Optional
config: WebGLPipelineConfigThe configuration object that was used to create this pipeline.
Treat this object as 'read only', because changing it post-creation will not impact this pipeline in any way. However, it is used internally for cloning and post-boot set-up.
Indicates if the current pipeline is active, or not.
Toggle this property to enable or disable a pipeline from rendering anything.
The currently active WebGLBuffer.
The currently active WebGLTextures, used as part of the batch process.
Reset to empty as part of the bind method.
Treat this array as read-only.
The temporary Pipeline batch. This array contains the batch entries for the current frame, which is a package of textures and vertex offsets used for drawing. This package is built dynamically as the frame is built and cleared during the flush method.
Treat this array and all of its contents as read-only.
Uint8 view to the vertexData
ArrayBuffer. Used for uploading vertex buffer resources to the GPU.
A temporary Transform Matrix, re-used internally during batching by the Shape Game Objects.
The configuration object that was used to create this pipeline.
Treat this object as 'read only', because changing it post-creation will not impact this pipeline in any way. However, it is used internally for cloning and post-boot set-up.
The most recently created Pipeline batch entry.
Reset to null as part of the flush method.
Treat this value as read-only.
A reference to the currently bound Render Target instance from the WebGLPipeline.renderTargets
array.
A reference to the currently bound WebGLShader instance from the WebGLPipeline.shaders
array.
For lots of pipelines, this is the only shader, so it is a quick way to reference it without an array look-up.
The most recently bound texture, used as part of the batch process.
Reset to null as part of the flush method.
Treat this value as read-only.
Holds the most recently assigned texture unit.
Treat this value as read-only.
Some pipelines require the forced use of texture zero (like the light pipeline).
This property should be set when that is the case.
The Phaser Game instance to which this pipeline is bound.
The WebGL context this WebGL Pipeline uses.
Has the GL Context been reset to the Phaser defaults since the last time this pipeline was bound? This is set automatically when the Pipeline Manager resets itself, usually after handing off to a 3rd party renderer like Spine.
You should treat this property as read-only.
Readonly
hasIndicates if this pipeline has booted or not.
A pipeline boots only when the Game instance itself, and all associated systems, is fully ready.
Height of the current viewport.
Readonly
isIndicates if this is a Post FX Pipeline, or not.
Readonly
isIndicates if this is a Pre FX Pipeline, or not.
A reference to the WebGL Pipeline Manager.
This is initially undefined and only set when this pipeline is added to the manager.
Name of the pipeline. Used for identification and setting from Game Objects.
The cached height of the Projection matrix.
The Projection matrix, used by shaders as 'uProjectionMatrix' uniform.
The cached width of the Projection matrix.
An array of RenderTarget instances that belong to this pipeline.
The WebGL Renderer instance to which this pipeline is bound.
If the WebGL Renderer changes size, this uniform will be set with the new width and height values
as part of the pipeline resize method. Various built-in pipelines, such as the MultiPipeline, set
this property automatically to uResolution
.
An array of all the WebGLShader instances that belong to this pipeline.
Shaders manage their own attributes and uniforms, but share the same vertex data buffer, which belongs to this pipeline.
Shaders are set in a call to the setShadersFromConfig
method, which happens automatically,
but can also be called at any point in your game. See the method documentation for details.
The primitive topology which the pipeline will use to submit draw calls.
Defaults to GL_TRIANGLES if not otherwise set in the config.
Readonly
vertexThe WebGLBuffer that holds the vertex data.
Created from the vertexData
ArrayBuffer. If vertices
are set in the config, a STATIC_DRAW
buffer
is created. If not, a DYNAMIC_DRAW
buffer is created.
The total number of vertices that this pipeline batch can hold before it will flush.
This defaults to renderer batchSize * 6
, where batchSize
is defined in the Renderer Game Config.
The current number of vertices that have been added to the pipeline batch.
Readonly
vertexRaw byte buffer of vertices.
Either set via the config object vertices
property, or generates a new Array Buffer of
size vertexCapacity * vertexSize
.
