Hierarchy

  • PostFXPipeline
    • default

Constructors

Properties

active: boolean

Indicates if the current pipeline is active, or not.

Toggle this property to enable or disable a pipeline from rendering anything.

activeBuffer: WebGLBufferWrapper

The currently active WebGLBuffer.

activeTextures: WebGLTextureWrapper[]

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.

batch: WebGLPipelineBatchEntry[]

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.

bytes: Uint8Array

Uint8 view to the vertexData ArrayBuffer. Used for uploading vertex buffer resources to the GPU.

colorMatrix: ColorMatrix

A Color Matrix instance belonging to this pipeline.

Used during calls to the drawFrame method.

config: WebGLPipelineConfig

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.

controller: Controller

If this Post Pipeline belongs to an FX Controller, this is a reference to it.

currentBatch: WebGLPipelineBatchEntry

The most recently created Pipeline batch entry.

Reset to null as part of the flush method.

Treat this value as read-only.

currentRenderTarget: RenderTarget

A reference to the currently bound Render Target instance from the WebGLPipeline.renderTargets array.

currentShader: WebGLShader

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.

currentTexture: WebGLTextureWrapper

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.

currentUnit: number

Holds the most recently assigned texture unit.

Treat this value as read-only.

forceZero: boolean

Some pipelines require the forced use of texture zero (like the light pipeline).

This property should be set when that is the case.

fullFrame1: RenderTarget

A reference to the Full Frame 1 Render Target that belongs to the Utility Pipeline. This property is set during the boot method.

This Render Target is the full size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects. However, be aware that these targets are shared between all post fx pipelines.

fullFrame2: RenderTarget

A reference to the Full Frame 2 Render Target that belongs to the Utility Pipeline. This property is set during the boot method.

This Render Target is the full size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects. However, be aware that these targets are shared between all post fx pipelines.

game: Game

The Phaser Game instance to which this pipeline is bound.

gameObject: Camera | GameObject

If this Post Pipeline belongs to a Game Object or Camera, this property contains a reference to it.

gl: WebGLRenderingContext

The WebGL context this WebGL Pipeline uses.

glReset: boolean

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.

halfFrame1: RenderTarget

A reference to the Half Frame 1 Render Target that belongs to the Utility Pipeline. This property is set during the boot method.

This Render Target is half the size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects. However, be aware that these targets are shared between all post fx pipelines.

halfFrame2: RenderTarget

A reference to the Half Frame 2 Render Target that belongs to the Utility Pipeline. This property is set during the boot method.

This Render Target is half the size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects. However, be aware that these targets are shared between all post fx pipelines.

hasBooted: boolean

Indicates if this pipeline has booted or not.

A pipeline boots only when the Game instance itself, and all associated systems, is fully ready.

height: number

Height of the current viewport.

isPostFX: boolean

Indicates if this is a Post FX Pipeline, or not.

isPreFX: boolean

Indicates if this is a Pre FX Pipeline, or not.

manager: PipelineManager

A reference to the WebGL Pipeline Manager.

This is initially undefined and only set when this pipeline is added to the manager.

name: string

Name of the pipeline. Used for identification and setting from Game Objects.

projectionHeight: number

The cached height of the Projection matrix.

projectionMatrix: Matrix4

The Projection matrix, used by shaders as 'uProjectionMatrix' uniform.

projectionWidth: number

The cached width of the Projection matrix.

renderTargets: RenderTarget[]

An array of RenderTarget instances that belong to this pipeline.

renderer: WebGLRenderer

The WebGL Renderer instance to which this pipeline is bound.

resizeUniform: string

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.

shaders: WebGLShader[]

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.

topology: number

The primitive topology which the pipeline will use to submit draw calls.

Defaults to GL_TRIANGLES if not otherwise set in the config.

vertexBuffer: WebGLBufferWrapper

The 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.

vertexCapacity: number

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.

vertexCount: number

The current number of vertices that have been added to the pipeline batch.

vertexData: ArrayBuffer

Raw byte buffer of vertices.

