Commit graph

119 commits

Author SHA1 Message Date
Richard Davey
52acf60125 Multiply now optional for lots of combination effects 2020-11-16 11:32:34 +00:00
Richard Davey
471e64d989 Swapped to 5x4 array and added in some new color effects 2020-11-13 17:30:06 +00:00
Richard Davey
9405ad3c16 Non-gc matrix reset 2020-11-12 13:04:22 +00:00
Richard Davey
ce7f921c59 Expose ColorMatrix 2020-11-12 12:56:46 +00:00
Richard Davey
118f8e1324 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. 2020-11-12 12:56:37 +00:00
Richard Davey
f085eb8536 The BitmapMask.prevFramebuffer property has been removed as it's no longer required, due to the fbo stack in the renderer. 2020-11-10 17:26:24 +00:00
Richard Davey
d670edd708 No need to reference via game 2020-10-27 13:55:27 +00:00
Richard Davey
0fad1861ae Update GeometryMask.js 2020-10-16 15:07:32 +01:00
Richard Davey
9e07e5a27b Expose RGB 2020-10-07 18:06:39 +01:00
Richard Davey
dda4431366 Merged the Layer3D Game Object and pipeline back in for now 2020-10-07 17:44:36 +01:00
Richard Davey
9afaf5f2c0 Moved RGB class 2020-09-30 14:16:13 +01:00
Richard Davey
6484bc3607 Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853 2020-09-24 09:36:15 +01:00
Richard Davey
5f28ff64a2 New clearMask and createMask methods and tidied up structure 2020-09-23 17:59:17 +01:00
Richard Davey
c6f533b872 Fixed legacy interpolation parameters 2020-09-23 17:55:29 +01:00
Richard Davey
2143b38dc4 Added destroy method 2020-09-22 12:47:51 +01:00
Richard Davey
7d5adab502 Added JSDocs 2020-09-22 11:17:40 +01:00
Richard Davey
977054a7c8 Added new RGB class to encapsulate color data 2020-09-21 15:56:09 +01:00
Richard Davey
0f6cc79cd1 The function GetColorFromValue has been removed as it's no longer used internally. 2020-09-14 11:05:32 +01:00
Richard Davey
e450bf2f1f Swap to using constants for pipeline names 2020-09-09 13:05:18 +01:00
Richard Davey
506426f706 The Color.HSVToRGB function has been rewritten to use the HSL and HSV formula from Wikipedia, giving much better results. Fix #5089 2020-09-01 18:06:23 +01:00
Richard Davey
795a190ce3 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 2020-08-24 19:51:20 +01:00
Richard Davey
0402717834 Expose new function 2020-08-03 10:49:27 +01:00
Richard Davey
6a32ff56f3 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. 2020-08-03 10:48:52 +01:00
samme
3c239abf78 Add Display.Bounds.GetBounds() 2020-07-03 11:17:21 -07:00
Richard Davey
ff65e69cd1 Changed copyright date to 2020 2020-01-15 12:07:09 +00:00
Richard Davey
86e5f8e4bd
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.
2020-01-13 12:04:15 +00:00
Edwin Zaniar Putra
3714b490b1 Make Phaser.Display.Align.In.QuickSet accepts LEFT_BOTTOM, LEFT_TOP, RIGHT_BOTTOM, and RIGHT_TOP. 2020-01-12 22:06:41 +07:00
samme
e752b5dc92 Add Phaser.Actions.AlignTo() and Phaser.Display.Align.To.QuickSet() 2019-12-23 16:37:43 -08:00
Josh Soref
3abbb13de5 spelling: formula 2019-10-29 02:19:05 -04:00
Richard Davey
38fb420cc4 CanvasInterpolation has updated the order of the CSS properties so that crisp-edges comes after the browser prefix versions. 2019-10-01 14:43:26 +01:00
Richard Davey
f4002471d7 Updated context lost / restored handlers 2019-07-17 16:38:00 +01:00
Richard Davey
e23a86d45a 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. 2019-05-16 17:44:59 +01:00
Richard Davey
f792fce9cb 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. 2019-05-16 17:30:30 +01:00
Richard Davey
c91ed91ce3 License link update 2019-05-10 16:15:04 +01:00
Richard Davey
dc3b3ecb03 Display Types 2019-05-09 11:53:08 +01:00
Richard Davey
b22f5ce5fd Improved jsdocs 2019-05-01 12:59:05 +01:00
Richard Davey
8ef5e9789c Renamed from Shader to BaseShader to avoid confusion with the Shader Game Object 2019-05-01 12:58:52 +01:00
Richard Davey
08f4a0ccf4 Tidying up 2019-05-01 02:10:38 +01:00
Richard Davey
34fe7a8c50 Better default checking 2019-05-01 00:05:37 +01:00
Richard Davey
38d8ae7d68 Uniforms properly applied 2019-04-30 19:11:29 +01:00
Richard Davey
ab7dbf6c93 New Shader class 2019-04-30 17:11:42 +01:00
Richard Davey
84e898fd90 Fixed nested bitmap mask issue 2019-04-29 14:45:54 +01:00
Richard Davey
ac1cc1762d Use new cam mask object 2019-04-29 14:28:45 +01:00
Richard Davey
6f639ddec2 Preparing to store level state 2019-04-29 13:21:23 +01:00
Richard Davey
28b1a170ab Fixed null mask issue 2019-04-29 13:04:34 +01:00
Richard Davey
902d04d55e Move to functions so we can call from outside the class 2019-04-26 19:14:06 +01:00
Richard Davey
93dabaa34e Store and restore previous framebuffer 2019-04-26 19:13:55 +01:00
Richard Davey
6e70f0e19c Shaders now work with camera masks and can have their own geometry masks 2019-04-26 01:53:34 +01:00
Richard Davey
f64d0a935b 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. 2019-04-24 16:45:31 +01:00
Richard Davey
1f0a516c77 GeometryMask.setInvertAlpha is a new method that allows you to set the invertAlpha property in a chainable call. 2019-04-24 15:00:16 +01:00