Float32 view of the array buffer containing the pipeline's vertices.
Uint32 view of the array buffer containing the pipeline's vertices.
The canvas which this WebGL Pipeline renders to.
Width of the current viewport.
Adds the given path to the vertex batch for rendering.
It works by taking the array of path data and then passing it through Earcut, which creates a list of polygons. Each polygon is then added to the batch.
The path is always automatically closed because it's filled.
Collection of points that represent the path.
The current transform.
The parent transform.
Pushes a filled rectangle into the vertex batch.
Rectangle factors in the given transform matrices before adding to the batch.
Horizontal top left coordinate of the rectangle.
Vertical top left coordinate of the rectangle.
Width of the rectangle.
Height of the rectangle.
The current transform.
The parent transform.
Pushes a filled triangle into the vertex batch.
Triangle factors in the given transform matrices before adding to the batch.
Point 0 x coordinate.
Point 0 y coordinate.
Point 1 x coordinate.
Point 1 y coordinate.
Point 2 x coordinate.
Point 2 y coordinate.
The current transform.
The parent transform.
Creates a line out of 4 quads and adds it to the vertex batch based on the given line values.
x coordinate of the start of the line.
y coordinate of the start of the line.
x coordinate of the end of the line.
y coordinate of the end of the line.
Width of the start of the line.
Width of the end of the line.
If this line is part of a multi-line draw, the index of the line in the draw.
Does this line close a multi-line path?
The current transform.
The parent transform.
Adds the vertices data into the batch and flushes if full.
Assumes 6 vertices in the following arrangement:
0----3
|\ B|
| \ |
| \ |
| A \|
| \
1----2
Where tx0/ty0 = 0, tx1/ty1 = 1, tx2/ty2 = 2 and tx3/ty3 = 3
The Game Object, if any, drawing this quad.
The top-left x position.
The top-left y position.
The bottom-left x position.
The bottom-left y position.
The bottom-right x position.
The bottom-right y position.
The top-right x position.
The top-right y position.
UV u0 value.
UV v0 value.
UV u1 value.
UV v1 value.
The top-left tint color value.
The top-right tint color value.
The bottom-left tint color value.
The bottom-right tint color value.
The tint effect for the shader to use.
Optional
texture: WebGLTextureWrapperTexture that will be assigned to the current batch if a flush occurs.
Optional
unit: numberTexture unit to which the texture needs to be bound. Default 0.
Takes a Sprite Game Object, or any object that extends it, and adds it to the batch.
The texture based Game Object to add to the batch.
The Camera to use for the rendering transform.
Optional
parentTransformMatrix: TransformMatrixThe transform matrix of the parent container, if set.
Adds the given path to the vertex batch for rendering.
It works by taking the array of path data and calling batchLine
for each section
of the path.
The path is optionally closed at the end.
Collection of points that represent the path.
The width of the line segments in pixels.
Indicates if the path should be closed or left open.
The current transform.
The parent transform.
Pushes a stroked triangle into the vertex batch.
Triangle factors in the given transform matrices before adding to the batch.
The triangle is created from 3 lines and drawn using the batchStrokePath
method.
Point 0 x coordinate.
Point 0 y coordinate.
Point 1 x coordinate.
Point 1 y coordinate.
Point 2 x coordinate.
Point 2 y coordinate.
The width of the line in pixels.
The current transform.
The parent transform.
Generic function for batching a textured quad using argument values instead of a Game Object.
Source GameObject.
Texture associated with the quad.
Real texture width.
Real texture height.
X coordinate of the quad.
Y coordinate of the quad.
Width of the quad.
Height of the quad.
X component of scale.
Y component of scale.
Rotation of the quad.
Indicates if the quad is horizontally flipped.
Indicates if the quad is vertically flipped.
By which factor is the quad affected by the camera horizontal scroll.
By which factor is the quad effected by the camera vertical scroll.
Horizontal origin in pixels.
Vertical origin in pixels.
X coordinate of the texture frame.
