Richard Davey
47009779fb
Hard-code the topology
2020-11-10 15:50:17 +00:00
Richard Davey
84f6849ad6
Fixed Bitmap Mask
2020-11-10 14:33:28 +00:00
Richard Davey
7a5165c87b
Limit batch size to 1
2020-11-10 12:35:01 +00:00
Richard Davey
eda0ca8a75
Use GLenum value and limit batch size to 256
2020-11-10 12:34:53 +00:00
Richard Davey
fad0d331d7
Change to batchSize property
2020-11-10 12:34:35 +00:00
Richard Davey
86d1009e7b
Use batchSize and fixed shouldFlush so we take advantage of bufferData
2020-11-10 12:34:25 +00:00
Richard Davey
e7319907c7
PostFX Pipeline only needs a single quad
2020-11-10 11:59:28 +00:00
Richard Davey
ca52436340
Removed Camera Pipeline
2020-11-10 11:59:12 +00:00
Richard Davey
94d2889783
Moved setTexture2D
to pipeline class
2020-11-10 11:58:53 +00:00
Richard Davey
eee3feb667
Pass Game Object to batchQuad
2020-11-09 13:19:31 +00:00
Richard Davey
c5656fbd08
Make FLOAT the default type
2020-11-09 13:19:14 +00:00
Richard Davey
cb7a998ea0
Added onBatch support
2020-11-09 12:17:45 +00:00
Richard Davey
88809647a6
Expose outFragCoord
2020-11-06 17:22:17 +00:00
Richard Davey
abe97b18fd
Remove drawFillRect and no batchTexture post fx
2020-11-06 17:22:05 +00:00
Richard Davey
92eca8d3d2
Use the new Camera post pipeline feature
2020-11-06 15:35:29 +00:00
Richard Davey
167f50f28f
Added new PostFX Pipeline to extend from
2020-11-06 15:35:05 +00:00
Richard Davey
4c7d81731b
Added minFilter support
2020-11-06 12:25:03 +00:00
Richard Davey
3dbbc9caee
Update RenderTargetConfig.js
2020-11-06 12:24:52 +00:00
Richard Davey
a62577ee77
Added minFilter support and better docs
2020-11-06 12:24:46 +00:00
Richard Davey
554e9214e0
Smaller error
2020-11-06 11:46:06 +00:00
Richard Davey
11b92b83e7
Supports new RenderTarget instances
2020-11-06 11:42:52 +00:00
Richard Davey
f914a073f3
New RenderTarget class to handle multiple targets per pipeline
2020-11-06 11:42:39 +00:00
Richard Davey
6e90d8ed59
Corrected docs and resetTextures
2020-11-06 11:42:25 +00:00
Richard Davey
18f32331fb
Expose Render Target and WebGLShader
2020-11-06 10:59:57 +00:00
Richard Davey
a06edadba2
Update WebGLPipelineConfig.js
2020-11-06 10:59:47 +00:00
Richard Davey
a8b02cfb28
Create RenderTargetConfig.js
2020-11-06 10:59:41 +00:00
Richard Davey
ff23ca57cb
Use new fbo stack
2020-11-06 10:19:34 +00:00
Richard Davey
02bde43772
Added fboStack, pushFramebuffer, popFramebuffer and resetTextures parameter
2020-11-06 10:19:26 +00:00
Richard Davey
d3c70002ea
Removed use of _tempMatrix
from all renderers
2020-11-06 09:44:29 +00:00
Richard Davey
701b899511
Update MultiPipeline.js
2020-11-05 18:05:58 +00:00
Richard Davey
18d2de8f1c
Update SinglePipeline.js
2020-11-05 18:05:49 +00:00
Richard Davey
1a3a7d1151
Update WebGLPipeline.js
2020-11-05 18:05:19 +00:00
Richard Davey
883402da8a
Added forceZero method and used it
2020-11-05 10:50:40 +00:00
Richard Davey
3696f73674
Guard against missing shaders.
2020-11-05 10:08:41 +00:00
Richard Davey
60e6eff81c
Don't .replace
non-strings.
2020-11-05 10:08:21 +00:00
Richard Davey
e9efc5e8f2
Invokes pre and post batch functions.
2020-11-04 18:02:22 +00:00
Richard Davey
4287181b2b
Added manager, target auto clear, clearTarget and lots of new hooks for handlers, plus post bind and post flush support.
2020-11-04 18:02:11 +00:00
Richard Davey
f94e7b4f75
Set dimensions before resizing. Validate gl objects before deleting them.
2020-11-04 18:01:39 +00:00
Richard Davey
d6496c86cf
Added JSDocs
2020-11-04 18:01:20 +00:00
Richard Davey
305106bebe
Correct sampler ID
2020-11-04 18:01:11 +00:00
Richard Davey
34f3ae9755
Removed stack and lock support
2020-11-04 18:01:01 +00:00
Richard Davey
4747d204ca
Added unbind method and handling for post-fx
2020-11-03 18:05:10 +00:00
Richard Davey
e72a3b27e4
Call new unbind method
2020-11-03 18:04:57 +00:00
Richard Davey
ebe5ba1a0a
New attributes, removed un-used properties, fixed JSDocs
2020-11-03 11:32:05 +00:00
Richard Davey
93948f5b29
JSDocs fixes
2020-11-03 11:31:52 +00:00
Richard Davey
f4b95ab2c3
New simplified Graphics shaders
2020-11-03 11:31:32 +00:00
Richard Davey
10673da96b
Graphics is as Graphics does
2020-11-02 22:39:30 +00:00
Richard Davey
9e1b8c4b2f
Don't look-up properties from uniforms that aren't cached
2020-11-02 22:39:20 +00:00
Richard Davey
d05afa988f
Added batchVert method to help make customization easier
2020-11-02 22:39:08 +00:00
Richard Davey
3caa51a938
Update GraphicsPipeline.js
2020-11-02 16:20:16 +00:00
Richard Davey
a5ae67e1a6
Added Camera Pipeline
2020-10-30 17:55:56 +00:00
Richard Davey
4c3a5223fe
Added onFlush and onPostFlush
2020-10-30 17:55:36 +00:00
Richard Davey
ca4168e5d0
New Camera Pipeline, better boot handling, tidied up docs
2020-10-30 17:50:58 +00:00
Richard Davey
52d8140b4f
New onResize callback and better matrix handling
2020-10-30 17:50:38 +00:00
Richard Davey
5dbec83a8b
Using new Camera Pipeline (renderTexture todo)
2020-10-30 17:50:19 +00:00
Richard Davey
b73067a7a7
Implemented full uniform caching and setting handling. So much faster!
2020-10-30 17:50:06 +00:00
Richard Davey
4e7e5629d2
You can forceZero via the config now
2020-10-30 17:49:39 +00:00
Richard Davey
0a006e4c20
Tidied up parameters
2020-10-29 17:22:57 +00:00
Richard Davey
ebf7b19062
Removed unused code
2020-10-29 17:22:47 +00:00
Richard Davey
d39968e0a1
Parameter not needed
2020-10-29 17:22:39 +00:00
Richard Davey
6353496751
Added the ability for a pipeline to be locked or unlocked
2020-10-29 17:22:29 +00:00
Richard Davey
c9d56f5f1d
Removed unused matrices and method
2020-10-29 14:41:22 +00:00
Richard Davey
9a0f33d24c
Cause a full bind on first set
2020-10-29 14:41:04 +00:00
Richard Davey
4b48baea79
Removed all of the uniform code
2020-10-29 14:40:49 +00:00
Richard Davey
4badd54160
Added resetProgram and changed return values
2020-10-29 14:40:33 +00:00
Richard Davey
024f13f2ba
No longer use uViewMatrix or uModelMatrix
2020-10-29 14:37:52 +00:00
Richard Davey
b74351a87d
Update WebGLPipeline.js
2020-10-29 08:22:38 +00:00
Richard Davey
9e4141e18b
Pass the Game Object
2020-10-28 18:13:34 +00:00
Richard Davey
b1b44cd7f0
onBoot and setShader methods
2020-10-28 18:13:27 +00:00
Richard Davey
e1452b9ce7
Update WebGLShader.js
2020-10-28 17:40:21 +00:00
Richard Davey
48c0ba26c2
Better flush handling
2020-10-28 17:40:06 +00:00
Richard Davey
c5b538afcd
Added the new Graphics Pipeline
2020-10-28 17:39:54 +00:00
Richard Davey
d6ecea8d4d
Use the new attributes format
2020-10-28 17:39:31 +00:00
Richard Davey
92c365a881
Removed all Graphics methods and related properties.
