Commit graph

540 commits

Author SHA1 Message Date
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