Either set via the config object vertices property, or generates a new Array Buffer of size vertexCapacity * vertexSize.

vertexViewF32: Float32Array

Float32 view of the array buffer containing the pipeline's vertices.

vertexViewU32: Uint32Array

Uint32 view of the array buffer containing the pipeline's vertices.

view: HTMLCanvasElement

The canvas which this WebGL Pipeline renders to.

width: number

Width of the current viewport.

Methods

  • Add a listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

  • Adds the given texture to the current WebGL Pipeline Batch Entry and increases the batch entry unit and maxUnit values by 1.

    Parameters

    • texture: WebGLTextureWrapper

      The texture assigned to this batch entry.

    Returns void

  • 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

    Parameters

    • gameObject: GameObject

      The Game Object, if any, drawing this quad.

    • x0: number

      The top-left x position.

    • y0: number

      The top-left y position.

    • x1: number

      The bottom-left x position.

    • y1: number

      The bottom-left y position.

    • x2: number

      The bottom-right x position.

    • y2: number

      The bottom-right y position.

    • x3: number

      The top-right x position.

    • y3: number

      The top-right y position.

    • u0: number

      UV u0 value.

    • v0: number

      UV v0 value.

    • u1: number

      UV u1 value.

    • v1: number

      UV v1 value.

    • tintTL: number

      The top-left tint color value.

    • tintTR: number

      The top-right tint color value.

    • tintBL: number

      The bottom-left tint color value.

    • tintBR: number

      The bottom-right tint color value.

    • tintEffect: number | boolean

      The tint effect for the shader to use.

    • Optional texture: WebGLTextureWrapper

      Texture that will be assigned to the current batch if a flush occurs.

    • Optional unit: number

      Texture unit to which the texture needs to be bound. Default 0.

    Returns boolean

  • Adds the vertices data into the batch and flushes if full.

    Assumes 3 vertices in the following arrangement:

    0
    |\
    | \
    | \
    | \
    | \
    1-----2

    Parameters

    • gameObject: GameObject

      The Game Object, if any, drawing this quad.

    • x1: number

      The bottom-left x position.

    • y1: number

      The bottom-left y position.

    • x2: number

      The bottom-right x position.

    • y2: number

      The bottom-right y position.

    • x3: number

      The top-right x position.

    • y3: number

      The top-right y position.

    • u0: number

      UV u0 value.

    • v0: number

      UV v0 value.

    • u1: number

      UV u1 value.

    • v1: number

      UV v1 value.

    • tintTL: number

      The top-left tint color value.

    • tintTR: number

      The top-right tint color value.

    • tintBL: number

      The bottom-left tint color value.

    • tintEffect: number | boolean

      The tint effect for the shader to use.

    • Optional texture: WebGLTextureWrapper

      Texture that will be assigned to the current batch if a flush occurs.

    • Optional unit: number

      Texture unit to which the texture needs to be bound. Default 0.

    Returns boolean

  • 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.

    Parameters

    • x: number

      The vertex x position.

    • y: number

      The vertex y position.

    • u: number

      UV u value.

    • v: number

      UV v value.

    • unit: number

      Texture unit to which the texture needs to be bound.

    • tintEffect: number | boolean

      The tint effect for the shader to use.

    • tint: number

      The tint color value.

    Returns void

  • 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.

    Parameters

    • Optional currentShader: WebGLShader

      The shader to set as being current.

    Returns this

  • Binds this pipeline and draws the source Render Target to the target Render Target.

    If no target is specified, it will pop the framebuffer from the Renderers FBO stack and use that instead, which should be done when you need to draw the final results of this pipeline to the game canvas.

    You can optionally set the shader to be used for the draw here, if this is a multi-shader pipeline. By default currentShader will be used. If you need to set a shader but not a target, just pass null as the target parameter.

    Parameters

    • source: RenderTarget

      The Render Target to draw from.

    • Optional target: RenderTarget

      The Render Target to draw to. If not set, it will pop the fbo from the stack.

    • Optional clear: boolean

      Clear the target before copying? Only used if target parameter is set. Default true.

    • Optional clearAlpha: boolean

      Clear the alpha channel when running gl.clear on the target? Default true.

    • Optional currentShader: WebGLShader

      The shader to use during the draw.

    Returns void

  • Activates the given Render Target texture and binds it to the requested WebGL texture slot.

    Parameters

    • Optional target: RenderTarget

      The Render Target to activate and bind.