2020-10-28 16:53:31 +00:00
Richard Davey
8c6e67ecfc
Added attributes and other shader specific properties and methods
2020-10-28 16:15:56 +00:00
Richard Davey
e52def85be
All vertex values now set during boot, after shaders are created. Added batchQuad/Tri methods.
2020-10-28 16:15:35 +00:00
Richard Davey
389b480777
Using new easier attribute config + moved some methods to WebGLPipeline
2020-10-28 16:15:09 +00:00
Richard Davey
15d8eabf17
Single pipeline updated so it can easily extend Multi now
2020-10-28 16:14:42 +00:00
Richard Davey
93b1775aaa
Added new WebGL consts for easier shader configs
2020-10-28 16:14:05 +00:00
Richard Davey
9aeb765696
Updated type defs
2020-10-28 16:13:46 +00:00
Richard Davey
120f2c87cb
The WebGL.Utils.getComponentCount
function has been removed as this is no longer required internally.
2020-10-28 16:13:29 +00:00
Richard Davey
88d2ecd760
Pipeline passes attributes off to Shader. Also fixed multi-shader setup.
2020-10-27 18:06:45 +00:00
Richard Davey
39c77f431f
Flush here, rather than in renderer
2020-10-27 18:06:28 +00:00
Richard Davey
a5d6016e64
Move sequence so the renderer is clean
2020-10-27 18:06:13 +00:00
Richard Davey
f42f0ce0d6
Shader needs attributes
2020-10-27 18:06:00 +00:00
Richard Davey
7b5d6076b2
Added max size value
2020-10-27 14:41:43 +00:00
Richard Davey
f50560eba8
The WebGLRenderer.getMaxTextures
method has been removed. This is no longer needed as you can use the WebGLRenderer.maxTextures
property instead.
2020-10-27 14:36:43 +00:00
Richard Davey
93b569c5ca
Look-up based on string or instance
2020-10-27 14:05:48 +00:00
Richard Davey
59a215d643
* Types.Core.PipelineConfig
is a new configuration object that you can set in the Game Config under the pipeline
property. It allows you to define custom WebGL pipelines as part of the Game Config, so they're automatically installed and ready for use by all Scenes in your game. You can either set the pipeline
object, or set it under the render
sub-config.
2020-10-27 13:44:58 +00:00
Richard Davey
98b4319436
Bind needs to return this
2020-10-27 12:26:01 +00:00
Richard Davey
4ebdc637a9
Tidied up method flow
2020-10-27 12:25:53 +00:00
Richard Davey
d2c025e38a
Added target fbo and all of the shader setters back in
2020-10-27 12:25:42 +00:00
Richard Davey
2b3863272e
Removed 'nativeTextures' and added new reset parameter
...
* The `WebGLRenderer.nativeTextures` array has been removed and any WebGLTextures created by the renderer are no longer stored within it. All WebGLTexture instances are stored in the `TextureSource` objects anyway, or by local classes such as RenderTexture, so there was no need to have another array taking up memroy.
* The `WebGLRenderer.deleteTexture` method has a new optional boolean parameter `reset` which allows you to control if the `WebGLRenderer.resetTextures` method is called, or not, after the texture is deleted.
2020-10-27 11:38:21 +00:00
Richard Davey
efbc256a1f
Added target fbo
2020-10-26 17:13:24 +00:00
Richard Davey
3c7062ca6a
Common strings.
2020-10-26 17:00:23 +00:00
Richard Davey
bc34d01535
Update WebGLPipeline.js
2020-10-26 15:19:21 +00:00
Richard Davey
1e80f53f1d
Better docs
2020-10-26 15:00:25 +00:00
Richard Davey
7c929e52bc
Finished method docs and added clone
2020-10-26 15:00:17 +00:00
Richard Davey
ec4751ddc6
Finished all method docs
2020-10-26 15:00:07 +00:00
Richard Davey
55cbda85b8
Removed debug code
2020-10-26 14:24:15 +00:00
Richard Davey
f87bd7d384
Removed all of the shader setters. This should be done via the WebGLShader class now.
2020-10-26 14:24:06 +00:00
Richard Davey
fba97afcb6
Update dirty uniforms
2020-10-26 14:05:49 +00:00
Richard Davey
f32b4c7ecd
Fixed config setter and added mvp matrices
2020-10-26 14:05:39 +00:00
Richard Davey
1e8b1cc583
Removed ProjectOrtho and optimized setters
2020-10-26 14:05:26 +00:00
Richard Davey
7ad02d6c0d
Removed mvp component
2020-10-26 14:05:07 +00:00
Richard Davey
14e90c60d8
Don't resize to zero dimensions and run proper compare
2020-10-26 14:04:45 +00:00
Richard Davey
291f588110
Removed the mvp component. Pipelines no longer need this.
2020-10-26 14:04:01 +00:00
Richard Davey
8c85887479
Removed all of the mvp functions as they're no longer needed
2020-10-26 14:03:18 +00:00
Richard Davey
0b3011add3
Update PointLight-frag.js
2020-10-21 18:15:34 +01:00
Richard Davey
272727459f
Use new shader property
2020-10-21 18:15:28 +01:00
Richard Davey
9531124903
Typo fix
2020-10-21 18:15:19 +01:00
Richard Davey
da47c776fa
New shader class to allow one pipeline to set multiple shaders
2020-10-21 18:15:13 +01:00
Richard Davey
180b29be98
The pipeline can now handle multiple shaders all sharing the same attributes
2020-10-21 18:15:02 +01:00
Richard Davey
c730272ba7
Updated the configs to handle multiple shaders
2020-10-21 18:12:40 +01:00
Richard Davey
4b1c5c1a0b
Improved docs
2020-10-21 11:30:49 +01:00
Richard Davey
7ffa615831
The WebGLPipeline.flushLocked
property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set.
2020-10-21 11:19:12 +01:00
Richard Davey
75f857b645
Update WebGLRenderer.js
2020-10-16 14:11:21 +01:00
Richard Davey
e50339b144
Updated to use new filtered children list
2020-10-16 14:11:15 +01:00
Richard Davey
d35ff331b2
Now takes a pre-filtered list of children to render
2020-10-16 11:36:00 +01:00
Richard Davey
675eec8103
Better attenuation
2020-10-14 15:16:35 +01:00
Richard Davey
cc167e158f
Much better effect from the light shader
2020-10-14 11:57:58 +01:00
Richard Davey
d3d0c71fe4
Fixed shader for clip-space
2020-10-13 22:34:26 +01:00
Richard Davey
b1a5ce7f55
Testing new batched lights
2020-10-13 18:17:30 +01:00
Richard Davey
8708255948
Removed Layer3D Game Object and old MeshPipeline
2020-10-13 10:56:21 +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
706d02873a
Fixed issue with camera flash/fade not working
2020-10-05 13:44:29 +01:00
Richard Davey
468b1ba255
Added 2nd conditional back
2020-10-05 13:43:54 +01:00
Richard Davey
c3c35322c4
Merge pull request #4992 from svipal/master
...
Preliminary PR for isometric support
2020-10-02 09:42:47 +01:00
Richard Davey
6bc858e332
Moved out OBJFile and updated PipelineManager
2020-10-01 18:00:02 +01:00
Richard Davey
3baecb19d4
Moved old mesh pipeline and code into own folder
2020-10-01 17:56:49 +01:00
Richard Davey
2d43561e1a
WebGLRenderer.vaoExtension
is a new property that holds a reference to the Vertex Array Object WebGL Extension, if supported by the browser.
2020-10-01 13:48:27 +01:00
Richard Davey
d8992ccf9d
WebGLRenderer.instancedArraysExtension
is a new property that holds the WebGL Extension for instanced array drawing, if supported by the browser.
