016-10-25 14:30:29 +01:00
photonstorm
a271a52ec7
Added glLastUsed property to TextureSource.
2016-10-25 13:23:14 +01:00
Richard Davey
120b6eb2bd
Blend Modes work. More optimisations in the batch manager.
2016-10-25 03:57:34 +01:00
Richard Davey
dae0b2c124
Fixed Multi Texture support across split texture atlases.
2016-10-25 01:54:49 +01:00
Richard Davey
8ab7dc80dc
Sorted out swapping WebGL textures in a non-multi texture environment.
2016-10-25 01:40:16 +01:00
Richard Davey
4c6691863c
Fixed Multi Texture support in the new batch manager.
2016-10-25 00:41:45 +01:00
photonstorm
2af81bdfba
Masses of refactoring in BatchManager, making it as compact and fast as possible.
2016-10-24 17:14:10 +01:00
Richard Davey
3cb806c86e
New addVerts method working.
2016-10-23 11:25:44 +01:00
Richard Davey
7cfe3b3919
Exploring using addVert / addVerts to allow for shadow injection from the Game Objects layer.
2016-10-22 18:02:43 +01:00
photonstorm
4af0fb3247
Added offset vector back in.
2016-10-20 15:01:22 +01:00
photonstorm
ef5e23abad
Fixed TI attribute.
2016-10-20 14:33:31 +01:00
Richard Davey
35373da918
Adding texture index
2016-10-20 05:04:06 +01:00
photonstorm
64cd88f7b4
Trying out flash effect.
2016-10-19 17:17:26 +01:00
photonstorm
d19148aec0
Getting to the point where the 'render' call is just array population, no calculation.
2016-10-19 14:31:35 +01:00
photonstorm
079f81a639
Opps - blend mode needed :)
2016-10-19 14:30:33 +01:00
photonstorm
fb3bb4b32f
Refactored into new Base Game Object class, that Image and Sprite (and everything else) will now extend. Much more versatile, and a lot less code duplication.
2016-10-19 11:54:00 +01:00
Richard Davey
3d753255e4
Added support for the Background Color component values in the WebGL Sprite Batch shader.
2016-10-19 03:55:28 +01:00
Richard Davey
91ee135208
Fixed tint order and exposed via getters.
2016-10-19 03:10:30 +01:00
Richard Davey
5273799912
Added Color component to Stage and Image.
...
Added tint support into the Batch Manager.
2016-10-19 02:21:20 +01:00
Richard Davey
1aebdb9dd7
Fixed the Batch renderer at last. Just need to add multi-texture support back in.
2016-10-19 01:56:31 +01:00
Richard Davey
238c2fc8aa
Trying more things to get it working!
2016-10-19 00:23:40 +01:00
photonstorm
18b12dfc3e
Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components.
2016-10-18 17:03:25 +01:00
photonstorm
15fbd0962d
Renamed to Update Manager.
2016-10-14 08:58:12 +01:00
photonstorm
9fcfa86cbf
Forced alpha context.
2016-10-14 06:31:53 +01:00
photonstorm
ff2caeeb1c
Some quick Image tests (will need to move to Sprite soon)
2016-10-14 02:21:21 +01:00
Richard Davey
271aab1844
Removed the GPU texture handlers out of the Texture Manager, and into the WebGL Renderer.
2016-10-11 23:48:22 +01:00
photonstorm
ce3308ea1d
Hooking the Loader and Cache into the new Texture Manager.
2016-10-11 14:52:17 +01:00
Richard Davey
729020477a
New Game Objects structure in place, and starting to take shape.
...
Moved BitmapData and RenderTexture into the textures folder for now.
All Game Objects now have their own sub-folder, with their Factory and renderer functions alongside them, plus any other files they need.
New Factory class added. Currently hooked into `game.factory` for testing, but will swap to `game.add` when complete.
2016-10-08 03:05:42 +01:00
Richard Davey
85c580ac61
Starting porting RenderTexture over.
