Commit graph

707 commits

Author SHA1 Message Date
Richard Davey
291f588110 Removed the mvp component. Pipelines no longer need this. 2020-10-26 14:04:01 +00:00
Richard Davey
8c85887479 Removed all of the mvp functions as they're no longer needed 2020-10-26 14:03:18 +00:00
Richard Davey
0b3011add3 Update PointLight-frag.js 2020-10-21 18:15:34 +01:00
Richard Davey
272727459f Use new shader property 2020-10-21 18:15:28 +01:00
Richard Davey
9531124903 Typo fix 2020-10-21 18:15:19 +01:00
Richard Davey
da47c776fa New shader class to allow one pipeline to set multiple shaders 2020-10-21 18:15:13 +01:00
Richard Davey
180b29be98 The pipeline can now handle multiple shaders all sharing the same attributes 2020-10-21 18:15:02 +01:00
Richard Davey
c730272ba7 Updated the configs to handle multiple shaders 2020-10-21 18:12:40 +01:00
Richard Davey
4b1c5c1a0b Improved docs 2020-10-21 11:30:49 +01:00
Richard Davey
7ffa615831 The WebGLPipeline.flushLocked property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set. 2020-10-21 11:19:12 +01:00
Richard Davey
75f857b645 Update WebGLRenderer.js 2020-10-16 14:11:21 +01:00
Richard Davey
d35ff331b2 Now takes a pre-filtered list of children to render 2020-10-16 11:36:00 +01:00
Richard Davey
675eec8103 Better attenuation 2020-10-14 15:16:35 +01:00
Richard Davey
cc167e158f Much better effect from the light shader 2020-10-14 11:57:58 +01:00
Richard Davey
d3d0c71fe4 Fixed shader for clip-space 2020-10-13 22:34:26 +01:00
Richard Davey
b1a5ce7f55 Testing new batched lights 2020-10-13 18:17:30 +01:00
Richard Davey
8708255948 Removed Layer3D Game Object and old MeshPipeline 2020-10-13 10:56:21 +01:00
Richard Davey
dda4431366 Merged the Layer3D Game Object and pipeline back in for now 2020-10-07 17:44:36 +01:00
Richard Davey
706d02873a Fixed issue with camera flash/fade not working 2020-10-05 13:44:29 +01:00
Richard Davey
468b1ba255 Added 2nd conditional back 2020-10-05 13:43:54 +01:00
Richard Davey
c3c35322c4
Merge pull request #4992 from svipal/master
Preliminary PR for isometric support
2020-10-02 09:42:47 +01:00
Richard Davey
6bc858e332 Moved out OBJFile and updated PipelineManager 2020-10-01 18:00:02 +01:00
Richard Davey
3baecb19d4 Moved old mesh pipeline and code into own folder 2020-10-01 17:56:49 +01:00
Richard Davey
2d43561e1a WebGLRenderer.vaoExtension is a new property that holds a reference to the Vertex Array Object WebGL Extension, if supported by the browser. 2020-10-01 13:48:27 +01:00
Richard Davey
d8992ccf9d WebGLRenderer.instancedArraysExtension is a new property that holds the WebGL Extension for instanced array drawing, if supported by the browser. 2020-10-01 10:57:13 +01:00
Richard Davey
8119ce7da1 Fixed use of old camera private properties 2020-09-29 16:44:11 +01:00
Richard Davey
4748c7c7fc WebGLRenderer.defaultScissor is a new property that holds the default scissor dimensions for the renderer. This is modified during resize and avoids continuous array generation in the preRender loop. 2020-09-24 09:26:41 +01:00
Richard Davey
e004fa47fc Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.. It now renders as expected. Fix #4675 2020-09-23 18:10:12 +01:00
Richard Davey
232f8e0ebc Updated to use new uniforms and fixed renderWebGL parameters 2020-09-23 17:55:03 +01:00
Richard Davey
b350ebddcc Removed duplicate code. 2020-09-23 11:42:14 +01:00
Richard Davey
183e68580f Fixed dirty flag reset 2020-09-22 11:45:49 +01:00
Richard Davey
bd25dbc355 Added per-model cull mode 2020-09-22 11:39:26 +01:00
Richard Davey
0410c9f5aa Updated JSDocs 2020-09-22 11:33:40 +01:00
Richard Davey
afe765a2cf Fix component properties 2020-09-21 18:24:12 +01:00
Richard Davey
d86cde525a Remove console.log 2020-09-21 18:23:48 +01:00
Richard Davey
d33c69b65c Updated the shaders 2020-09-21 18:23:41 +01:00
Richard Davey
893453f840 New uniforms handler, new cache and dirty checks 2020-09-21 15:57:38 +01:00
Richard Davey
4549fb4320 Updated type defs 2020-09-21 14:05:51 +01:00
Richard Davey
f2f3aea79a Shorter errors 2020-09-21 14:05:38 +01:00
Richard Davey
9bb510be0c Now caches uniform locations and added all of the new set1f etc uniform methods 2020-09-21 14:05:30 +01:00
Richard Davey
56caeb126f Renders whole buffer in a single draw with no vertex iteration 2020-09-21 00:17:14 +01:00
Richard Davey
1d2a8bc58f Added fog to shader 2020-09-21 00:16:43 +01:00
svipal
030a9489cd
Merge pull request #9 from photonstorm/master
Final master pull hopefully