2020-10-01 10:57:13 +01:00
Richard Davey
8119ce7da1
Fixed use of old camera private properties
2020-09-29 16:44:11 +01:00
Richard Davey
aa3544310c
When taking a snapshot
in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the WebGLSnapshot
function. Fix #4956
2020-09-24 10:32:47 +01:00
Richard Davey
4748c7c7fc
WebGLRenderer.defaultScissor
is a new property that holds the default scissor dimensions for the renderer. This is modified during resize
and avoids continuous array generation in the preRender
loop.
2020-09-24 09:26:41 +01:00
Richard Davey
e004fa47fc
Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.
. It now renders as expected. Fix #4675
2020-09-23 18:10:12 +01:00
Richard Davey
232f8e0ebc
Updated to use new uniforms and fixed renderWebGL
parameters
2020-09-23 17:55:03 +01:00
Richard Davey
e2d775e083
Remove duplicate code
2020-09-23 12:06:22 +01:00
Richard Davey
b350ebddcc
Removed duplicate code.
2020-09-23 11:42:14 +01:00
Richard Davey
183e68580f
Fixed dirty flag reset
2020-09-22 11:45:49 +01:00
Richard Davey
bd25dbc355
Added per-model cull mode
2020-09-22 11:39:26 +01:00
Richard Davey
0410c9f5aa
Updated JSDocs
2020-09-22 11:33:40 +01:00
Richard Davey
afe765a2cf
Fix component properties
2020-09-21 18:24:12 +01:00
Richard Davey
d86cde525a
Remove console.log
2020-09-21 18:23:48 +01:00
Richard Davey
d33c69b65c
Updated the shaders
2020-09-21 18:23:41 +01:00
Richard Davey
893453f840
New uniforms handler, new cache and dirty checks
2020-09-21 15:57:38 +01:00
Richard Davey
4549fb4320
Updated type defs
2020-09-21 14:05:51 +01:00
Richard Davey
f2f3aea79a
Shorter errors
2020-09-21 14:05:38 +01:00
Richard Davey
9bb510be0c
Now caches uniform locations and added all of the new set1f
etc uniform methods
2020-09-21 14:05:30 +01:00
Richard Davey
56caeb126f
Renders whole buffer in a single draw with no vertex iteration
2020-09-21 00:17:14 +01:00
Richard Davey
1d2a8bc58f
Added fog to shader
2020-09-21 00:16:43 +01:00
svipal
030a9489cd
Merge pull request #9 from photonstorm/master
...
Final master pull hopefully
2020-09-19 11:01:04 +02:00
Svipal
299f83c13d
fixed conflicts
2020-09-19 10:56:05 +02:00
Richard Davey
307cbe130f
New Mesh Shader
2020-09-18 17:51:23 +01:00
Richard Davey
9a1b252a11
Use shouldFlush
2020-09-18 17:50:57 +01:00
Richard Davey
0013db3747
Created new Mesh Pipeline
2020-09-18 17:50:20 +01:00
Richard Davey
74f35acad1
Better docs
2020-09-18 16:38:26 +01:00
svipal
79fe9abc6e
finished updating culling system
2020-09-18 17:16:52 +02:00
Richard Davey
5e5b8c0938
The WebGLPipeline.shouldFlush
method now accepts an optional parameter amount
. If given, it will return true
if when the amount is added to the vertex count it will exceed the vertex capacity. The Multi Pipeline has been updated to now use this method instead of performing the comparison multiple times itself.
2020-09-15 11:54:12 +01:00
Richard Davey
6a966e3f3b
Removed interpolationPercentage
parameter from all render methods, as it has never been used.
2020-09-14 15:33:58 +01:00
Richard Davey
3fa0070e50
Now uses white texture and tintEffect mode 1
2020-09-14 15:03:04 +01:00
Richard Davey
81800e0ce2
WebGLRenderer.whiteTexture
is a new property that is a reference to a pure white 4x4 texture that is created during Boot by the Texture Manager. The Multi Pipeline uses this internally for all Graphic, Shape and fill rendering.
2020-09-14 14:44:29 +01:00
Richard Davey
4ade25fc79
No longer read private values for tint
...
The `Multi Pipeline`, `Bitmap Text`, `Render Texture`, `Text`, `TileSprite` and `Camera` now all read the tint values from the public properties instead of the private `_tintTL` etc ones. They also now set the `tintEffect` value directly from the `tintFill` property, removing another conditional check.
2020-09-14 11:05:09 +01:00
Richard Davey
75c5f11aee
Updated shader source RGB to BGR and removed if-else block
...
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they now read the color value as `outTint.bgr` instead of `outTint.rgb`. This allows the colors to remain in RGB order within the Tint component.
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they no longer have a 3-way check on the `outTintEffect` value.
2020-09-14 11:02:02 +01:00
Richard Davey
ea0abc4f69
Tidy up the formatting
2020-09-14 09:44:17 +01:00
Richard Davey
e4b1093e72
The WebGLRenderer.resize
and onResize
methods no longer receives or uses the resolution
parameter.
2020-09-12 11:58:08 +01:00
Richard Davey
67e49b515c
The PipelineManager.resize
method along with WebGLPipeline.resize
and anything else that extends them no longer receives or uses the resolution
parameter.
2020-09-12 11:57:16 +01:00
Richard Davey
37a9261ac4
The CanvasRenderer
no longer reads or uses the Game Config resolution property.
2020-09-12 11:56:11 +01:00
Emil Schnedler Vad
e1106a0112
Says webglRender but it is in PipelineManager
2020-09-11 18:44:11 +02:00
Richard Davey
205552d69c
Fix namespaces. Fix #5289
2020-09-10 17:04:56 +01:00
Richard Davey
296dafebf5
No need for gl ref
2020-09-09 13:33:25 +01:00
Richard Davey
da4c387d86
Reference fixes
2020-09-09 13:21:38 +01:00
Richard Davey
6734932a32
Update PipelineManager.js
2020-09-09 13:09:25 +01:00
Richard Davey
7e840b2670
Removed all of the pipeline methods and added the Pipeline Manager instance
2020-09-09 13:05:18 +01:00
Richard Davey
52c2312455
Update PipelineManager.js
2020-09-09 13:05:18 +01:00
Richard Davey
7765016caa
Pipeline constants so we can avoid using strings elsewhere
2020-09-09 13:05:17 +01:00
Richard Davey
d3e82f2d76
The new Pipeline Manager class
2020-09-09 13:05:17 +01:00
Richard Davey
dc99fd03aa
Don't create if vertices already provided. Fix #5280
2020-09-07 16:03:36 +01:00
Richard Davey
5224985e7f
Update BitmapMaskPipeline.js
2020-09-07 16:03:18 +01:00
Richard Davey
d92195a8b8
Default rotation as well
2020-09-02 22:55:51 +01:00
Richard Davey
1562525a51
When using Camera.setRenderToTexture
its zoom
value would be applied twice. Fix #4221
2020-09-02 22:50:27 +01:00
Richard Davey
6aef37572d
WebGLRenderer.previousPipeline
is a new property that is set during a call to clearPipeline
and used during calls to rebindPipeline
, allowing the renderer to rebind any previous pipeline, not just the Multi Pipeline.
...
The `WebGLRenderer.rebindPipeline` method has been changed slightly. Previously, you had to specify the `pipelineInstance`, but this is now optional. If you don't, it will use the new `previousPipeline` property instead. If not set, or none given, it will now return without throwing gl errors as well.
2020-09-01 13:05:31 +01:00
Richard Davey
809b8a41d9
The WebGLRenderer.updateCanvasTexture
method will now set gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL
to true, which should stop issues where you update a Text Game Object, having added a Render Texture or Spine Game Object to the Scene after it, which switches the PMA setting. Fix #5064
2020-08-26 00:19:19 +01:00
Richard Davey
791704febe
WebGLRenderer.finalType
is a new boolean property that signifies if the current Game Object being rendered is the final one in the list.