    • Optional unit: number

      The WebGL texture ID to activate. Defaults to gl.TEXTURE0. Default 0.

    Returns this

  • Activates the given WebGL Texture and binds it to the requested texture slot.

    Parameters

    • Optional target: WebGLTextureWrapper

      Texture to activate and bind.

    • Optional unit: number

      The WebGL texture ID to activate. Defaults to gl.TEXTURE0. Default 0.

    Returns this

  • Draws the source1 and source2 Render Targets to the target Render Target using a linear blend effect, which is controlled by the strength parameter.

    Parameters

    • source1: RenderTarget

      The first source Render Target.

    • source2: RenderTarget

      The second source Render Target.

    • Optional target: RenderTarget

      The target Render Target.

    • Optional strength: number

      The strength of the blend. Default 1.

    • Optional clearAlpha: boolean

      Clear the alpha channel when running gl.clear on the target? Default true.

    Returns void

  • Draws the source1 and source2 Render Targets to the target Render Target using an additive blend effect, which is controlled by the strength parameter.

    Parameters

    • source1: RenderTarget

      The first source Render Target.

    • source2: RenderTarget

      The second source Render Target.

    • Optional target: RenderTarget

      The target Render Target.

    • Optional strength: number

      The strength of the blend. Default 1.

    • Optional clearAlpha: boolean

      Clear the alpha channel when running gl.clear on the target? Default true.

    Returns void

  • Copy the source Render Target to the target Render Target.

    The difference with this copy is that no resizing takes place. If the source Render Target is larger than the target then only a portion the same size as the target dimensions is copied across.

    You can optionally set the brightness factor of the copy.

    Parameters

    • source: RenderTarget

      The source Render Target.

    • target: RenderTarget

      The target Render Target.

    • Optional brightness: number

      The brightness value applied to the frame copy. Default 1.

    • Optional clear: boolean

      Clear the target before copying? Default true.

    • Optional clearAlpha: boolean

      Clear the alpha channel when running gl.clear on the target? Default true.

    • Optional eraseMode: boolean

      Erase source from target using ERASE Blend Mode? Default false.

    Returns void

  • Called when the Game has fully booted and the Renderer has finished setting up.

    By this stage all Game level systems are now in place. You can perform any final tasks that the pipeline may need, that relies on game systems such as the Texture Manager being ready.

    Returns void

  • This method is called once, when this Post FX Pipeline needs to be used.

    Normally, pipelines will boot automatically, ready for instant-use, but Post FX Pipelines create quite a lot of internal resources, such as Render Targets, so they don't boot until they are told to do so by the Pipeline Manager, when an actual Game Object needs to use them.

    Returns void

  • Clears the given Render Target.

    Parameters

    • target: RenderTarget

      The Render Target to clear.

    • Optional clearAlpha: boolean

      Clear the alpha channel when running gl.clear on the target? Default true.

    Returns void

  • Copy the source Render Target to the target Render Target.

    You can optionally set the brightness factor of the copy.

    The difference between this method and drawFrame is that this method uses a faster copy shader, where only the brightness can be modified. If you need color level manipulation, see drawFrame instead.

    Parameters

    • source: RenderTarget

      The source Render Target.

    • Optional target: RenderTarget

      The target Render Target.

    • Optional brightness: number

      The brightness value applied to the frame copy. Default 1.

    • Optional clear: boolean

      Clear the target before copying? Default true.

    • Optional clearAlpha: boolean

      Clear the alpha channel when running gl.clear on the target? Default true.

    Returns void

  • Binds the source Render Target and then copies a section of it to the target Render Target.

    This method is extremely fast because it uses gl.copyTexSubImage2D and doesn't require the use of any shaders. Remember the coordinates are given in standard WebGL format, where x and y specify the lower-left corner of the section, not the top-left. Also, the copy entirely replaces the contents of the target texture, no 'merging' or 'blending' takes place.

    Parameters

    • source: RenderTarget

      The source Render Target.

    • target: RenderTarget

      The target Render Target.

    • x: number

      The x coordinate of the lower left corner where to start copying.

    • y: number

      The y coordinate of the lower left corner where to start copying.

    • width: number

      The width of the texture.

