Commit graph

14509 commits

Author SHA1 Message Date
Richard Davey
68585f1718 The Text Game Object now supports rendering in Light2d, no matter which font, stroke or style it is using. 2020-07-16 16:16:26 +01:00
Richard Davey
76de5c246a Update ForwardDiffuseLightPipeline.js 2020-07-16 15:51:12 +01:00
Richard Davey
6aba9e71b1 All Shape Game Objects (Rectangle, IsoBox, Star, Polygon, etc) now support rendering in Light2d. 2020-07-16 15:51:07 +01:00
Richard Davey
786f78e91d Particle Emitter Game Objects now support rendering in Light2d. 2020-07-16 15:32:06 +01:00
Richard Davey
71d85be0df Mesh and Quad Game Objects now support rendering with normal maps. 2020-07-16 15:25:06 +01:00
Richard Davey
7e71b240bd Update CHANGELOG.md 2020-07-16 15:18:08 +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
6c9a5f62a6 Uses setGameObject to support Light2D 2020-07-16 15:15:48 +01:00
Richard Davey
b4f0c9fde2 Uses setGameObject to support Light2D 2020-07-16 15:15:33 +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
5db55a85d7 The Graphics Game Objects now support rendering in Light2d. You can even use normal map textures for the texture fills. 2020-07-16 15:10:45 +01:00
Richard Davey
a62c456564 Update CHANGELOG.md 2020-07-16 11:04:13 +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
d1e9f2f089 Update CHANGELOG.md 2020-07-16 03:26:35 +01:00
Richard Davey
c973f41fcc Added setters and dirty check
* `Light.dirty` is a new property that controls if the light is dirty, or not, and needs its uniforms updating.
* `Light` has been recoded so that all of its properties are now setters that activate its `dirty` flag.
2020-07-16 03:26:32 +01:00
Richard Davey
1146e6f7a3 LightsManager.destroy will now clear the lightPool array when destroyed, where-as previously it didn't. 2020-07-16 03:25:25 +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
98d647848f Update CHANGELOG.md 2020-07-16 02:15:57 +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
f2f6d69f1e Update CHANGELOG.md 2020-07-15 18:04:01 +01:00
Richard Davey
d34d52550d Renders using setTextureZero 2020-07-15 18:03:57 +01:00
Richard Davey
99af20aa68 The Particle Emitter Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 18:03:36 +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
2b6de350c5 Update CHANGELOG.md 2020-07-15 17:11:50 +01:00
Richard Davey
71bafd69e1 Update CHANGELOG.md 2020-07-15 17:11:05 +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
a21641e19b The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 16:54:04 +01:00
Richard Davey
50f10b3d4b The Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 16:53:48 +01:00
Richard Davey
446389bb4d The Blitter Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 16:53:25 +01:00
Richard Davey
ec0914cd0f The Mesh Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 16:53:09 +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
fd305591ec Added glIndex and glIndexCounter properties 2020-07-15 16:52:01 +01:00
Richard Davey
477b847f13 Config.render.maxTextures is a new game config setting that allows you to control how many texture units will be used in WebGL. 2020-07-15 16:51:40 +01:00
Richard Davey
95ded9c8b3 Update package-lock.json 2020-07-14 22:00:25 +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