Richard Davey
0ef92e1172
Merge branch 'pr/3439'
2018-03-21 16:06:56 +00:00
orblazer
dcd80375c0
Fix "object" types on Renderer and Scene
2018-03-21 14:41:17 +01:00
José Maria
f9e978a2bd
(WebGL) updating currentScissor on game.resize
...
with the array being update it solves the issue with the global background not being fully draw after resizing the game.
2018-03-20 23:38:00 -03:00
Richard Davey
64fdbc3040
Graphics.alpha was being ignored in the WebGL renderer and is now applied properly to strokes and fills. Fix #3426
2018-03-20 00:27:39 +00:00
orblazer
8fdedabaeb
Add callbacks on Renderer
2018-03-19 21:41:24 +01:00
Richard Davey
4de9719fbe
Fixed jsdoc types
2018-03-19 17:05:29 +00:00
Richard Davey
620bcc6ae5
jsdoc fixes and additions
2018-03-19 13:45:00 +00:00
orblazer
6a4dd8db8f
Update JSDoc on Renderer and Scene
2018-03-19 01:59:59 +01:00
Richard Davey
9832befeea
Fixed camera y
2018-03-16 15:47:14 +00:00
Richard Davey
fbec8f978c
You can now specify all of the renderer config options within a render
object in the config. If no render
object is found, it will scan the config object directly for the properties.
2018-03-16 13:22:52 +00:00
Richard Davey
dd4e00007f
Added antialias config value
2018-03-16 00:52:21 +00:00
Richard Davey
0c1c16deba
Used new config values, fixed eslint formatting and floored dimensions
2018-03-15 21:15:39 +00:00
Richard Davey
edf1aa7cc1
The onContextRestored
callback won't be defined any more unless the WebGL Renderer is in use in the following objects: BitmapMask, Static Tilemap, TileSprite and Text. This should allow those objects to now work in HEADLESS mode. Fix #3368
2018-03-12 13:37:13 +00:00
Richard Davey
063d30602e
The ForwardDiffuseLightPipeline now uses sys.lights
instead of the Scene variable to avoid errors due to injection removal.
2018-03-12 12:55:09 +00:00
samme
d7780aff64
Fix error when no Light Manager exists
2018-03-11 19:22:42 -07:00
Richard Davey
c2f25b3742
Merge pull request #3240 from Twilrom/arc-fix
...
Update WebGL Graphics.arc to work more like on Canvas
2018-03-05 21:54:46 +00:00
Richard Davey
bfabe35cdf
eslint fixes
2018-03-05 21:49:08 +00:00
Felipe Alfonso
ddc85cfdc7
Added support for tint and alpha to RenderTexture
2018-03-05 16:57:41 -03:00
Felipe Alfonso
c1d482b593
Added jsdoc comments to new methods and properties on WebGLPipeline and WebGLRenderer
2018-03-05 12:28:59 -03:00
Felipe Alfonso
38dc3bbd82
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-03-05 11:29:56 -03:00
Felipe Alfonso
98893e1bba
Modified WebGLPipeline and it's child classes to make them easier to generate custom Pipelines. Added functions to WebGLPipeline to modify uniforms. Exposed Renderer namespace for usage outside the engine
2018-03-05 11:29:48 -03:00
Richard Davey
4d16b0c00a
eslint fixes
2018-03-05 01:45:28 +00:00
Richard Davey
ae1c91cf6a
eslint fixes
2018-03-05 01:40:11 +00:00
Richard Davey
2c10ac328c
Added roundPixels
support for the Canvas renderer
2018-02-28 22:32:59 +00:00
Felipe Alfonso
14399d6910
TileSprite can now set frame of the pattern texture
2018-02-28 17:04:57 -03:00
Felipe Alfonso
6a114fc07a
Added roundPixels to the texture pipeline
2018-02-28 15:08:08 -03:00
Felipe Alfonso
9dbb4db4c6
Added inverted alpha to bitmap mask
2018-02-23 14:09:27 -03:00
Felipe Alfonso
ef8e92dc01
RenderTexture base webgl implementation
2018-02-23 00:44:22 -03:00
Felipe Alfonso
57333ea492
Fixed issue with null texture on particle emitter batch generation
2018-02-22 20:36:25 -03:00
Felipe Alfonso
a218cd5f4a
Fixed issue with vertex buffer creation on Static Tilemap Layer
2018-02-22 01:07:43 -03:00
Richard Davey
4b96ed4d6e
jsdoc fixes
2018-02-22 01:17:54 +00:00
Richard Davey
73da8608e0
Fixed lint errors
2018-02-19 23:14:57 +00:00
Felipe Alfonso
4b9b4c91a3
Dynamic BitmapText's origin is used on rendering the text
2018-02-19 18:20:30 -03:00
Felipe Alfonso
41bcaba43a
Dynamic BitmapText now uses origin component to render the text.
