Commit graph

514 commits

Author SHA1 Message Date
Richard Davey
3206a585d1 Now takes a snapshot configuration object and changes path based on the type of grab being taken. 2019-01-25 17:29:03 +00:00
Richard Davey
f59f51ffd0 Added snapshotState, removed the old properties and added the new snapshotArea and snapshotPixel methods. 2019-01-25 17:28:39 +00:00
Richard Davey
8f016ef983 Updating snapshot feature 2019-01-25 10:01:53 +00:00
Richard Davey
9142260307 Texture filter mode is now based on game anti-alias setting. 2019-01-24 14:23:24 +00:00
Richard Davey
f8f81a06f0
Merge pull request #4286 from gomachan7/fixup/apply_transparent_bg_on_webgl_renderer
Fix WebGLRenderer to apply transparent bg in config
2019-01-23 22:22:08 +00:00
Richard Davey
1eccff1e3b Fixed jsdoc links and markdown bullet lists 2019-01-18 15:20:56 +00:00
Richard Davey
bc962c25dc All listeners use the new Events 2019-01-18 13:41:43 +00:00
Richard Davey
e6b74304b5 Added Camera pre and post render events. 2019-01-17 12:02:14 +00:00
Richard Davey
aa341854c7 Happy New Year 2019-01-15 16:20:22 +00:00
Richard Davey
d7e7feed19 Dimensions are now set in the onResize handlers. 2019-01-11 16:44:08 +00:00
Richard Davey
44f69ea7fa Removed autoResize, tidied up the resize method and init. 2019-01-10 13:43:09 +00:00
Richard Davey
82267ce14c Removed duplicate JSDoc typedef. 2019-01-10 13:42:53 +00:00
Richard Davey
175af00c60 Stores the new resolution, should it change (unlikely, but ...) 2019-01-10 13:42:11 +00:00
Richard Davey
e79404256f Removed autoResize. Dimensions now taken from Scale Manager. 2019-01-10 13:41:49 +00:00
Richard Davey
04ea2798e9 Use gameSize 2019-01-10 00:15:20 +00:00
gomachan_7
be562abd83 Fix WebGLRenderer to apply transparent bg in config 2019-01-10 02:17:53 +09:00
Richard Davey
b3aeee0bd1 Use the new size properties 2019-01-09 17:13:22 +00:00
Richard Davey
41286b5170 Make sure we bind the framebuffer and pipeline in the boot step 2018-12-18 14:58:42 +00:00
Richard Davey
8eebe518ad Added optional drawingBufferHeight argument to scissor methods. 2018-12-18 13:36:05 +00:00
Richard Davey
4b1ea8db9b WebGLRenderer.preRender now calls gl.clearColor in order to restore the background clear color in case something, like a Render Texture, has changed it. 2018-12-18 13:04:26 +00:00
Richard Davey
8f873c87af Clears the framebuffer at the start of every render. 2018-12-18 11:32:36 +00:00
Richard Davey
7e732452eb Fixed an issue in WebGLRenderer.setScissor where it was possible to try and compare the scissor size to a non-current scissor, if called outside of the render loop (i.e. from RenderTexture.fill) 2018-12-18 10:22:59 +00:00
Richard Davey
83f3f9cdeb Changed scissor order. 2018-12-13 14:24:49 +00:00
Richard Davey
cc164b5399 Fixed camera background in WebGL. 2018-12-13 10:25:53 +00:00
Richard Davey
bbe95d96d9 Added jsdocs for #4137 2018-12-12 11:58:58 +00:00
Richard Davey
d823c66597
Merge pull request #4137 from sercant/master
Fix rotating normal map bug (issue #3870)
2018-12-12 11:52:27 +00:00
Richard Davey
05ffb5312f Updated docs 2018-12-12 11:09:00 +00:00
Richard Davey
4b27b37a0c Added texture and unit arguments to batchQuad and batchTri, fixing the y2k bug. 2018-12-12 11:08:52 +00:00
Richard Davey
bacff65177 Refactoring texture batch creation 2018-12-11 15:00:12 +00:00
Richard Davey
5683713253 Added flush argument 2018-12-11 14:59:50 +00:00
Richard Davey
8e495da71d Fixed currentScissor assignment order of operation 2018-12-08 11:37:26 +00:00
Richard Davey
2780babe10 Final Doc Jam merge 2018-12-03 15:16:23 +00:00
Richard Davey
6f8759c186 Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects. 2018-11-30 10:27:25 +00:00
