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