Y coordinate of the texture frame.
Width of the texture frame.
Height of the texture frame.
Tint for top left.
Tint for top right.
Tint for bottom left.
Tint for bottom right.
The tint effect.
Horizontal offset on texture coordinate.
Vertical offset on texture coordinate.
Current used camera.
Parent container.
Optional
skipFlip: booleanSkip the renderTexture check. Default false.
Optional
textureUnit: numberThe texture unit to set (defaults to currently bound if undefined or null)
Optional
skipPrePost: booleanSkip the pre and post manager calls? Default false.
Adds a Texture Frame into the batch for rendering.
The Texture Frame to be rendered.
The horizontal position to render the texture at.
The vertical position to render the texture at.
The tint color.
The alpha value.
The Transform Matrix to use for the texture.
Optional
parentTransformMatrix: TransformMatrixA parent Transform Matrix.
Adds the vertices data into the batch and flushes if full.
Assumes 3 vertices in the following arrangement:
0
|\
| \
| \
| \
| \
1-----2
The Game Object, if any, drawing this quad.
The bottom-left x position.
The bottom-left y position.
The bottom-right x position.
The bottom-right y position.
The top-right x position.
The top-right y position.
UV u0 value.
UV v0 value.
UV u1 value.
UV v1 value.
The top-left tint color value.
The top-right tint color value.
The bottom-left tint color value.
The tint effect for the shader to use.
Optional
texture: WebGLTextureWrapperTexture that will be assigned to the current batch if a flush occurs.
Optional
unit: numberTexture unit to which the texture needs to be bound. Default 0.
Adds a single vertex to the current vertex buffer and increments the
vertexCount
property by 1.
This method is called directly by batchTri
and batchQuad
.
It does not perform any batch limit checking itself, so if you need to call
this method directly, do so in the same way that batchQuad
does, for example.
The vertex x position.
The vertex y position.
UV u value.
UV v value.
Texture unit to which the texture needs to be bound.
The tint effect for the shader to use.
The tint color value.
This method is called every time the Pipeline Manager makes this pipeline the currently active one.
It binds the resources and shader needed for this pipeline, including setting the vertex buffer and attribute pointers.
Optional
currentShader: WebGLShaderThe shader to set as being current.
Activates the given Render Target texture and binds it to the requested WebGL texture slot.
Optional
target: RenderTargetThe Render Target to activate and bind.
Optional
unit: numberThe WebGL texture ID to activate. Defaults to gl.TEXTURE0
. Default 0.
Pushes a filled rectangle into the vertex batch.
The dimensions are run through Math.floor
before the quad is generated.
Rectangle has no transform values and isn't transformed into the local space.
Used for directly batching untransformed rectangles, such as Camera background colors.
Horizontal top left coordinate of the rectangle.
Vertical top left coordinate of the rectangle.
Width of the rectangle.
Height of the rectangle.
Color of the rectangle to draw.
Alpha value of the rectangle to draw.
Optional
texture: WebGLTextureWrappertexture that will be assigned to the current batch if a flush occurs.
Optional
flipUV: booleanFlip the vertical UV coordinates of the texture before rendering? Default true.
Remove the listeners of a given event.
The event name.
Optional
fn: FunctionOnly remove the listeners that match this function.
Optional
context: anyOnly remove the listeners that have this context.
Optional
once: booleanOnly remove one-time listeners.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called every time the Pipeline Manager makes this the active pipeline. It is called
at the end of the WebGLPipeline.bind
method, after the current shader has been set. The current
shader is passed to this hook.
For example, if a display list has 3 Sprites in it that all use the same pipeline, this hook will only be called for the first one, as the 2nd and 3rd Sprites do not cause the pipeline to be changed.
If you need to listen for that event instead, use the onBind
hook.
The shader that was set as current.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called immediately after this pipeline has finished flushing its batch.
It is called after the gl.drawArrays
call.
You can perform additional post-render effects, but be careful not to call flush
on this pipeline from within this method, or you'll cause an infinite loop.
