Richard Davey
|
02c34cd64e
|
Replace integer with number
|
2020-11-23 10:22:13 +00:00 |
|
Richard Davey
|
c65e516e94
|
Fixed shaders
|
2020-11-05 12:58:00 +00:00 |
|
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
|
8d25510b61
|
GameObjects.GetCalcMatrix is a new function that is used to calculate the transformed Game Object matrix, based on the given Game Object, Camera and Parent. This function is now used by the following Game Objects: BitmapText (Static and Dynamic), Graphics , Mesh , Rope , Shader , Arc , Curve , Ellipse , Grid , IsoBox , IsoTriangle , Line , Polygon , Rectangle , Star and Triangle . This dramatically reduces the amount of duplicate code across the API.
|
2020-09-14 15:01:40 +01:00 |
|
Richard Davey
|
d198818d80
|
Game Objects now call the new Pipeline Manager methods directly
|
2020-09-09 13:05:18 +01:00 |
|
Richard Davey
|
ff65e69cd1
|
Changed copyright date to 2020
|
2020-01-15 12:07:09 +00:00 |
|
FengLi
|
217d1daa2f
|
add an optional textureData when initialize shader
|
2019-10-01 22:52:35 +08:00 |
|
Richard Davey
|
5c04e20b20
|
The private Shader._savedKey property has been removed as it wasn't used anywhere internally.
|
2019-09-20 14:48:41 +01:00 |
|
Richard Davey
|
bc5c7cf7ab
|
When calling Shader.setRenderToTexture() it will now draw the shader just once, immediately to the texture, to avoid the texture being blank for a single frame (thanks Kyle)
|
2019-09-19 23:32:40 +01:00 |
|
Richard Davey
|
6887e7b4f0
|
JSDoc fix
|
2019-08-28 12:00:19 +01:00 |
|
Richard Davey
|
f71920646c
|
Shader.uniforms now uses Extend instead of Clone to perform a deep object copy, instead of a shallow one, avoiding multiple instances of the same shader sharing uniforms. Fix #4641
|
2019-07-08 13:03:39 +01:00 |
|
Richard Davey
|
fc3c93b578
|
Added flipY argument
|
2019-06-26 00:35:42 +01:00 |
|
Richard Davey
|
356c57c07b
|
The Shader will no longer set uniforms if the values are null , saving on GL ops.
|
2019-06-25 22:49:30 +01:00 |
|
Richard Davey
|
280e0e2744
|
Abort filter checks if renderToTexture
|
2019-06-25 10:10:00 +01:00 |
|
Richard Davey
|
63ac456c45
|
Flag swap
|
2019-06-24 14:42:34 +01:00 |
|
Richard Davey
|
a3763d1468
|
Added setSampler2DBuffer method and willRender override.
|
2019-06-24 12:31:47 +01:00 |
|
Richard Davey
|
96f96a7258
|
Opps! Clear the texture :)
|
2019-06-21 17:20:15 +01:00 |
|
Richard Davey
|
9d94e35e91
|
If a GLTexture is given as a sampler2D it will extract the textureData from it correctly
|
2019-06-21 16:35:31 +01:00 |
|
Richard Davey
|
ba0c380109
|
Support rendering a shader to a texture instead of the display list
|
2019-06-21 16:08:29 +01:00 |
|
Richard Davey
|
22b107b903
|
Added setRenderToTexture method and supporting properties
|
2019-06-21 16:08:14 +01:00 |
|
Richard Davey
|
e23a86d45a
|
The default BaseShader vertex shader has a new uniform uResolution which is set during the Shader init and load to be the size of the Game Object to which the shader is bound.
|
2019-05-16 17:44:59 +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
|
4092056e84
|
Fixed namespace
|
2019-05-09 11:05:42 +01:00 |
|
Richard Davey
|
abccac28f8
|
Can pass in either a BaseShader or a string
|
2019-05-01 17:04:53 +01:00 |
|
Richard Davey
|
b22f5ce5fd
|
Improved jsdocs
|
2019-05-01 12:59:05 +01:00 |
|
Richard Davey
|
4edd77275a
|
Removed funcmap and moved to renderer. Finished method jsdocs.
|
2019-05-01 12:30:09 +01:00 |
|
Richard Davey
|
de7c804c47
|
Shaders can now easily handle sampler2D uniforms
|
2019-05-01 00:05:52 +01:00 |
|
Richard Davey
|
0ebdf7073c
|
Optional texture key array
|
2019-05-01 00:05:22 +01:00 |
|
Richard Davey
|
8484f33c18
|
Handle invalid shader keys gracefully
|
2019-04-30 19:56:03 +01:00 |
|
Richard Davey
|
272fbfcd7a
|
Improved jsdocs, finished splitting up render process
|
2019-04-30 19:43:50 +01:00 |
|
Richard Davey
|
38d8ae7d68
|
Uniforms properly applied
|
2019-04-30 19:11:29 +01:00 |
|
Richard Davey
|
e5d944b977
|
Updating Shader Game Object to use new Shader class
|
2019-04-30 17:11:55 +01:00 |
|
Richard Davey
|
3c655bff3e
|
Improved jsdocs
|
2019-04-30 11:08:34 +01:00 |
|
Richard Davey
|
14ae8ecf19
|
Added NOOP
|
2019-04-29 17:14:05 +01:00 |
|
Richard Davey
|
e07248a403
|
Use proper elapsed time for the shader
|
2019-04-26 19:13:45 +01:00 |
|
Richard Davey
|
8620e2303d
|
Added setPointer
|
2019-04-26 00:56:53 +01:00 |
|
Richard Davey
|
55410038eb
|
Updated factory
|
2019-04-25 17:48:06 +01:00 |
|
Richard Davey
|
4d16f21c20
|
re-init uniforms if setShader
|
2019-04-25 17:13:31 +01:00 |
|
Richard Davey
|
2c4d0d9fd3
|
Uniforms are now synced properly and attribute is hard coded
|
2019-04-25 16:57:12 +01:00 |
|
Richard Davey
|
d849031195
|
Y oh Y :)
|
2019-04-25 15:08:32 +01:00 |
|
Richard Davey
|
a0ef6e9d1b
|
Added default shader
|
2019-04-25 15:07:46 +01:00 |
|
Richard Davey
|
27d6bd544f
|
Drop the modelMatrix, it's not needed for this GO. Also only change vertexView elements that need changing.
|
2019-04-25 14:21:33 +01:00 |
|
Richard Davey
|
5449f7b51d
|
Skip blendMode and add setShader method
|
2019-04-25 14:03:50 +01:00 |
|
Richard Davey
|
f37a61de27
|
Shader now using viewLoad2D instead and accounting for origin
|
2019-04-25 12:12:49 +01:00 |
|
Richard Davey
|
ba8d1adbbb
|
Removing use of Shader pipeline
|
2019-04-25 11:30:23 +01:00 |
|
Richard Davey
|
7d74425491
|
Added new Shader Game Object
|
2019-04-25 03:15:51 +01:00 |
|