2020-08-25 18:24:42 +01:00
Richard Davey
de0133e3cc
Spine Game Objects can now be rendered to Render Textures. Fix #5184
2020-08-25 14:11:37 +01:00
Richard Davey
ca99c4564f
Added reset
property to Bind to get new vertex attrib locations
2020-08-25 13:24:56 +01:00
Richard Davey
7d1ad38b4a
Updated shader names
2020-08-25 13:23:59 +01:00
Richard Davey
0cd4d0fc54
Update WebGLRenderer.js
2020-08-21 16:23:04 +01:00
Richard Davey
9a1dc640f8
Fix gl access
2020-08-21 16:17:29 +01:00
Richard Davey
0dd07333af
Updated to use MultiPipeline
2020-08-21 16:14:59 +01:00
Richard Davey
5c39254f36
Testing new config approach
2020-08-21 16:04:26 +01:00
Richard Davey
209b39b38c
New pipeline names and single texture flag
2020-08-21 16:03:29 +01:00
Richard Davey
468c03dfe5
Much better docs and handling of config values
2020-08-21 16:03:07 +01:00
Richard Davey
4b4af50ca9
Quicker return
2020-08-21 16:02:43 +01:00
Richard Davey
37fdde7911
New typedefs for pipeline configs
2020-08-21 16:02:30 +01:00
Richard Davey
600385ac29
A brand new pipeline for single-texture custom pipelines
2020-08-21 16:01:53 +01:00
Richard Davey
57040554ef
Renamed the pipelines to make them less ambiguous and sorted out lots of config properties
2020-08-21 16:01:39 +01:00
Richard Davey
8f5ee5391f
Removed redundant consts
2020-08-21 15:59:41 +01:00
Richard Davey
6435772646
Shaders renamed to match new pipeline names
2020-08-21 15:41:12 +01:00
Richard Davey
14ad202adc
Use new Utils function
2020-08-21 09:44:52 +01:00
Richard Davey
8edbbb2e2d
Renderer.WebGL.Utils.parseFragmentShaderMaxTextures
is a new function that will take fragment shader source and search it for %count%
and %forloop%
declarations, replacing them with the required GLSL for multi-texture support, returning the modified source.
2020-08-21 09:44:43 +01:00
Richard Davey
84ef02743b
The WebGL Renderer will now add the pipelines during the boot
method, instead of init
.
2020-08-20 10:48:30 +01:00
Richard Davey
e3142f313f
WebGLPipeline.hasBooted
is a new boolean property that tracks if the pipeline has been booted or not, which is now far more important in 3.5 than in previous versions. This is checked in the WebGLRenderer.addPipeline
method, and if not set, the pipeline is booted. Fix #5251 #5255
2020-08-20 10:47:21 +01:00
Richard Davey
75da5b2f22
Reset all textures on rebind, which is what Externs need when finishing
2020-08-06 17:06:26 +01:00
Richard Davey
4baa0522b9
Bumping to 3.50
2020-07-31 13:41:29 +01:00
Richard Davey
bf4c475e85
Floor drawFillRect values
2020-07-30 18:10:23 +01:00
Richard Davey
86f35ef9cf
Updated docs
2020-07-23 17:35:47 +01:00
Richard Davey
c31a9ad4e5
WebGLRenderer.unbindTextures
is a new method that will activate and then null bind all WebGL textures.
2020-07-23 16:24:44 +01:00
Richard Davey
27426dd0b6
Testing RenderTextures (currently broken, will fix next week)
2020-07-17 18:08:39 +01:00
Richard Davey
8210700124
Enable the pipelines again
2020-07-17 17:04:49 +01:00
Richard Davey
491ca62373
The TextureTintStripPipeline
now extends TextureTintPipeline
and just changes the topolgy, vastly reducing the filesize.
2020-07-17 17:04:40 +01:00
Richard Davey
8d976d6ed5
WebGLRenderer.textureFlush
is a new property that keeps track of the total texture flushes per frame.
2020-07-17 16:36:18 +01:00
Richard Davey
8bb49332a9
Always set rotation
2020-07-17 13:55:50 +01:00
Richard Davey
d11a16deaa
Added forceZero
and setAttribPointers
...
`WebGLPipeline.forceZero` is a new property that informs Game Objects if the pipeline requires a zero bound texture unit.
* `WebGLPipeline.setAttribPointers` is a new method that will set the vertex attribute pointers for the pipeline.
2020-07-17 13:55:39 +01:00
Richard Davey
fea1ade5b7
Update WebGLRenderer.js
2020-07-16 16:59:45 +01:00
Richard Davey
12fc51e2e2
If normal map set, advance the current active texture
2020-07-16 16:17:16 +01:00
Richard Davey
3dd6d8a1a4
Remove forceZero and added textureUnit
2020-07-16 16:16:57 +01:00
Richard Davey
5e8c28d468
Removed batchTexture as it's no longer needed
2020-07-16 16:16:42 +01:00
Richard Davey
76de5c246a
Update ForwardDiffuseLightPipeline.js
2020-07-16 15:51:12 +01:00
Richard Davey
e7957b9380
Added getNormalMap and setGameObject
2020-07-16 15:18:02 +01:00
Richard Davey
f7e6847027
Added setGameObject method and currentUnit property
2020-07-16 15:16:17 +01:00
Richard Davey
5986f8f080
Tidying
2020-07-16 15:16:01 +01:00
Richard Davey
0c411e9e7e
Removed currentUnit and batchSprite forceZero
2020-07-16 15:13:47 +01:00
Richard Davey
85f63c4a19
WebGLRenderer.isNewNormalMap
is a new method that returns a boolean if the given parameters are not currently used.
2020-07-16 15:11:43 +01:00
Richard Davey
38e7495b61
Fixed default normal map so all Game Objects will now render
...
* The pipeline now works with Game Objects that do not have a normal map. They will be rendered using the new default normal map, which allows for a flat light effect to pass over them and merge with their diffuse map colors.
2020-07-16 11:04:10 +01:00
Richard Davey
93d0378143
Added missing jsdocs
2020-07-16 11:03:49 +01:00
Richard Davey
84968f502f
Update ForwardDiffuseLightPipeline.js
...
* The pipeline will no longer look-up and set all of the light uniforms unless the `Light` is dirty.
* The pipeline will no longer reset all of the lights unless the quantity of lights has changed.
2020-07-16 03:24:19 +01:00
Richard Davey
3b9d115d0c
Reset just units 0 and 1
2020-07-16 03:13:47 +01:00
Richard Davey
d7cf9da819
Added location cache
2020-07-16 03:13:10 +01:00
Richard Davey
5059045c76
Cache attribute location
...
* `WebGLPipeline.boot` will now check all of the attributes and store the pointer location within the attribute entry.
* `WebGLPipeline.bind` no longer looks-up and enables every attribute, every frame. Instead it uses the cached pointer location stored in the attribute entry, cutting down on redundant WebGL operations.
2020-07-16 03:12:53 +01:00
Richard Davey
4ab9604102
Lots of updates to this pipeline
...
* The `ForwardDiffuseLightPipeline.defaultNormalMap` property has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.boot` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.onBind` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.setNormalMap` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.bind` is a new method that handles setting-up the shader uniforms.
* The `ForwardDiffuseLightPipeline.batchTexture` method has been rewritten to use the Texture Tint Pipeline function instead.
* The `ForwardDiffuseLightPipeline.batchSprite` method has been rewritten to use the Texture Tint Pipeline function instead.
2020-07-16 02:15:53 +01:00
Richard Davey
1f3b79cf11
Normal map additions
...
* `WebGLRenderer.normalTexture` is a new property that holds the currently bound normal map (texture unit one).
* `WebGLRenderer.setNormalMap` is a new method that sets the current normal map texture.
* `WebGLRenderer.clearNormalMap` is a new method that clears the current normal map texture.
* `WebGLRenderer.resetTextures` is a new method that flushes the pipeline, resets all textures back to the temporary ones and resets the active texture counter.
2020-07-16 02:15:01 +01:00
Richard Davey
c6ffa0620e
TextureTintPipeline.batchSprite
and batchTexture
has new parameters forceZero
which forces use of texture unit zero.
2020-07-16 02:13:08 +01:00
Richard Davey
0b3f125ee0
Removed the Deferred Diffuse fragment and vertex shaders from the project, as they're not used.
2020-07-16 00:21:44 +01:00
Richard Davey
94d333ee1e
Use new texture unit
2020-07-16 00:00:49 +01:00
Richard Davey
9e9e45261f
Added setTextureZero and clearTextureZero
...