To apply changes pre-render, see onBeforeFlush
.
Optional
isPostFlush: booleanWas this flush invoked as part of a post-process, or not? Default false.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called every time the batchQuad
or batchTri
methods are called. If this was
as a result of a Game Object, then the Game Object reference is passed to this hook too.
This hook is called after the quad (or tri) has been added to the batch, so you can safely call 'flush' from within this.
Note that Game Objects may call batchQuad
or batchTri
multiple times for a single draw,
for example the Graphics Game Object.
The Game Object that invoked this pipeline, if any.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called every time this pipeline is asked to flush its batch.
It is called immediately before the gl.bufferData
and gl.drawArrays
calls are made, so you can
perform any final pre-render modifications. To apply changes post-render, see onAfterFlush
.
Optional
isPostFlush: booleanWas this flush invoked as part of a post-process, or not? Default false.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called every time a Game Object asks the Pipeline Manager to use this pipeline, even if the pipeline is already active.
Unlike the onActive
method, which is only called when the Pipeline Manager makes this pipeline
active, this hook is called for every Game Object that requests use of this pipeline, allowing you to
perform per-object set-up, such as loading shader uniform data.
The Game Object that invoked this pipeline, if any.
This method is only used by Sprite FX and Post FX Pipelines and those that extend from them.
This method is called every time the postBatch
method is called and is passed a
reference to the current render target.
At the very least a Post FX Pipeline should call this.bindAndDraw(renderTarget)
,
however, you can do as much additional processing as you like in this method if
you override it from within your own pipelines.
The Render Target.
Optional
swapTarget: RenderTargetA Swap Render Target, useful for double-buffer effects. Only set by SpriteFX Pipelines.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called immediately after a Game Object has been added to the batch.
Optional
gameObject: GameObjectThe Game Object that invoked this pipeline, if any.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called once per frame, after all rendering has happened and snapshots have been taken.
It is called at the very end of the rendering process, once all Cameras, for all Scenes, have been rendered.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called immediately before a Game Object is about to add itself to the batch.
Optional
gameObject: GameObjectThe Game Object that invoked this pipeline, if any.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called once per frame, right before anything has been rendered, but after the canvas has been cleared. If this pipeline has a render target, it will also have been cleared by this point.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called when the Pipeline Manager needs to rebind this pipeline. This happens after a pipeline has been cleared, usually when passing control over to a 3rd party WebGL library, like Spine, and then returing to Phaser again.
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called once per frame, by every Camera in a Scene that wants to render.
It is called at the start of the rendering process, before anything has been drawn to the Camera.
The Scene being rendered.
The Scene Camera being rendered with.
This method is called once when this pipeline has finished being set-up at the end of the boot process. By the time this method is called, all of the shaders are ready and configured. It's also called if the renderer changes size.
The new width of this WebGL Pipeline.
The new height of this WebGL Pipeline.
This method is called as a result of the WebGLPipeline.batchQuad
method, right after a quad
belonging to a Game Object has been added to the batch. When this is called, the
renderer has just performed a flush.
It calls the onDraw
hook followed by the onPostBatch
hook, which can be used to perform
additional Post FX Pipeline processing.
It is also called as part of the PipelineManager.postBatch
method when processing Post FX Pipelines.
Optional
gameObject: Camera | GameObjectThe Game Object or Camera that invoked this pipeline, if any.
This method is called as a result of the WebGLPipeline.batchQuad
method, right before a quad
belonging to a Game Object is about to be added to the batch. When this is called, the
renderer has just performed a flush. It will bind the current render target, if any are set
and finally call the onPreBatch
hook.
It is also called as part of the PipelineManager.preBatch
method when processing Post FX Pipelines.
Optional
gameObject: Camera | GameObjectThe Game Object or Camera that invoked this pipeline, if any.
Takes the given WebGLTextureWrapper and determines what to do with it.
If there is no current batch (i.e. after a flush) it will create a new batch from it.
If the texture is already bound, it will return the current texture unit.