    • height: number

      The height of the texture.

    • Optional clear: boolean

      Clear the target before copying? Default true.

    • Optional clearAlpha: boolean

      Clear the alpha channel when running gl.clear on the target? Default true.

    Returns void

  • Copy the source Render Target to the target Render Target.

    This method does not bind a shader. It uses whatever shader is currently bound in this pipeline. It also does not clear the frame buffers after use. You should take care of both of these things if you call this method directly.

    Parameters

    • source: RenderTarget

      The source Render Target.

    • target: RenderTarget

      The target Render Target.

    Returns void

  • Pops the framebuffer from the renderers FBO stack and sets that as the active target, then draws the source Render Target to it. It then resets the renderer textures.

    This should be done when you need to draw the final results of a pipeline to the game canvas, or the next framebuffer in line on the FBO stack. You should only call this once in the onDraw handler and it should be the final thing called. Be careful not to call this if you need to actually use the pipeline shader, instead of the copy shader. In those cases, use the bindAndDraw method.

    Parameters

    • source: RenderTarget

      The Render Target to draw from.

    Returns void

  • Creates a new WebGL Pipeline Batch Entry, sets the texture unit as zero and pushes the entry into the batch.

    Parameters

    • texture: WebGLTextureWrapper

      The texture assigned to this batch entry.

    Returns number

  • Destroys all shader instances, removes all object references and nulls all external references.

    Returns this

  • 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.

    Parameters

    • x: number

      Horizontal top left coordinate of the rectangle.

    • y: number

      Vertical top left coordinate of the rectangle.

    • width: number

      Width of the rectangle.

    • height: number

      Height of the rectangle.

    • color: number

      Color of the rectangle to draw.

    • alpha: number

      Alpha value of the rectangle to draw.

    • Optional texture: WebGLTextureWrapper

      texture that will be assigned to the current batch if a flush occurs.

    • Optional flipUV: boolean

      Flip the vertical UV coordinates of the texture before rendering? Default true.

    Returns void

  • Copy the source Render Target to the target Render Target, using this pipelines Color Matrix.

    The difference between this method and copyFrame is that this method uses a color matrix shader, where you have full control over the luminance values used during the copy. If you don't need this, you can use the faster copyFrame method instead.

    Parameters

    • source: RenderTarget

      The source Render Target.

    • Optional target: RenderTarget

      The target Render Target.

    • Optional clearAlpha: boolean

      Clear the alpha channel when running gl.clear on the target? Default true.

    Returns void

  • Calls each of the listeners registered for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Rest ...args: any[]

      Additional arguments that will be passed to the event handler.

    Returns boolean

  • Return an array listing the events for which the emitter has registered listeners.

    Returns (string | symbol)[]

  • Adjusts this pipelines ortho Projection Matrix to flip the y and bottom values. Call with 'false' as the parameter to flip them back again.

    Parameters

    • Optional flipY: boolean

      Flip the y and bottom values? Default true.

    Returns void

  • Uploads the vertex data and emits a draw call for the current batch of vertices.

    Parameters

    • Optional isPostFlush: boolean

      Was this flush invoked as part of a post-process, or not? Default false.

    Returns this

  • Returns the FX Controller for this Post FX Pipeline.

    This is called internally and not typically required outside.

    Parameters

    • Optional controller: Controller

      An FX Controller, or undefined.

    Returns PostFXPipeline | Controller

  • Searches all shaders in this pipeline for one matching the given name, then returns it.

    Parameters

    • name: string

      The index of the shader to set.

    Returns WebGLShader

  • Return the number of listeners listening to a given event.

    Parameters

    • event: string | symbol

      The event name.

    Returns number

  • Return the listeners registered for a given event.

    Parameters

    • event: string | symbol

      The event name.

    Returns Function[]

  • Remove the listeners of a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Optional fn: Function

      Only remove the listeners that match this function.

    • Optional context: any

      Only remove the listeners that have this context.

    • Optional once: boolean

      Only remove one-time listeners.

    Returns this

  • Add a listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

  • 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.

    Parameters

    • currentShader: WebGLShader

      The shader that was set as current.

    Returns void

  • 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.