* `WebGLRenderer.setTextureZero` is a new method that activates texture zero and binds the given texture to it. Useful for fbo backed game objects.
* `WebGLRenderer.clearTextureZero` is a new method that clears the texture tha was bound to unit zero.
* `WebGLRenderer.textureZero` is a new property that holds the currently bound unit zero texture.
2020-07-15 18:03:03 +01:00
Richard Davey
216d7cb1fa
Updated WebGLRenderer to support new texture assignment
...
* The property `WebGLRenderer.currentActiveTextureUnit` has been renamed to `currentActiveTexture`.
* `WebGLRenderer.startActiveTexture` is a new read-only property contains the current starting active texture unit.
* `WebGLRenderer.maxTextures` is a new read-only property that contains the maximum number of texture units WebGL can use.
* `WebGLRenderer.textureIndexes` is a new read-only array that contains all of the available WebGL texture units.
* `WebGLRenderer.tempTextures` is a new read-only array that contains temporary WebGL textures.
* The `WebGLRenderer.currentTextures` property has been removed, as it's no longer used.
* `WebGLRenderer.currentTextures` has been removed, as it's no longer used internally.
* `WebGLRenderer.setBlankTexture` no longer has a `force` parameter, as it's set by default.
* `WebGLRenderer.setTextureSource` is a new method, used by pipelines and Game Objects, that will assign a texture unit to the given Texture Source.
* The `WebGLRenderer.setTexture2D` method has been updated to use the new texture unit assignment. It no longer takes the `textureUnit` or `flush` parameters and these have been removed from its method signature.
2020-07-15 17:11:01 +01:00
Richard Davey
9c76ec0389
Large TextureTintPipeline refactor
...
* The Texture Tint vertex and fragment shaders have been updated to support the `inTexId` float attribute and dynamic generation.
* The Texture Tint Pipeline has a new attribute, `inTexId` which is a `gl.FLOAT`.
* `TextureTintPipeline.bind` is a new method that sets the `uMainSampler` uniform.
* The `TextureTintPipeline.requireTextureBatch` method has been removed, as it's no longer required.
* The `TextureTintPipeline.pushBatch` method has been removed, as it's no longer required.
* The `TextureTintPipeline.maxQuads` property has been removed, as it's no longer required.
* The `TextureTintPipeline.batches` property has been removed, as it's no longer required.
* `TextureTintPipeline.flush` has been rewritten to support multi-textures.
* `TextureTintPipeline.flush` no longer creates a sub-array if the batch is full, but instead uses `bufferData` for speed.
* `TextureTintPipeline.currentUnit` is a new property that holds the most recently assigned texture unit. Treat as read-only.
2020-07-15 17:05:55 +01:00
Richard Davey
3ede28230b
Update WebGLPipeline.js
2020-07-15 16:54:18 +01:00
Richard Davey
c0504e4fc1
WebGL.Utils.checkShaderMax
is a new function, used internally by the renderer, to determine the maximum number of texture units the GPU + browser supports.
2020-07-15 16:52:26 +01:00
Richard Davey
7c742f95d2
Generate multi-texture shader source
2020-07-14 17:44:26 +01:00
Richard Davey
9a45517efd
Pass max textures to pipeline (disable other pipelines for now)
2020-07-14 17:44:17 +01:00
Richard Davey
587c23ec3c
Added maxGPUTextures
property
2020-07-14 17:43:56 +01:00
Richard Davey
76689942c0
Add texture ID to shaders
2020-07-14 17:43:29 +01:00
Richard Davey
43beca7bab
Create CheckShaderMax.js
2020-07-14 17:43:05 +01:00
Richard Davey
0003d278fd
Updated to use new external MVP functions
2020-07-14 16:49:30 +01:00
Richard Davey
06c1336f41
Removed all functions from MVP except init and update and made them all external
2020-07-14 16:49:16 +01:00
Richard Davey
a8faef6692
Created new Model View Projection functions
2020-07-14 16:48:01 +01:00
Richard Davey
6374da052f
Fixed lint errors with PR #5193
2020-07-13 12:55:49 +01:00
Richard Davey
259b702df8
Merge pull request #5193 from scott20145/master
...
Fix nested mask behaviour for Phaser.CANVAS mode
2020-07-13 12:54:14 +01:00
scott.liu
2f98f463d2
format
2020-06-17 11:01:50 +08:00
scott.liu
7f4bbf9192
format
2020-06-17 10:59:25 +08:00
scott.liu
104a3b9e35
format
2020-06-17 10:56:17 +08:00
scott.liu
f607f1f521
#3673 fix nested mask behaviour for Phaser.CANVAS mode
2020-06-17 10:53:38 +08:00
Volodymyr Linyvyi
8d217d53fa
Set TextureTintPipeline on each 'postRenderCamera' call
2020-04-19 18:44:03 +03:00
Richard Davey
03ee36f9ba
Finished JSDocs
2020-02-04 17:30:27 +00:00
Richard Davey
0eaf0c47b5
Respect Camera.renderToGame property
2020-01-27 23:35:52 +00:00
Richard Davey
18120cb0d5
New Strip pipeline
2020-01-17 17:58:41 +00:00
Richard Davey
0af1303ba2
Added TextureTintStrip pipeline
2020-01-17 17:38:24 +00:00
Richard Davey
ff65e69cd1
Changed copyright date to 2020
2020-01-15 12:07:09 +00:00
Richard Davey
7d53dc3447
Added support for mipmap texture generation and filter levels
2019-11-19 13:00:54 +00:00
Josh Soref
94e96b3fd2
spelling: renderered
2019-10-29 02:33:23 -04:00
Kolja Kutschera
c893ca6186
fix light2d using tileset from dynamictilemaplayer (#4167,#4079)
2019-10-26 00:56:43 +02:00
Richard Davey
585a8a93ee
Merge pull request #4787 from firefalcom/fix/normalMapRotation
...
Fix incorrect lighting when batching several sprites
2019-10-11 13:21:39 +01:00
Richard Davey
61f5fadddf
Split up canvas and video texture creation and updating.
2019-10-10 12:26:39 +01:00
Gauthier Billot
7ffeb4785e
Added currentNormalMapRotation and updated setNormalMapRotation
2019-10-06 20:31:29 +02:00
Richard Davey
5de4641e49
Added jsdocs
2019-10-04 11:13:05 +01:00
Richard Davey
49012d6237
Added createTexture2D.forceSize parameter, videoToTexture method and strengthened empty texture creation
2019-10-03 17:49:58 +01:00
Richard Davey
b3ea5bddd2
SetTransform
will now set the imageSmoothingEnabled context value based on the renderer and texture source scale mode.
2019-10-01 16:10:05 +01:00
Richard Davey
8d5c097720
Removed un-used import
2019-10-01 16:05:18 +01:00
Richard Davey
1cc5b1a66e
CanvasRenderer.antialias
is a new property, populated by the game config property of the same name (or via the pixelArt
property) that will tell the canvas renderer what to set image interpolation to during rendering of Sprites.
2019-10-01 14:54:40 +01:00
Nicolas Ferrero
a76e3c7cb6
update vertexComponentCount in WebGLPipeline
2019-09-10 18:55:30 +03:00
Richard Davey
e3039ffb64
Added antialiasGL
option
2019-08-29 11:46:58 +01:00
Richard Davey
f4002471d7
Updated context lost / restored handlers
2019-07-17 16:38:00 +01:00
Richard Davey
630382e88d
Added Game Object type look ahead and state for custom batching.