2018-02-19 18:16:57 -03:00
Felipe Alfonso
abfe7536e9
Removed the read of constant values from the WebGLRenderingContext object. Now they are read from an instance of webgl context.
2018-02-19 17:49:17 -03:00
Felipe Alfonso
50c79c14af
Removed double rounding to pixel on rendering routines.
...
Fixed rounding pixel issue when camera is shaking
2018-02-19 17:38:40 -03:00
Felipe Alfonso
cdc4359fd7
Fixed issue with tint being set on the incorrect vertex
2018-02-19 17:06:08 -03:00
Richard Davey
3c65121cb3
eslint fixes
2018-02-16 19:17:49 +00:00
Richard Davey
d23688c3e4
Added eslint fixes and overrides
2018-02-16 18:44:07 +00:00
Richard Davey
86f00eeb52
eslint fixes
2018-02-16 18:17:51 +00:00
Richard Davey
e1554c34d6
eslint fixes
2018-02-16 18:07:49 +00:00
Twilrom
d443ff380e
Make WebGL Graphics closePath work the same as in Canvas.
2018-02-16 16:28:35 +01:00
Twilrom
859cc27e2e
Fix beginPath in WebGL Graphics
2018-02-16 15:38:21 +01:00
Twilrom
0c0b272ccc
Update WebGL Graphics.arc to work more like on Canvas
2018-02-16 15:38:21 +01:00
Richard Davey
4e6df03512
Updated semver
2018-02-15 14:31:15 +00:00
Felipe Alfonso
e2bebd3ddd
jsdoc property and method updates
2018-02-14 16:52:37 -03:00
Felipe Alfonso
74abb96211
Added alpha and tint to static tilemap layer. Fixed BitmapMask binding resources issue.
2018-02-14 16:45:22 -03:00
Felipe Alfonso
92182bed90
Fixed issue with Blitter renderer where it overwrote previous vertex data
2018-02-14 13:43:35 -03:00
Felipe Alfonso
edf15986ff
BitmapMask si working properly with the vertex update batching.
2018-02-14 13:20:56 -03:00
Felipe Alfonso
844e72a7e1
Buffer resource update batching implemented into TextureTintPipeline
2018-02-13 23:46:34 -03:00
Yat Hin Wong
3af1d57a95
Changed let to var
2018-02-13 17:03:28 +01:00
Richard Davey
8f4a1012fd
Updated jsdocs.
