Ben Richards
f43bbcbae8
Add rotation to TileSprite.
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The WebGL renderer for TileSprite is not yet implemented.
2024-07-11 14:29:50 +12:00
Ben Richards
648676b0c0
Add TilemapLayer rendering.
2024-07-10 16:54:40 +12:00
Ben Richards
0fa6f9654a
Optimize strip rendering loop.
2024-07-10 12:09:30 +12:00
Ben Richards
1c0bb4a68e
Update some docs.
2024-07-09 19:35:09 +12:00
Ben Richards
dd2d44c5ce
Add Rope rendering and support batch rendering.
2024-07-09 19:34:57 +12:00
Ben Richards
071a1e0a70
Add shader for self-shadowing.
2024-07-08 18:28:58 +12:00
Ben Richards
f937267331
Add option for self-shadowing through bent normal approximation.
2024-07-08 18:28:23 +12:00
Ben Richards
c8c7a65ab0
Fix Light depth not respecting camera zoom.
2024-07-08 12:03:43 +12:00
Ben Richards
acaa8b553f
Add Z coordinate to Light.
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This eliminates relief being partially resolution-dependent.
2024-07-05 13:18:25 +12:00
Ben Richards
bc30f4a9f7
Fix blend modes in Container rendering.
2024-07-04 17:44:35 +12:00
Ben Richards
b963f148a6
Add Container and Layer rendering.
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They have big spaces waiting to handle Masks and FX.
2024-07-04 17:27:22 +12:00
Ben Richards
5938923591
Add BitmapText and DynamicBitmapText rendering.
2024-07-03 18:38:58 +12:00
Ben Richards
987579dcd8
Add PointLight batch rendering.
2024-07-03 14:14:16 +12:00
Ben Richards
d6bba864a2
Use DrawingContext dimensions for uniform setting.
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Specifically `uResolution` and `uProjectionMatrix`.
This allows the context to control rendering more accurately.
2024-06-27 18:24:34 +12:00
Ben Richards
7ce2d46d7c
Change Grid to use padding, standard fill and stroke.
2024-06-26 18:33:14 +12:00
Ben Richards
227e5f5208
Add Shape rendering, using the Graphics render nodes.
2024-06-26 15:34:11 +12:00
Ben Richards
8f34a894a7
Improve efficiency in Graphics rendering.
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We don't copy as many arrays now.
2024-06-25 16:39:17 +12:00
Ben Richards
f6d71c32cc
Fix missing Graphics light shader.
2024-06-25 15:41:04 +12:00
Ben Richards
6ec1bed898
Add pathDetailThreshold for Graphics rendering.
2024-06-25 15:24:31 +12:00
Ben Richards
bd54cbb965
Add lighting and dynamic vertex indexes to Graphics.
2024-06-24 12:36:20 +12:00
Ben Richards
ff4980d85d
Fix buffer initialization issues.
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Support dynamic index buffer creation.
Fix config handling.
2024-06-24 12:29:47 +12:00
Ben Richards
19f47ff10c
Fix losing camera scissor on cloned DrawingContext.
2024-06-21 20:15:38 +12:00
Ben Richards
0569ecf73b
Add Graphics rendering.
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Lighting and independent Shapes are not in this commit.
2024-06-21 20:01:28 +12:00
Ben Richards
aa69e4f8b3
Remove roundPixels from DrawingContext, but keep it in QuadLight.
2024-06-21 15:51:26 +12:00
Ben Richards
cbcb14f724
Add roundPixels override to Drawing Context.
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Also enable roundPixels in Light batch handler.
2024-06-19 11:43:31 +12:00
Ben Richards
b5f775ee2e
Add ParticleEmitter rendering and add lighting support.
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Also fix some omitted mixin documentation.
2024-06-17 18:49:08 +12:00
Ben Richards
0243cfaa4d
Support tintFill
in tinter node input to SubmitterQuad.
