Richard Davey
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52acf60125
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Multiply now optional for lots of combination effects
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2020-11-16 11:32:34 +00:00 |
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Richard Davey
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471e64d989
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Swapped to 5x4 array and added in some new color effects
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2020-11-13 17:30:06 +00:00 |
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Richard Davey
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9405ad3c16
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Non-gc matrix reset
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2020-11-12 13:04:22 +00:00 |
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Richard Davey
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ce7f921c59
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Expose ColorMatrix
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2020-11-12 12:56:46 +00:00 |
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Richard Davey
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118f8e1324
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Phaser.Display.ColorMatrix is a new class that allows you to create and manipulate a 5x5 color matrix, which can be used by shaders or graphics operations.
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2020-11-12 12:56:37 +00:00 |
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Richard Davey
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f085eb8536
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The BitmapMask.prevFramebuffer property has been removed as it's no longer required, due to the fbo stack in the renderer.
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2020-11-10 17:26:24 +00:00 |
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Richard Davey
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d670edd708
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No need to reference via game
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2020-10-27 13:55:27 +00:00 |
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Richard Davey
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0fad1861ae
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Update GeometryMask.js
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2020-10-16 15:07:32 +01:00 |
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Richard Davey
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9e07e5a27b
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Expose RGB
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2020-10-07 18:06:39 +01:00 |
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Richard Davey
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dda4431366
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Merged the Layer3D Game Object and pipeline back in for now
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2020-10-07 17:44:36 +01:00 |
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Richard Davey
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9afaf5f2c0
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Moved RGB class
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2020-09-30 14:16:13 +01:00 |
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Richard Davey
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6484bc3607
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Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853
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2020-09-24 09:36:15 +01:00 |
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Richard Davey
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5f28ff64a2
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New clearMask and createMask methods and tidied up structure
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2020-09-23 17:59:17 +01:00 |
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Richard Davey
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c6f533b872
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Fixed legacy interpolation parameters
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2020-09-23 17:55:29 +01:00 |
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Richard Davey
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2143b38dc4
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Added destroy method
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2020-09-22 12:47:51 +01:00 |
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Richard Davey
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7d5adab502
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Added JSDocs
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2020-09-22 11:17:40 +01:00 |
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Richard Davey
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977054a7c8
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Added new RGB class to encapsulate color data
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2020-09-21 15:56:09 +01:00 |
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Richard Davey
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0f6cc79cd1
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The function GetColorFromValue has been removed as it's no longer used internally.
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2020-09-14 11:05:32 +01:00 |
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Richard Davey
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e450bf2f1f
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Swap to using constants for pipeline names
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2020-09-09 13:05:18 +01:00 |
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Richard Davey
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506426f706
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The Color.HSVToRGB function has been rewritten to use the HSL and HSV formula from Wikipedia, giving much better results. Fix #5089
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2020-09-01 18:06:23 +01:00 |
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Richard Davey
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795a190ce3
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The BaseShader default vertex shader now includes the outTexCoord vec2 varying, mapped to be the same as that found in the pipeline shaders. Fix #5120
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2020-08-24 19:51:20 +01:00 |
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Richard Davey
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0402717834
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Expose new function
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2020-08-03 10:49:27 +01:00 |
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Richard Davey
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6a32ff56f3
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Display.Color.GetColorFromValue is a new function that will take a hex color value and return it as an integer, for use in WebGL. This is now used internally by the Tint component and other classes.
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2020-08-03 10:48:52 +01:00 |
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samme
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3c239abf78
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Add Display.Bounds.GetBounds()
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2020-07-03 11:17:21 -07:00 |
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Richard Davey
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ff65e69cd1
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Changed copyright date to 2020
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2020-01-15 12:07:09 +00:00 |
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Richard Davey
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86e5f8e4bd
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Merge pull request #4952 from zaniar/align-in-quickset-alias
Make Phaser.Display.Align.In.QuickSet accepts LEFT_BOTTOM, LEFT_TOP, RIGHT_BOTTOM, and RIGHT_TOP.
