Commit graph

218 commits

Author SHA1 Message Date
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