2019-07-16 17:41:08 +01:00
Richard Davey
2df5335991
Added snapshotCanvas method
2019-07-15 17:02:46 +01:00
Richard Davey
58865f2c34
The WebGL Lost and Restored Context callbacks were never removed, which could cause them to hold onto stale references. Fix #3610
2019-07-15 15:28:46 +01:00
Richard Davey
dfba4ae817
Extract pixel from correct location for a framebuffer
2019-07-14 16:00:35 +01:00
Richard Davey
15d7b9c6ef
Fixed jsdoc typos and added single pixel support
2019-07-14 13:56:44 +01:00
Richard Davey
99483f476c
Added new properties
2019-07-13 15:23:07 +01:00
Richard Davey
285babaf8c
Added the new snapshotFramebuffer method
2019-07-13 15:20:57 +01:00
Richard Davey
d4b1a04beb
WebGLSnapshot can now grab from a framebuffer
2019-07-13 15:20:42 +01:00
Richard Davey
5106b2c935
Animations with custom pivots, like those created in Texture Packer with the pivot option enabled, would be mis-aligned if flipped. They now render in the correct position, regardless of scale or flip on either axis. Fix #4155
2019-07-03 14:01:48 +01:00
Richard Davey
47b1d755a7
Fixed a bug in the WebGL and Canvas Renderers where a Sprite with a flipX
or flipY
value set would render the offset frames slightly out of place, causing the animation to appear jittery. Also, the sprite would be out of place by its origin. Fix #4636 #3813
2019-07-03 11:11:25 +01:00
Richard Davey
79b2048ae0
Fixed addBlendMode type. Fix #4625
2019-06-28 14:53:12 +01:00
Richard Davey
c0d58ee69e
Better flip handling
2019-06-26 00:35:22 +01:00
Richard Davey
3bf3057da0
WebGLRenderer.setScissor
will default the drawingBufferHeight
if no argument is provided, stopping NaN scissor heights.
2019-06-25 23:03:57 +01:00
Richard Davey
f323097714
Sprites need to flip the UV if the source is a GLTexture
2019-06-23 22:12:14 +01:00
Richard Davey
254eef9787
Use the event constant instead of a string
2019-06-06 15:56:45 +01:00
Richard Davey
12bcda98a6
Added support for a desynchronized context and alpha support in 2D
2019-06-04 19:13:49 +01:00
Richard Davey
c91ed91ce3
License link update
2019-05-10 16:15:04 +01:00
Richard Davey
725e1d7ef7
JSDoc changes to help TypeScript not get its knickers in a twist
2019-05-09 17:13:25 +01:00
Richard Davey
a6341a97a8
Fixed Types references
2019-05-09 15:32:53 +01:00
Richard Davey
11d6f2e802
Renderer Types
2019-05-09 12:36:36 +01:00
Richard Davey
3d40a95a00
Added glFuncMap
2019-05-01 12:29:45 +01:00
Richard Davey
2f48d68735
A shader can now be used as a bitmap mask
2019-05-01 11:12:31 +01:00
Richard Davey
08f4a0ccf4
Tidying up
2019-05-01 02:10:38 +01:00
Richard Davey
84e898fd90
Fixed nested bitmap mask issue
2019-04-29 14:45:54 +01:00
Richard Davey
80a0bf3f1a
Re-apply stencil after a bitmap mask
2019-04-29 14:29:13 +01:00
Richard Davey
3efcd1ca49
New cam mask object
2019-04-29 14:28:58 +01:00
Richard Davey
70b5b01db2
Restore previous framebuffer
2019-04-26 19:13:32 +01:00
Richard Davey
cf878ca553
Better stencil mask checking
2019-04-26 19:13:24 +01:00
Richard Davey
183ce1b96c
BMP fix
2019-04-26 02:30:24 +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
9356744399
argument caps
2019-04-25 12:14:04 +01:00
Richard Davey
2ff76eb4b5
Removed un-needed Quad Pipeline and shaders
2019-04-25 12:13:09 +01:00
Richard Davey
72af4a21d1
Default shader
2019-04-25 03:16:46 +01:00
Richard Davey
9b4309b38c
Added QuadShader Pipeline to the renderer
2019-04-25 03:16:39 +01:00
Richard Davey
2727408e7c
Don't disable the vertex attribute if the location is invalid
2019-04-25 03:16:25 +01:00
Richard Davey
e0c22c5534
Added QuadShader Pipeline
2019-04-25 03:16:03 +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
12b6041d20
inverseAlpha support added back in and tidied up renderer
2019-04-24 14:51:39 +01:00
Richard Davey
1fc9b15ff1
Fixed Geometry Mask nesting issue.
2019-04-15 16:46:19 +01:00
Richard Davey
974ceb5654
Restore bitmap mask framebuffer
2019-04-12 18:36:47 +01:00
Richard Davey
f69cec7975
Improving support for child masking
2019-04-12 17:47:28 +01:00
Richard Davey
186970bd69
Render the Camera masks
2019-04-11 17:10:03 +01:00
Richard Davey
c188dfde12
Testing mask component on Camera
2019-04-10 18:10:03 +01:00
Richard Davey
42cb39749f
Matter and Snapshot typedefs
2019-02-13 15:22:29 +00:00
Richard Davey
b50e1c78b5
Lots more jsdoc tweaks and improvements
2019-02-12 15:01:54 +00:00
Richard Davey
dc73993fe2
Added jsdoc version numbers
2019-02-12 12:22:25 +00:00
Richard Davey
c85497b6c5
Fixing jsdocs
2019-02-12 11:59:31 +00:00
Richard Davey
cfe6452924
Don't set if game is being destroyed
2019-02-04 23:29:22 +00:00
Richard Davey
60542a25cc
Numerous jsdoc and TS related fixes
2019-02-04 17:16:08 +00:00
Richard Davey
4f6f6ee72f
Lots of jsdoc and type fixes
2019-01-31 12:19:01 +00:00
Richard Davey
3b52b8387e
Fixed jsdoc type
2019-01-31 11:11:05 +00:00
Richard Davey
f5106de6c5
Callback is now invoked in Image.onload to avoid race conditions.
2019-01-25 17:29:31 +00:00
Richard Davey
7c03028534
Updated jsdocs
2019-01-25 17:29:10 +00:00
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
Richard Davey
8ed749bcb1
Removed old scissor code
2018-08-03 18:57:03 +01:00
Richard Davey
22bc6d2a86
The batchTexture
method in the Texture Tint Pipeline now supports cropped Game Objects and will adjust the drawn texture frame accordingly.
2018-08-03 18:54:48 +01:00
Richard Davey
ca68904953
The Canvas Renderer has a new batchSprite
method that consolidates the process of drawing a texture-based Game Object to the canvas. It processes the alpha, blend mode and matrix calculations in a single function and now is used by nearly all Game Object canvas renderers.
2018-08-03 18:53:50 +01:00
Richard Davey
fc0dc13930
Removed use of currentBlendMode
and currentAlpha
2018-08-03 01:53:51 +01:00
Richard Davey
9f44896a3f
The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list.
2018-08-03 01:29:18 +01:00
Richard Davey
286f36cd1e
Added ability for the Canvas Renderer to change context.
2018-08-02 14:57:37 +01:00
Richard Davey
2220faba49
Removed un-used method
2018-08-01 15:20:10 +01:00
Richard Davey
7ebf5766e8
Added docs for blankTexture and setBlankTexture.
2018-08-01 13:23:03 +01:00
Richard Davey
73524df816
The Game boot event flow has changed slightly. The Game will now listen for a texturesready
event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready
event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready
event to ensure that it is the first thing to be activated, before any other system.
2018-08-01 13:18:28 +01:00
Richard Davey
a4db967b19
Added 4 temp matrices to the Canvas renderer.
2018-07-31 23:23:04 +01:00
Richard Davey
be379fd3a1
Added batchTextureFrame method
2018-07-31 17:10:02 +01:00
Richard Davey
a3fc263360
Binding a framebuffer sets the viewport size
2018-07-31 17:09:47 +01:00
Richard Davey
6749417ef3
lint fix
2018-07-27 11:19:19 +01:00
Richard Davey
9331c15c48
Updated to use tint object.
2018-07-27 02:14:08 +01:00
Richard Davey
4481795d32
Swapped to using getX / getY
2018-07-27 00:53:00 +01:00
Richard Davey
6877582531
Removed un-used pipeline and shaders
2018-07-26 23:43:49 +01:00
Richard Davey
4bdecf488b
jsdocs tweaks
2018-07-26 23:41:52 +01:00
Richard Davey
a09c2a4958
Now uses customViewports counter to avoid scissor setting and skips box check
2018-07-26 23:05:25 +01:00
Richard Davey
1777e16227
Sorting out the scissor stack
2018-07-26 17:50:07 +01:00
Richard Davey
d093f35e5c
Merged all of the required FTP methods into TTP.