2018-02-13 01:39:22 +00:00
Felipe Alfonso
2aa94c28eb
WebGL types added to jsdoc
2018-02-12 21:12:17 -03:00
Richard Davey
14c5aad929
Added jsdocs
2018-02-12 22:16:18 +00:00
Felipe Alfonso
9b2741387b
Resolution affecting camera display
2018-02-12 16:03:13 -03:00
Richard Davey
d1f5f8a82b
Added jsdocs
2018-02-12 16:01:21 +00:00
Richard Davey
403a9363fd
Updated jsdocs
2018-02-12 13:48:47 +00:00
Felipe Alfonso
17d00eea4a
Removed model and view scale from pipeline
2018-02-09 17:03:18 -03:00
Richard Davey
97bb52faec
Added jsdocs
2018-02-09 19:19:21 +00:00
Felipe Alfonso
8529cb9ad1
Resolution fix work in progress
2018-02-09 15:45:22 -03:00
Richard Davey
b525ecb502
Added jsdocs
2018-02-09 13:46:04 +00:00
Felipe Alfonso
feabcdadb9
Fixed issue with scaled tilemaps
2018-02-07 16:30:18 -03:00
Felipe Alfonso
3821ba5ede
WebGL tile flipping and rotation
2018-02-07 13:14:52 -03:00
Felipe Alfonso
cff54d8511
Added tile rotation and fixed undefined resolution on webgl renderer config
2018-02-06 18:47:42 -03:00
Felipe Alfonso
da8c7c0b3e
WebGL config data is now stored on WebGLRenderer
2018-02-06 17:37:13 -03:00
Felipe Alfonso
cffc40b834
Fixed flip on blitter game object. Added camera scrollFactor to blitter canvas renderer
2018-02-06 17:19:11 -03:00
Felipe Alfonso
96834fd7f0
Fixed tilesprite issue of not repeating on webgl
2018-02-06 12:46:05 -03:00
Felipe Alfonso
7b1ad0b307
transparent, clearBeforeRender and roundPixels now affect the rendering result
2018-02-05 19:06:02 -03:00
Felipe Alfonso
4d03853935
Added cleanup routine for all webgl content on WebGLRenderer destroy function
2018-01-31 14:36:00 -03:00
Richard Davey
2a86400a28
Added in jsdocs
2018-01-31 13:54:44 +00:00
Richard Davey
f73d66a246
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-01-31 03:38:13 +00:00
Richard Davey
a802914243
Added in destroy methods for all managers and invoked them from Game
2018-01-31 03:38:10 +00:00
Felipe Alfonso
0648161ca5
Added simple light culling
2018-01-30 22:11:51 -03:00
Felipe Alfonso
d9b04ef2e9
Light2D Plugin added to scene
2018-01-30 19:46:43 -03:00
Felipe Alfonso
de4b308fbd
Light2D update
2018-01-30 00:38:31 -03:00
Felipe Alfonso
71a6360a7b
Pipeline components added
2018-01-29 18:46:48 -03:00
Felipe Alfonso
00c6c4a6df
Light2D Pipeline
2018-01-26 20:17:11 -03:00
Felipe Alfonso
4a63326f39
Forced nearest filtering for canvas textures
2018-01-26 12:21:05 -03:00
Felipe Alfonso
9173ed88d9
Fixed tint issue
2018-01-26 00:55:05 -03:00
Felipe Alfonso
83b7d11f14
Fixed issue with scrolling on static tilemaps and not clearing path array on Flat Pipeline
2018-01-26 00:47:41 -03:00
Felipe Alfonso
065235a9f4
Fixed issue with static bitmap text rendering
2018-01-25 21:34:35 -03:00
Felipe Alfonso
3af73b6162
culling non visible chars
2018-01-25 21:05:38 -03:00
Felipe Alfonso
cb7bbea020
removed old code
2018-01-25 19:32:51 -03:00
Felipe Alfonso
7c4c439aa4
Diffuse lighting shaders. Also made light layer rendering pass through
2018-01-25 19:20:36 -03:00
Felipe Alfonso
ba280c7517
BitmapMask and GeometryMask are rendering correctly
2018-01-25 15:43:19 -03:00
Felipe Alfonso
bd8e9b2003
Static Tilemap Layer rendering
2018-01-25 02:26:14 -03:00
Felipe Alfonso
80d9ef42b3
ParticleEmitterManager webgl rendering added
2018-01-24 22:10:30 -03:00
Felipe Alfonso
42482ecb26
TileSprite webgl rendering
2018-01-24 21:15:51 -03:00