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2020-01-13 12:04:15 +00:00 |
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Edwin Zaniar Putra
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3714b490b1
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Make Phaser.Display.Align.In.QuickSet accepts LEFT_BOTTOM, LEFT_TOP, RIGHT_BOTTOM, and RIGHT_TOP.
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2020-01-12 22:06:41 +07:00 |
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samme
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e752b5dc92
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Add Phaser.Actions.AlignTo() and Phaser.Display.Align.To.QuickSet()
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2019-12-23 16:37:43 -08:00 |
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Josh Soref
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3abbb13de5
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spelling: formula
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2019-10-29 02:19:05 -04:00 |
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Richard Davey
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38fb420cc4
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CanvasInterpolation has updated the order of the CSS properties so that crisp-edges comes after the browser prefix versions.
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2019-10-01 14:43:26 +01:00 |
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Richard Davey
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f4002471d7
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Updated context lost / restored handlers
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2019-07-17 16:38:00 +01:00 |
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Richard Davey
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e23a86d45a
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The default BaseShader vertex shader has a new uniform uResolution which is set during the Shader init and load to be the size of the Game Object to which the shader is bound.
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2019-05-16 17:44:59 +01:00 |
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Richard Davey
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f792fce9cb
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The default BaseShader vertex shader will now set the fragCoord varying to be the viewport height minus the y inPosition. This will give the correct y axis in the fragment shader, causing 'inverted' shaders to display normally when using the default vertex code.
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2019-05-16 17:30:30 +01:00 |
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Richard Davey
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c91ed91ce3
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License link update
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2019-05-10 16:15:04 +01:00 |
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Richard Davey
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dc3b3ecb03
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Display Types
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2019-05-09 11:53:08 +01:00 |
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Richard Davey
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b22f5ce5fd
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Improved jsdocs
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2019-05-01 12:59:05 +01:00 |
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Richard Davey
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8ef5e9789c
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Renamed from Shader to BaseShader to avoid confusion with the Shader Game Object
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2019-05-01 12:58:52 +01:00 |
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Richard Davey
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08f4a0ccf4
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Tidying up
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2019-05-01 02:10:38 +01:00 |
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Richard Davey
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34fe7a8c50
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Better default checking
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2019-05-01 00:05:37 +01:00 |
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Richard Davey
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38d8ae7d68
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Uniforms properly applied
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2019-04-30 19:11:29 +01:00 |
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Richard Davey
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ab7dbf6c93
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New Shader class
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2019-04-30 17:11:42 +01:00 |
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Richard Davey
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84e898fd90
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Fixed nested bitmap mask issue
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2019-04-29 14:45:54 +01:00 |
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Richard Davey
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ac1cc1762d
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Use new cam mask object
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2019-04-29 14:28:45 +01:00 |
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Richard Davey
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6f639ddec2
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Preparing to store level state
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2019-04-29 13:21:23 +01:00 |
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Richard Davey
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28b1a170ab
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Fixed null mask issue
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2019-04-29 13:04:34 +01:00 |
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Richard Davey
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902d04d55e
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Move to functions so we can call from outside the class
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2019-04-26 19:14:06 +01:00 |
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Richard Davey
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93dabaa34e
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Store and restore previous framebuffer
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2019-04-26 19:13:55 +01:00 |
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Richard Davey
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6e70f0e19c
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Shaders now work with camera masks and can have their own geometry masks
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2019-04-26 01:53:34 +01:00 |
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Richard Davey
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f64d0a935b
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Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
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2019-04-24 16:45:31 +01:00 |
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Richard Davey
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1f0a516c77
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GeometryMask.setInvertAlpha is a new method that allows you to set the invertAlpha property in a chainable call.
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2019-04-24 15:00:16 +01:00 |
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