2018-07-26 16:34:04 +01:00
Richard Davey
e0c0db5f8e
Final bit of tidying up before merging this with the TTP.
2018-07-26 16:33:43 +01:00
Richard Davey
90219d46b3
Removed all references to the FlatTintPipeline.
2018-07-26 16:33:29 +01:00
Richard Davey
947d301f42
Removed the unit batch from TTP and put it into FDLP
2018-07-26 15:31:44 +01:00
Richard Davey
bda9159cb0
Textures now use the frame UV values.
2018-07-26 15:05:10 +01:00
Richard Davey
d3e07b519a
Added setBlankTexture method
2018-07-26 15:04:46 +01:00
Richard Davey
7acbbcf58a
Fixed linejoin, added arc and triangle, tidying up code
2018-07-26 13:49:05 +01:00
Richard Davey
39a6622623
Working on joints
2018-07-26 09:58:33 +01:00
Richard Davey
3a2fcd0951
Updated path drawing, sorting out line-cap differences with Canvas
2018-07-25 17:04:44 +01:00
Richard Davey
9d11b93b05
Updated shader
2018-07-25 13:06:22 +01:00
Richard Davey
4c25d12b44
Recoding the FTP. Rects and Tris working again.
2018-07-25 01:27:03 +01:00
Richard Davey
0516fd47f7
The Flat Tint Pipeline is now using the same shader as the Texture Tint
...
Time to make sure no texture swaps happen and we can finally have Graphics mixed with Sprites in the display list with no swapping cost (and soon, no flush cost either when we unify the pipelines)
2018-07-24 17:07:26 +01:00
Richard Davey
ac108db9cc
Moving towards tidying up the FTP
2018-07-24 16:40:29 +01:00
Richard Davey
521138e9d8
setBlendMode now returns a boolean
2018-07-23 01:39:32 +01:00
Richard Davey
ec5bd1912e
GameObject.willRender
now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.
2018-07-19 13:19:02 +01:00
Richard Davey
b6a1033dbd
Fixed Camera FX for scaled camera sizes
2018-07-18 15:03:06 +01:00
Richard Davey
0db16889e6
Use new Camera viewport values
2018-07-18 14:32:06 +01:00
Richard Davey
1c473afa84
Cameras draw their backgrounds correctly at higher resolutions
2018-07-17 23:26:30 +01:00
Richard Davey
42c3fc5f6b
Better normal map handling
2018-07-13 11:14:22 +01:00
Richard Davey
4843d7eefe
Pipelines have a boot handler now.
2018-07-13 11:13:46 +01:00
Richard Davey
2924874236
Added docs
2018-07-12 01:13:47 +01:00
Richard Davey
072cc0e21b
Added dirty Camera support and updated internal properties to set the flag
2018-07-12 01:13:34 +01:00
Richard Davey
a0bf5b6ad2
Removed all the batch functions and consolidated into a single function and callback
2018-07-11 16:55:18 +01:00
Richard Davey
efb5eb09c5
Starting refactor
2018-07-11 16:24:58 +01:00
Richard Davey
05985417b3
Allow config setting values. Gets custom pipelines working again.
2018-07-11 16:24:45 +01:00
Richard Davey
5a5bea1ce5
Allow GO to be passed to onBind
2018-07-11 16:24:20 +01:00
Richard Davey
82b15c8695
Removed drawEmitterManager
and moved to emitter render function
2018-07-11 14:40:36 +01:00
Richard Davey
853281fe56
Double flusher
2018-07-11 13:22:07 +01:00
Richard Davey
373d01c602
Fixed emitter batch. Now to optimize it.
2018-07-11 13:20:02 +01:00
Richard Davey
e2efa469ae
Removed drawTexture and added drawTextureFrame - fixed Render Texture flip Y issue
2018-07-11 12:34:53 +01:00
Richard Davey
5b3a5e115b
Started consolidating drawTexture method
2018-07-10 17:18:00 +01:00
Richard Davey
340c53875c
Added new temp matrix, fixed typo, removed old function
2018-07-10 16:32:44 +01:00
Richard Davey
5128eecbeb
Cached the drawing buffer height
2018-07-10 16:32:28 +01:00
Richard Davey
434c8d1413
Fixed issue with sprite matrix and camera scaling
2018-07-10 13:59:49 +01:00
Richard Davey
85a32d54be
Typo
2018-07-09 17:06:27 +01:00
Richard Davey
5c554f3f69
Started moving dynamic bitmap text renderer to its own function
2018-07-07 12:34:24 +01:00
Richard Davey
dd0490dd57
Removed batchBitmapText, tidied up and moved to its own renderer
2018-07-07 12:22:45 +01:00
Richard Davey
8b13631107
Removed batchMesh
and moved to the Mesh WebGL Renderer. Another one bites the dust.
2018-07-06 19:35:46 +01:00
Richard Davey
c1bc928a73
Removed un-used vars
2018-07-06 17:29:49 +01:00
Richard Davey
a6ff0d54bb
Removed angle calculations from renderer as we only need do it when the arc is first defined
2018-07-06 17:16:09 +01:00
Richard Davey
fdd4a8f8f3
Tidied up DrawImage to re-use vars and cut down code
2018-07-06 15:55:20 +01:00
Richard Davey
e620f3e308
Updated to use matrix and support crop
2018-07-06 15:34:25 +01:00
Richard Davey
325fb4681e
Tidying up
2018-07-05 23:55:00 +01:00
Richard Davey
5063fe30e5
Fixed cropping when texture frame is flipped
2018-07-05 23:01:26 +01:00
Richard Davey
341ecf42cd
Testing flip + atlas frame + trim cropping
2018-07-04 17:01:45 +01:00
Richard Davey
9bd8fb34a4
Changed canvasData to remove duplicate properties.
2018-07-04 17:01:29 +01:00
Richard Davey
43fc988034
Moved crop UV handler to the Frame method. Cleaner and easier.
2018-07-04 15:18:08 +01:00
Richard Davey
ee8c1b403a
Fixed cropping with flipped images
2018-07-04 14:50:26 +01:00
Richard Davey
d44c54e5ed
batchSprite supports cropping (flipXY todo)
2018-07-03 16:48:14 +01:00
Richard Davey
d328f14be0
Fixed vertex calculation
2018-07-03 12:38:45 +01:00
Richard Davey
187328ea1a
UVs are passed directly now
2018-07-03 00:14:23 +01:00
Richard Davey
265852fc75
Removed test code
2018-07-02 17:09:21 +01:00
Richard Davey
35686657ce
Tidied up the batchVertices method and removed old stuff
2018-07-02 17:06:49 +01:00
Richard Davey
c1020c6dbb
Refactoring TTP to remove so much redundant stuff
2018-07-02 16:44:24 +01:00
Richard Davey
fe61cfe2d1
You can now set the WebGL batch size in the Game Config via the property batchSize
. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
2018-07-02 12:33:46 +01:00
Richard Davey
1941d8a494
Removed drawStaticTilemapLayer
method and updated layer vertex code
2018-07-02 12:07:39 +01:00
Richard Davey
fdead2af16
Added the tint effect attribute and merged with all the various batches
2018-06-30 11:33:52 +01:00
Richard Davey
11ef2c824b
Updated shader to support tint effect attribute
2018-06-30 11:33:28 +01:00
Richard Davey
e22b1a7b9c
Removed stubs from pipelines
2018-06-29 12:33:44 +01:00
Richard Davey
39c3866179
lint fix
2018-06-28 13:07:59 +01:00
Richard Davey
217779604c
Added tileScaleX and tileScaleY support for Tile Sprites
2018-06-28 12:59:27 +01:00
Richard Davey
8c312090da
Solidified use of pixelArt mode
2018-06-27 15:27:16 +01:00
Richard Davey
7a23378015
Unified use of roundPixels, antialias and pixelArt modes
2018-06-27 15:15:00 +01:00
Richard Davey
7aa46657c2
Tidying up jsdocs and changing float to number
2018-06-26 23:19:14 +01:00
Richard Davey
bb7b99a4db
Updated log and formatting
2018-06-25 22:53:42 +01:00
Richard Davey
c6c9b25fdc
Camera.alpha
(and its related method Camera.setAlpha
) allows you to get an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or you can set it as needed in your game.