2016-10-07 03:55:55 +01:00
Richard Davey
f9fe6a3e94
Fixed canvas SpriteBatch and removed duplicate render functions.
2016-10-07 03:41:48 +01:00
Richard Davey
0abf9d958d
Updated scaleMode global.
2016-10-07 03:22:59 +01:00
Richard Davey
98d2bdf03b
Fixed rotation! and setting Canvas tint modes.
2016-10-07 03:08:51 +01:00
Richard Davey
f6047763fa
Fixed Graphics rendering.
2016-10-07 02:53:34 +01:00
Richard Davey
39a8d71027
Fixed, and now rendering properly.
2016-10-07 02:31:35 +01:00
Richard Davey
2630a48266
Added TileSprite to the renderer.
2016-10-07 02:09:12 +01:00
Richard Davey
b18bdab447
UID is set by the Renderer now, removing another Phaser global.
2016-10-07 01:33:01 +01:00
Richard Davey
c67904311c
Moved default vertex shader to the sprite shader.
...
Added multi-texture support back in.
2016-10-07 01:12:31 +01:00
Richard Davey
ea9c9ae7b3
Removed gl texture ID.
2016-10-07 00:59:10 +01:00
Richard Davey
b254d085cd
All of the WebGL Graphics draw ops have been split out, tidied up and merged.
2016-10-07 00:40:31 +01:00
Richard Davey
97b1ac9d4f
Typo fix.
2016-10-06 23:37:44 +01:00
Richard Davey
8a72f0ff35
FilterTexture converted.
2016-10-06 23:36:00 +01:00
Richard Davey
281e9287d1
FilterManager converted. Temp. stencil buffer needs adding.
2016-10-06 23:19:26 +01:00
Richard Davey
caffc9ca5f
Added FilterManager and StencilManager to new renderer.
2016-10-06 22:59:42 +01:00
Richard Davey
dc92c92a30
Removed all instances of gl.id
.
2016-10-05 01:45:22 +01:00
Richard Davey
a12ba9fa10
Added WebGL Sprite Batch.
2016-10-05 01:40:25 +01:00
Richard Davey
fe92b4e388
WebGL using mixins.
2016-10-05 01:25:06 +01:00
Richard Davey
4cd0e833d5
Sorted out the mixin needed for the Canvas renderer.
2016-10-05 01:09:23 +01:00
Richard Davey
047a994334
Canvas and WebGL rendering Text again.
2016-10-04 22:47:05 +01:00
Richard Davey
28eb7a5f40
Adding in more renderer game objects.
2016-10-04 22:36:07 +01:00
photonstorm
482bb96056
Added in SpriteBatch, Graphics and Strip shaders.
2016-10-04 16:51:47 +01:00
photonstorm
03f67a2677
Refactored WebGL renderer working for Sprites and Containers.
2016-10-04 15:39:54 +01:00
Richard Davey
d55cc215ee
Moving more rendering functionality over.
2016-10-04 00:58:52 +01:00
Richard Davey
0142997787
Merged Tint functions into Canvas Renderer.
2016-10-03 22:31:10 +01:00
Richard Davey
40bef9543a
Updated Game Object renderer blocks to use 'this'.
...
Split out the Graphics renderer to avoid being a giant if/else loop.
2016-10-03 21:46:39 +01:00
photonstorm
7b40711418
Moved the Mask related features from Graphics into the Canvas Renderer.
2016-10-03 17:14:44 +01:00
photonstorm
1da95994a5
First pass of the newly re-structured Canvas Renderer (still using old texture system though).
2016-10-03 12:44:54 +01:00
Richard Davey
2590e67e2b
First pass at the new consolidated Texture classes. Ultimately these will replace PIXI.BaseTexture, PIXI.Texture and Phaser.Frame. Objects will grab frame references, rather than creating their own Texture objects all the time.
2016-09-29 04:21:12 +01:00