2024-06-17 16:40:46 +12:00
Ben Richards
9994bc9270
Add Blitter rendering and extend SubmitterQuad to be more flexible.
2024-06-17 16:25:38 +12:00
Ben Richards
04f927badf
Make Lighting more flexible.
2024-06-17 14:22:26 +12:00
Ben Richards
8321866151
Add NineSlice rendering.
2024-06-14 17:23:11 +12:00
Ben Richards
8652532d4a
Rename SubmitterImage et al to SubmitterQuad and support elements.
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This reflects the fact that game objects may render many quads at once.
2024-06-14 17:22:22 +12:00
Ben Richards
9f27366fb0
Fix WebGL rendering compatibilities with DOMElement and Extern.
2024-06-14 14:42:17 +12:00
Ben Richards
f1d7d24f4d
Prevent unintended VAO modifications when modifying global GL state.
2024-06-14 12:46:24 +12:00
Ben Richards
07747d2e18
Use more configurable RenderNodes, and add Lighting component.
2024-06-13 16:26:52 +12:00
Ben Richards
5ad6cc599b
Fix tint interpolation in quads.
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And anything else that depends upon triangle vertex order.
2024-06-12 21:14:24 +12:00
Ben Richards
0f2d223f1f
Use generic vertex buffer.
2024-06-11 19:13:13 +12:00
Ben Richards
ff71ee8419
Associate data and data views with buffers.
2024-05-31 21:20:31 +12:00
Ben Richards
d9c483e684
Update const.js
2024-05-31 13:11:35 +12:00
Ben Richards
28e1008c74
Add documentation and tweaks to Light render nodes.
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Override `LightBatchHandler.updateTextureCount` because it inherits a
function which does unnecessary shader recompilation.
Allow LightBatcher to take a config.
2024-05-30 21:16:21 +12:00
Ben Richards
34736ce1f8
Add Light rendering.
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Use `gameObject.setRenderNode('LightBatcher')` to assign the render node.
2024-05-29 21:10:13 +12:00
Ben Richards
5c4d978556
Add onRunBegin
and onRunEnd
to RenderNodes.
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Also make `manager` available in `BatchHandler._copyAndCompleteConfig`.
2024-05-29 21:07:04 +12:00
Ben Richards
82738c78f2
Fix BatchHandler affecting unintended VAOs.
2024-05-29 21:01:08 +12:00
Ben Richards
d1a38d55c0
Remove renderer from RenderNode parameters.
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It's easy to access via the manager parameter.
2024-05-28 19:36:03 +12:00
Ben Richards
7e16caeed7
Make render nodes customizable.
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Game objects can now change their render node, in place of a pipeline.
Render nodes can be created with custom values,
to change their behavior or relationships.
Several nodes are renamed.
Program Wrapper now supports defining layouts with strings instead of
GLenums, to facilitate render node customization.
2024-05-27 18:32:34 +12:00
Ben Richards
9940554eba
Optimize Program Wrapper.
2024-05-21 14:49:24 +12:00
Ben Richards
fedf494a4c
Fix FillRect.
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It wasn't updated to the latest batch paradigm. This fixes camera
fill, flash, and fade.
2024-05-20 17:03:41 +12:00
Ben Richards
261399642e
Increase batch size to 16384.
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This is the natural limit of 16-bit unsigned integer vertex indexes.
2024-05-17 17:17:49 +12:00
Ben Richards
6bbfde50da
Use transformed elements instead of instanced rendering.
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There is simply no good way to control instanced rendering with batches,
and there is no efficient way to use hardware transform when using
vertices to render.
2024-05-17 16:34:04 +12:00
Ben Richards
ce6324837e
Transfer texture unit index array to WebGLRenderer.
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This makes it universally accessible to any shader.
2024-05-16 12:08:20 +12:00
Ben Richards
8c5abcd060
Fix parallel texture unit check.
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It was swapping mobile with desktop preferences, whoops.
2024-05-15 16:41:29 +12:00