Commit graph

559 commits

Author SHA1 Message Date
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
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
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
15d7b9c6ef Fixed jsdoc typos and added single pixel support 2019-07-14 13:56:44 +01:00
Richard Davey
285babaf8c Added the new snapshotFramebuffer method 2019-07-13 15:20:57 +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
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
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
f5106de6c5 Callback is now invoked in Image.onload to avoid race conditions. 2019-01-25 17:29:31 +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
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
175af00c60 Stores the new resolution, should it change (unlikely, but ...) 2019-01-10 13:42:11 +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
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
48686881dc Removed clearColor. CSS now handles this. Context always transparent. 2018-11-13 15:10:10 +00:00
Richard Davey
76918e76b0 ERASE tests 2018-11-13 10:32:24 +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
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
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
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
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
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