2018-06-25 17:35:36 +01:00
Richard Davey
90ba2608fa
Added in Camera alpha support to all canvas renderers
2018-06-25 16:24:08 +01:00
Richard Davey
98b1cc2dbc
Although the Blitter object had the Alpha component, setting it made no difference. Setting Blitter alpha now impacts the rendering of all children, in both Canvas and WebGL, and you can also specify an alpha per Bob as well.
2018-06-25 16:06:22 +01:00
Richard Davey
f45ab89f8d
The ForwardDiffuseLightPipeline, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707
2018-05-31 16:57:30 +01:00
Richard Davey
9429a28574
The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643
2018-05-18 13:16:17 +01:00
Richard Davey
7a4b29872e
Allow for custom canvas and context game config options. Game.context now set in WebGL mode. Allows WebGL2 contexts to be passed in. Fix #3653
2018-05-10 12:25:33 +01:00
Richard Davey
835bc37e32
Optimized TextureTintPipeline.drawBlitter so it skips bobs that have alpha of zero and only calls setTexture2D
if the bob sourceIndex has changed, previously it called it for every single bob.
2018-05-09 15:13:06 +01:00
Richard Davey
7df0488100
Fixed dupe config set
2018-05-09 14:32:32 +01:00
Richard Davey
6ec1a580eb
typo fix
2018-05-09 14:30:31 +01:00
Richard Davey
056e74d6dc
Added compression object for future texture compression support.
2018-05-09 13:46:19 +01:00
Richard Davey
89329a2315
Added getMaxTextures and getMaxTextureSize methods
2018-05-09 12:12:16 +01:00
Richard Davey
57918bb50f
Removed the need for raw-loader
in webpack. Shaders now build to standard JS files. Removed fs requirement.
2018-05-08 23:04:57 +01:00
Richard Davey
97dd683ea1
The Forward Diffuse Light Pipeline was hard coded to assume the normal map would be stored in the source index zero. It now correctly obtains the normal map from the frame source index, which means all Game Objects that used frames from multi-atlas textures will now work with lights properly.
2018-05-04 14:31:19 +01:00
Felipe Alfonso
cf8e2cfd60
added jsdoc comments to WebGLRenderer
2018-04-25 20:30:41 -03:00
Felipe Alfonso
0c90f068fc
Added jsdoc comments to WebGLPipeline
2018-04-25 19:52:20 -03:00
Felipe Alfonso
e85c66a2fd
Added jsdocs comments to WebGL utils
2018-04-25 13:17:33 -03:00
Felipe Alfonso
d2da10c1a9
Added jsdoc comments to TextureTintPipeline
2018-04-25 13:06:19 -03:00
Felipe Alfonso
f64b4b9b20
added jsdoc comments to ForwardDiffuseLightPipeline
2018-04-24 16:52:57 -03:00
Felipe Alfonso
7e90dab82f
FlatTintPipeline jsdoc comments
2018-04-24 16:30:00 -03:00
Felipe Alfonso
e385d018c5
added comments to ModelViewProjection pipeline component
2018-04-24 16:00:35 -03:00
Felipe Alfonso
426bc4ffd4
BitmapMaskPipeline jsdoc descriptions
2018-04-24 13:53:10 -03:00
Richard Davey
ef24982301
Pending dos
2018-04-24 15:34:55 +01:00
Richard Davey
741d1f5793
Doc pending tags
2018-04-24 15:32:08 +01:00
Richard Davey
54a5bb41c7
Tidying up
2018-04-23 19:11:16 +01:00
Richard Davey
649378ed0a
Tidied up canvas creation and texture deletion
2018-04-23 17:30:09 +01:00
Richard Davey
176b085402
jsdoc fix
2018-04-19 13:28:10 +01:00
Felipe Alfonso
504ba9e133
Fixed eslint errors on TextureTintPipeline.js
2018-04-18 18:54:06 -03:00
Felipe Alfonso
aef538d61b
Added parent transform matrix to Light2D pipieline to allow support for containers
2018-04-18 18:40:27 -03:00
Felipe Alfonso
47bee69b3b
Fixed transformation matrix order for batchGraphics
2018-04-18 18:35:18 -03:00
Felipe Alfonso
18e178a72f
Fixed matrix transformation order for batchTexture
2018-04-18 18:30:54 -03:00
Felipe Alfonso
f3e0ae8d44
Fixed order of transformation for dynamic bitmap text
2018-04-18 18:28:08 -03:00
Felipe Alfonso
dbafd9a70c
Fixed order of matrix transformation on:
...
-emitter
-blitter
-sprite
-mesh
-bitmap text
2018-04-18 18:15:43 -03:00
Richard Davey
55965c748f
jsdoc fixes
2018-04-18 12:13:49 +01:00
Felipe Alfonso
eceb43584b
Fixed issue on particle emitter rendering not writing directly to the vertex count property
2018-04-17 13:20:08 -03:00
Felipe Alfonso
5cc2ebd6be
Fixed issue when destroying WebGLRenderer
2018-04-16 15:16:23 -03:00
Felipe Alfonso
9961636722
Fixed overflowing of vertex count on particle emitter batcher
2018-04-16 12:38:02 -03:00
Richard Davey
e37b183038
Completed all jsdocs for the Camera class
2018-04-15 05:05:03 +01:00
Richard Davey
380d4afb92
Swapping to new camera effects system
2018-04-14 17:38:48 +01:00
Richard Davey
b7ae0295bc
No need to use globalAlpha or run fillRect twice.
2018-04-07 17:52:10 +01:00
Richard Davey
57c5ca657b
Small refactoring
2018-04-05 11:01:24 +01:00
Richard Davey
4f6239dadb
jsdoc and eslint fixes
2018-04-05 09:02:36 +01:00
Felipe Alfonso
7b275e2c62
DrawImage works with parent matrix
2018-04-04 12:31:45 -03:00
Felipe Alfonso
bea7ca36ad
Merge branch 'master' into containers
...
# Conflicts:
# src/renderer/webgl/pipelines/TextureTintPipeline.js
2018-04-04 12:07:41 -03:00
Richard Davey
af12eaac77
Merge branch 'master' into FR3472
2018-04-04 11:28:58 +01:00
Felipe Alfonso
3158d688ad
TileSprite batcher modulates tilePosition by the texture size to avoid scrolling uv coordinates to large values.
...
issue ref: https://github.com/photonstorm/phaser/issues/3402
2018-04-03 14:21:24 -03:00
Travis O'Neal
2ec70cac48
Added a letterSpacing property to BitmapText
2018-04-02 09:42:24 -04:00
Travis O'Neal
d6265a59dd
Initial Commit
2018-03-30 13:46:44 -04:00
Felipe Alfonso
749a69c387
Merge branch 'master' into containers
2018-03-30 11:50:54 -03:00
Richard Davey
66c2c7a359
change types
2018-03-30 13:51:32 +01:00
Richard Davey
2d6251a1e9
Swapping to enums
2018-03-29 16:42:20 +01:00
Felipe Alfonso
4f8ddd73bb
Merge branch 'master' into containers
2018-03-29 12:35:40 -03:00
Richard Davey
f5373b2dee
jsdoc fixes
2018-03-29 13:23:44 +01:00
Felipe Alfonso
e0f678d1ff
Merge branch 'master' into containers
2018-03-28 20:49:00 -03:00
Richard Davey
f1e646c9ee
jsdoc fixes
2018-03-28 15:39:57 +01:00
Felipe Alfonso
3741b9ea6d
Added nested support to graphics rendering
2018-03-27 16:57:49 -03:00
Felipe Alfonso
161f258f60
Parent transform applied to all texture tint pipeline object rendering functions
2018-03-26 21:16:36 -03:00
Felipe Alfonso
48b8e7c704
parentTransformMatrix mulitplication
2018-03-26 19:55:38 -03:00
Felipe Alfonso
eac2b8338e
parentTransformMatrix argument added to texture pipeline
2018-03-26 17:23:18 -03:00
Felipe Alfonso
5bcd12fcb7
Base container rendering + sprite batching with parent matrix
2018-03-23 14:15:52 -03:00
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