If the texture already exists in the current batch, the unit gets reset to match it.
If the texture cannot be found in the current batch, and it supports multiple textures, it's added into the batch and the unit indexes are advanced.
The texture assigned to this batch entry.
Remove the listeners of a given event.
The event name.
Optional
fn: FunctionOnly remove the listeners that match this function.
Optional
context: anyOnly remove the listeners that have this context.
Optional
once: booleanOnly remove one-time listeners.
Sets a 1f uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value of the float
uniform.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 1fv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value to be used for the uniform variable.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 1i uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value of the int
uniform.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 1iv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value to be used for the uniform variable.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 2f uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new X component of the vec2
uniform.
The new Y component of the vec2
uniform.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 2fv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value to be used for the uniform variable.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 2i uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new X component of the ivec2
uniform.
The new Y component of the ivec2
uniform.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 2iv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value to be used for the uniform variable.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 3f uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new X component of the vec3
uniform.
The new Y component of the vec3
uniform.
The new Z component of the vec3
uniform.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 3fv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value to be used for the uniform variable.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 3i uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new X component of the ivec3
uniform.
The new Y component of the ivec3
uniform.
The new Z component of the ivec3
uniform.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 3iv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value to be used for the uniform variable.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 4f uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
X component of the uniform
Y component of the uniform
Z component of the uniform
W component of the uniform
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 4fv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value to be used for the uniform variable.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 4i uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
X component of the uniform.
Y component of the uniform.
Z component of the uniform.
W component of the uniform.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a 4iv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value to be used for the uniform variable.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a boolean uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
The new value of the boolean
uniform.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Custom pipelines can use this method in order to perform any required pre-batch tasks for the given Game Object. It must return the texture unit the Game Object was assigned.
The Game Object being rendered or added to the batch.
Optional
frame: FrameOptional frame to use. Can override that of the Game Object.
Sets a matrix 2fv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
Whether to transpose the matrix. Should be false
.
The new values for the mat2
uniform.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a matrix 3fv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
Whether to transpose the matrix. Should be false
.
The new values for the mat3
uniform.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Sets a matrix 4fv uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
The name of the uniform to set.
Whether to transpose the matrix. Should be false
.
The matrix data. If using a Matrix4 this should be the Matrix4.val
property.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Adjusts this pipelines ortho Projection Matrix to use the given dimensions
and resets the uProjectionMatrix
uniform on all bound shaders.
This method is called automatically by the renderer during its resize handler.
The new width of this WebGL Pipeline.
The new height of this WebGL Pipeline.
Sets the currently active shader within this pipeline.
The shader to set as being current.
Optional
setAttributes: booleanShould the vertex attribute pointers be set? Default false.
Optional
vertexBuffer: WebGLBufferWrapperThe vertex buffer to be set before the shader is bound. Defaults to the one owned by this pipeline.
Destroys all shaders currently set in the WebGLPipeline.shaders
array and then parses the given
config
object, extracting the shaders from it, creating WebGLShader
instances and finally
setting them into the shaders
array of this pipeline.
This is a destructive process. Be very careful when you call it, should you need to.
The configuration object for this WebGL Pipeline.
Sets the current duration into a 1f uniform value based on the given name.
This can be used for mapping time uniform values, such as iTime
.
The name of the uniform to set.
Optional
shader: WebGLShaderThe shader to set the value on. If not given, the currentShader
is used.
Binds the vertex buffer to be the active ARRAY_BUFFER on the WebGL context.
It first checks to see if it's already set as the active buffer and only binds itself if not.
Optional
buffer: WebGLBufferWrapperThe Vertex Buffer to be bound. Defaults to the one owned by this pipeline.
Check if the current batch of vertices is full.
You can optionally provide an amount
parameter. If given, it will check if the batch
needs to flush if the amount
is added to it. This allows you to test if you should
flush before populating the batch.
Optional
amount: numberWill the batch need to flush if this many vertices are added to it? Default 0.
The Phaser Game instance to which this pipeline is bound.