Commit graph

589 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
Richard Davey
76689942c0 Add texture ID to shaders 2020-07-14 17:43:29 +01:00
Richard Davey
43beca7bab Create CheckShaderMax.js 2020-07-14 17:43:05 +01:00
Richard Davey
0003d278fd Updated to use new external MVP functions 2020-07-14 16:49:30 +01:00
Richard Davey
06c1336f41 Removed all functions from MVP except init and update and made them all external 2020-07-14 16:49:16 +01:00
Richard Davey
a8faef6692 Created new Model View Projection functions 2020-07-14 16:48:01 +01:00
Richard Davey
6374da052f Fixed lint errors with PR #5193 2020-07-13 12:55:49 +01:00
Richard Davey
259b702df8
Merge pull request #5193 from scott20145/master
Fix nested mask behaviour for Phaser.CANVAS mode
2020-07-13 12:54:14 +01:00
scott.liu
2f98f463d2 format 2020-06-17 11:01:50 +08:00
scott.liu
7f4bbf9192 format 2020-06-17 10:59:25 +08:00