Felipe Alfonso
195a59d3ba
Dynamic Tilemap rendering
2018-01-24 19:29:57 -03:00
Felipe Alfonso
06fa0afcc8
Dynamic Bitmap Text webgl rendering
2018-01-24 15:55:23 -03:00
Felipe Alfonso
326bdd5204
Fixed camera effects
2018-01-24 00:57:33 -03:00
Felipe Alfonso
12a1ef34f4
Fixed pipeline binding
2018-01-24 00:08:14 -03:00
Felipe Alfonso
5170784338
Graphics WebGL Rendering
2018-01-24 00:03:43 -03:00
Felipe Alfonso
99d850346f
Text rendering added
2018-01-23 21:40:20 -03:00
Felipe Alfonso
502ce8ddea
Static BitmapText rendering. Added rect culling to TextureTintPipeline
2018-01-23 20:36:49 -03:00
Felipe Alfonso
dd9cef61cf
Image WebGL rendering
2018-01-23 17:32:20 -03:00
Felipe Alfonso
070d946dca
Mesh and Sprite rendering
2018-01-23 16:29:47 -03:00
Felipe Alfonso
822fc052ee
Sprite batching
2018-01-23 13:38:58 -03:00
Felipe Alfonso
6153a34103
Moved shader source to text files
2018-01-22 20:01:00 -03:00
Felipe Alfonso
0f0b422fd7
FlatTint Pipeline progress
2018-01-22 19:51:15 -03:00
Felipe Alfonso
a171968558
WebGLRenderer render function update
2018-01-22 18:37:47 -03:00
Felipe Alfonso
961f00ac11
BlitterPipeline added
2018-01-22 18:21:47 -03:00
Felipe Alfonso
a4e79875d4
Merge branch 'master' into rendering-cleanup
...
# Conflicts:
# src/gameobjects/blitter/BlitterWebGLRenderer.js
2018-01-21 11:14:27 -03:00
Richard Davey
39b1f35a20
Removed call to render and tidied up a little
2018-01-20 04:45:14 +00:00
Felipe Alfonso
31be6fa51d
WebGLRenderer cleanup
2018-01-20 01:05:56 -03:00
Felipe Alfonso
1da31fb2a5
WebGLRenderer resource creation
2018-01-19 21:37:52 -03:00
Felipe Alfonso
cfe07706e6
Cleaning up WebGLRenderer
2018-01-17 18:25:43 -03:00
Felipe Alfonso
fd4f441146
DynamicBitmapText WebGL renderer updated
2018-01-16 16:32:27 -03:00
Felipe Alfonso
8bb9b1309f
SpriteBatch pipeline re-implementation
2018-01-12 21:13:41 -03:00
Felipe Alfonso
5ca2805dbc
Fixed issue with blitter batch incorrect instruction order and forced unsigned int result for color tint operation
2018-01-12 13:46:46 -03:00
Felipe Alfonso
54274b782a
BlitterBatch pipeline working
2018-01-10 17:03:01 -03:00
Felipe Alfonso
15c45bda0e
BlitterBatch2 base rendering. Still missing Texture binding
2018-01-09 19:51:22 -03:00
Richard Davey
d8f1ba03e9
Moved repository location
2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f
Splitting the dev branch up into versions.
2016-11-22 01:36:56 +00:00
Richard Davey
7a155f66fe
Added Tilemap back in and tested with Blitter object, and it works really fast.
2016-11-15 03:11:21 +00:00
photonstorm
aac31f6858
FBOs are bound to parents.
2016-11-10 17:05:04 +00:00
photonstorm
49c57089b3
Quick test.
2016-11-10 17:04:37 +00:00
Richard Davey
48f90fec34
Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object.
2016-11-08 01:50:57 +00:00
Richard Davey
efebd79e30
Added State.pause.
2016-11-06 16:50:45 +00:00
Richard Davey
f2cb384da0
State indexing added.
2016-11-06 13:59:48 +00:00
Richard Davey
d568d2bede
Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess.
2016-11-06 12:18:08 +00:00
Richard Davey
c60eae4ee1
Fixed vert dimensions, texture still needs to be based on renderer size.
2016-11-04 04:11:47 +00:00
Richard Davey
893d35ea89
Multiple States now rendering together, with their own systems and managers :)
2016-11-04 03:09:48 +00:00
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