Richard Davey
fafc597b4c Added fillRect back in for non-transparent canvas 2018-11-28 15:49:24 +00:00
Richard Davey
b0df6892b5 The Canvas SetTransform method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera. 2018-11-27 13:54:59 +00:00
Richard Davey
8cd45a72b2 ESLint fixes 2018-11-20 11:02:19 +00:00
Richard Davey
eb5da1f26d Docs update 2018-11-16 10:56:43 +00:00
Richard Davey
41343e3102 Removed copy paste error 2018-11-16 10:46:22 +00:00
Richard Davey
5147fb281a Added new Blend Modes. 2018-11-13 15:10:25 +00:00
Richard Davey
48686881dc Removed clearColor. CSS now handles this. Context always transparent. 2018-11-13 15:10:10 +00:00
Richard Davey
1b51ef1130 Remove fillRect. CSS now handles the background color. 2018-11-13 15:09:42 +00:00
Richard Davey
76918e76b0 ERASE tests 2018-11-13 10:32:24 +00:00
Richard Davey
a1273e42b8 Added ERASE blend mode 2018-11-13 10:31:56 +00:00
Richard Davey
06688eedd8 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-11-10 04:22:51 +00:00
Richard Davey
7d1f990ad3 Added ERASE blend mode. 2018-11-10 04:22:13 +00:00
Richard Davey
8ea2bffb9c Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139 2018-11-07 16:01:21 +00:00
Sercan Turkmen
03ffe7842f Fix rotating normal map bug (issue #3870) 2018-10-31 02:17:11 +02:00
Richard Davey
789713b4b1 Updated the clear and rebind pipeline methods 2018-10-29 23:07:10 +00:00
Richard Davey
32a22140a6 Use the predefined variable 2018-10-29 23:06:51 +00:00
Richard Davey
bed1141d9a Added clearPipeline and rebindPipeline and force argument. 2018-10-25 14:13:40 +01:00
Richard Davey
217e273896 Added context save to stop fillRect bug (issue #4056) 2018-10-24 12:39:48 +01:00
Richard Davey
b73d0dd80c Added jsdocs 2018-10-22 13:47:46 +01:00
Richard Davey
956a0913b8 Added new jsdocs 2018-10-22 12:12:31 +01:00
Richard Davey
4c4421c47f Docjam merge 2018-10-19 12:32:43 +01:00
Richard Davey
557955e057 Merging Scale Manager and Spine Plugin back into master 2018-10-18 14:59:27 +01:00
Richard Davey
ae9c3b6f56 Tidying up for 3.15 release 2018-10-16 15:10:49 +01:00
Richard Davey
9dc53d1e5a The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs 2018-10-12 15:08:53 +01:00
Richard Davey
4beffe842a Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites. 2018-10-12 15:06:10 +01:00
Richard Davey
240914ee03 Fixed some types and removed resize calls 2018-10-11 17:02:14 +01:00
Richard Davey
4b1c762296 Updated @memberOf to @memberof 2018-10-10 10:49:13 +01:00
Richard Davey
a9063604dc Replace @readOnly with @readonly 2018-10-09 13:40:00 +01:00
Richard Davey
143957d24a You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process 2018-10-01 16:32:42 +01:00
Richard Davey
b3f3f6a9b5 If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 2018-10-01 12:55:54 +01:00
Richard Davey
e297b3272e Added hundreds of new jsdoc descriptions 2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066 2018-10-01 10:38:39 +01:00
Richard Davey
c237209bb8 Added new jsdocs 2018-09-28 12:19:21 +01:00
Richard Davey
3944e580cc Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames 2018-09-27 16:49:52 +01:00
Richard Davey
d8fcde46c3 When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 2018-09-27 14:16:22 +01:00
Richard Davey
945a2eb0fb TextureTintPipeline.batchTexture has a new optional argument skipFlip which allows you to control the internal render texture flip Y check. 2018-09-26 16:32:41 +01:00
Richard Davey
c704dc450a Fixed jsdoc definitions 2018-09-25 11:36:36 +01:00
Richard Davey
5ec26fa62d Cameras now emit prerender and postrender events if they are set to render to textures. 2018-09-14 15:53:06 +01:00
Richard Davey