2020-09-19 11:01:04 +02:00
Svipal
299f83c13d fixed conflicts 2020-09-19 10:56:05 +02:00
Richard Davey
307cbe130f New Mesh Shader 2020-09-18 17:51:23 +01:00
Richard Davey
9a1b252a11 Use shouldFlush 2020-09-18 17:50:57 +01:00
Richard Davey
0013db3747 Created new Mesh Pipeline 2020-09-18 17:50:20 +01:00
Richard Davey
74f35acad1 Better docs 2020-09-18 16:38:26 +01:00
svipal
79fe9abc6e finished updating culling system 2020-09-18 17:16:52 +02:00
Richard Davey
5e5b8c0938 The WebGLPipeline.shouldFlush method now accepts an optional parameter amount. If given, it will return true if when the amount is added to the vertex count it will exceed the vertex capacity. The Multi Pipeline has been updated to now use this method instead of performing the comparison multiple times itself. 2020-09-15 11:54:12 +01:00
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
3fa0070e50 Now uses white texture and tintEffect mode 1 2020-09-14 15:03:04 +01:00
Richard Davey
81800e0ce2 WebGLRenderer.whiteTexture is a new property that is a reference to a pure white 4x4 texture that is created during Boot by the Texture Manager. The Multi Pipeline uses this internally for all Graphic, Shape and fill rendering. 2020-09-14 14:44:29 +01:00
Richard Davey
4ade25fc79 No longer read private values for tint
The `Multi Pipeline`, `Bitmap Text`, `Render Texture`, `Text`, `TileSprite` and `Camera` now all read the tint values from the public properties instead of the private `_tintTL` etc ones. They also now set the `tintEffect` value directly from the `tintFill` property, removing another conditional check.
2020-09-14 11:05:09 +01:00
Richard Davey
75c5f11aee Updated shader source RGB to BGR and removed if-else block
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they now read the color value as `outTint.bgr` instead of `outTint.rgb`. This allows the colors to remain in RGB order within the Tint component.
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they no longer have a 3-way check on the `outTintEffect` value.
2020-09-14 11:02:02 +01:00
Richard Davey
ea0abc4f69 Tidy up the formatting 2020-09-14 09:44:17 +01:00
Richard Davey
e4b1093e72 The WebGLRenderer.resize and onResize methods no longer receives or uses the resolution parameter. 2020-09-12 11:58:08 +01:00
Richard Davey
67e49b515c The PipelineManager.resize method along with WebGLPipeline.resize and anything else that extends them no longer receives or uses the resolution parameter. 2020-09-12 11:57:16 +01:00
Emil Schnedler Vad
e1106a0112 Says webglRender but it is in PipelineManager 2020-09-11 18:44:11 +02:00
Richard Davey
205552d69c Fix namespaces. Fix #5289 2020-09-10 17:04:56 +01:00
Richard Davey
296dafebf5 No need for gl ref 2020-09-09 13:33:25 +01:00
Richard Davey
da4c387d86 Reference fixes 2020-09-09 13:21:38 +01:00
Richard Davey
6734932a32 Update PipelineManager.js 2020-09-09 13:09:25 +01:00
Richard Davey
7e840b2670 Removed all of the pipeline methods and added the Pipeline Manager instance 2020-09-09 13:05:18 +01:00
Richard Davey
52c2312455 Update PipelineManager.js 2020-09-09 13:05:18 +01:00
Richard Davey
7765016caa Pipeline constants so we can avoid using strings elsewhere 2020-09-09 13:05:17 +01:00
Richard Davey
d3e82f2d76 The new Pipeline Manager class 2020-09-09 13:05:17 +01:00
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
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
Volodymyr Linyvyi
8d217d53fa Set TextureTintPipeline on each 'postRenderCamera' call 2020-04-19 18:44:03 +03:00
Richard Davey
03ee36f9ba Finished JSDocs 2020-02-04 17:30:27 +00:00
Richard Davey
0eaf0c47b5 Respect Camera.renderToGame property 2020-01-27 23:35:52 +00:00
Richard Davey
18120cb0d5 New Strip pipeline 2020-01-17 17:58:41 +00:00
Richard Davey
0af1303ba2 Added TextureTintStrip pipeline 2020-01-17 17:38:24 +00:00
Richard Davey
ff65e69cd1 Changed copyright date to 2020 2020-01-15 12:07:09 +00:00
Richard Davey
7d53dc3447 Added support for mipmap texture generation and filter levels 2019-11-19 13:00:54 +00:00
Josh Soref
94e96b3fd2 spelling: renderered 2019-10-29 02:33:23 -04:00
Kolja Kutschera
c893ca6186 fix light2d using tileset from dynamictilemaplayer (#4167,#4079) 2019-10-26 00:56:43 +02:00
Richard Davey
585a8a93ee
Merge pull request #4787 from firefalcom/fix/normalMapRotation
Fix incorrect lighting when batching several sprites
2019-10-11 13:21:39 +01:00
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