ef62313bbb The WebGL Renderer now always enables the SCISSOR_TEST, this allows Game Objects that use the scissor (such as custom objects, or Bitmap Text) to render properly again. 2018-09-14 12:33:09 +01:00
aaron
b9454eaf7b Wrong filling rectangle for camera with no transparent background after last scissor changes 2018-09-14 10:53:50 +02:00
Richard Davey
7b0d823415 Resizing canvas backed textures like this is a really bad idea, so remove it. 2018-09-13 13:22:27 +01:00
Matthew Roelle
700509275d Changed setFloatXv methods to accept a Float32Array rather than instantiate its own 2018-09-12 20:25:15 -07:00
Richard Davey
a418995c15 Fixed jsdoc versions and updated them for #4019 2018-09-12 15:34:48 +01:00
Richard Davey
aa4c1ce51d
Merge pull request #4019 from Mattykins/master
Add support for setting float array uniforms in the WebGLPipeline / WebGLRenderer
2018-09-12 15:16:26 +01:00
Richard Davey
9aeba9e73e Fixed jsdoc 2018-09-10 23:30:42 +01:00
Matthew Roelle
7465717d92 Fixed doccomment for float array uniforms 2018-09-09 18:19:09 -07:00
Matthew Roelle
aeeefb3cf6 Added support for setting float array uniforms in the WebGLRenderer and WebGLPipeline 2018-09-09 18:05:29 -07:00
Richard Davey
8bc4d06831 Added IsoTriangle and project setting 2018-09-07 14:23:25 +01:00
Richard Davey
5e126b80fa Parent matrix and now optional and it won't draw a line cap unless the first point has been set 2018-09-06 15:07:36 +01:00
Richard Davey
55003641d2 Clamp scissor 2018-08-31 18:19:31 +01:00
Richard Davey
0b95ed0478 Fixed scissors when using a small cam with render texture 2018-08-31 16:25:04 +01:00
Richard Davey
79b4f07530 Fixed mask flush and sped-up the render loop slightly (removed 1 duplicate conditional) 2018-08-31 14:40:12 +01:00
Richard Davey
5270b463d0 Removed visible check as it's no longer needed 2018-08-31 14:39:38 +01:00
Richard Davey
ecae9d0503 The setTintFill method would ignore the alpha value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992 2018-08-31 13:27:24 +01:00
Richard Davey
cb0eeb3d63 Added default blank frame for custom pipelines #3978 2018-08-24 23:58:27 +01:00
Richard Davey
1d4b2ed01a Removed un-needed methods and fixed TileSprite and Tilemap Lights. Fix #3949 2018-08-23 17:30:27 +01:00
James Simpson
1ac7c969ea
Don't set gl.clearColor when no clearBeforeRender
Unless I'm missing something, the `gl.clearColor` command is unnecessary when you have `this.config.clearBeforeRender` set to `false`. This simply moves that into the config check to eliminate an unused command in those situations.
2018-08-17 14:03:17 -05:00
Richard Davey
66afe973af Trying mixins 2018-08-08 01:33:55 +01:00
Richard Davey
3a4bfa679b Added experimental Camera to Render Texture 2018-08-07 16:27:21 +01:00
Richard Davey
65d81ec426 Formatting 2018-08-07 16:26:22 +01:00
Richard Davey
f9e498353d Fixed lack of TempMatrix for Graphics generateTexture 2018-08-06 16:19:30 +01:00
Richard Davey
faeed47b5e eslint fixes 2018-08-06 15:32:08 +01:00
Richard Davey
e3f5590fc3 Use var to cut down on bytes 2018-08-06 15:29:36 +01:00
Richard Davey
26cc84522d The CanvasRenderer.BlitImage function has been removed, as has the associated blitImage property from the Canvas Renderer as they're no longer used. 2018-08-06 15:29:27 +01:00
Richard Davey
fbb67ac201 The CanvasRenderer.DrawImage function has been removed, as has the associated drawImage property from the Canvas Renderer as they're no longer used. 2018-08-06 15:24:51 +01:00
Richard Davey
708a857a26 SetTransform is a new Canvas Renderer function that consolidates the process of preparing a Game Object for rendering, without actually rendering it. This is used internally by the Graphics and Bitmap Text classes. 2018-08-03 19:02:43 +01:00