    Parameters

    • Optional isPostFlush: boolean

      Was this flush invoked as part of a post-process, or not? Default false.

    Returns void

  • 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.

    Parameters

    • Optional gameObject: GameObject

      The Game Object that invoked this pipeline, if any.

    Returns void

  • 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.

    Parameters

    • Optional isPostFlush: boolean

      Was this flush invoked as part of a post-process, or not? Default false.

    Returns void

  • 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.

    Parameters

    • Optional gameObject: GameObject

      The Game Object that invoked this pipeline, if any.

    Returns void

  • 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.

    Returns void

  • 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.

    Parameters

    • renderTarget: RenderTarget

      The Render Target.

    • Optional swapTarget: RenderTarget

      A Swap Render Target, useful for double-buffer effects. Only set by SpriteFX Pipelines.

    Returns void

  • 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.

    Parameters

    • Optional gameObject: GameObject

      The Game Object that invoked this pipeline, if any.

    Returns void

  • 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.

    Returns void

  • 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.

    Parameters

    • Optional gameObject: GameObject

      The Game Object that invoked this pipeline, if any.

    Returns void

  • 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.

    Returns void

  • 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.

    Returns void

  • 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.

    Parameters

    • scene: Scene

      The Scene being rendered.

    • camera: Camera

      The Scene Camera being rendered with.

    Returns void

  • 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.

    Parameters

    • width: number

      The new width of this WebGL Pipeline.

    • height: number

      The new height of this WebGL Pipeline.

    Returns void

  • Add a one-time listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

  • 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.

    Parameters

    • Optional gameObject: Camera | GameObject

      The Game Object or Camera that invoked this pipeline, if any.

    Returns this

  • 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.

    Parameters

    • Optional gameObject: Camera | GameObject

      The Game Object or Camera that invoked this pipeline, if any.

    Returns this

  • 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.

    Parameters

    • texture: WebGLTextureWrapper

      The texture assigned to this batch entry.

    Returns number

  • This method is called every time the Pipeline Manager rebinds this pipeline.

    It resets all shaders this pipeline uses, setting their attributes again.

    Parameters

    • Optional currentShader: WebGLShader

      The shader to set as being current.

    Returns this

  • Remove all listeners, or those of the specified event.

    Parameters

    • Optional event: string | symbol

      The event name.

    Returns this

  • Remove the listeners of a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Optional fn: Function

      Only remove the listeners that match this function.

    • Optional context: any

      Only remove the listeners that have this context.

    • Optional once: boolean

      Only remove one-time listeners.

    Returns this

  • Resizes the properties used to describe the viewport.

    This method is called automatically by the renderer during its resize handler.

    Parameters

    • width: number

      The new width of this WebGL Pipeline.

    • height: number

      The new height of this WebGL Pipeline.

    Returns this

  • This method is called if the WebGL context is lost and restored. It ensures that uniforms are synced back to the GPU for all shaders in this pipeline.

    Returns void

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • x: number

      The new value of the float uniform.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • arr: number[] | Float32Array

      The new value to be used for the uniform variable.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • x: number

      The new value of the int uniform.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • arr: number[] | Float32Array

      The new value to be used for the uniform variable.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • x: number

      The new X component of the vec2 uniform.

    • y: number

      The new Y component of the vec2 uniform.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • arr: number[] | Float32Array

      The new value to be used for the uniform variable.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • x: number

      The new X component of the ivec2 uniform.

    • y: number

      The new Y component of the ivec2 uniform.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • arr: number[] | Float32Array

      The new value to be used for the uniform variable.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • x: number

      The new X component of the vec3 uniform.

    • y: number

      The new Y component of the vec3 uniform.

    • z: number

      The new Z component of the vec3 uniform.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • arr: number[] | Float32Array

      The new value to be used for the uniform variable.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • x: number

      The new X component of the ivec3 uniform.

    • y: number

      The new Y component of the ivec3 uniform.

    • z: number

      The new Z component of the ivec3 uniform.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • arr: number[] | Float32Array

      The new value to be used for the uniform variable.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • x: number

      X component of the uniform

    • y: number

      Y component of the uniform

    • z: number

      Z component of the uniform

    • w: number

      W component of the uniform

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • arr: number[] | Float32Array

      The new value to be used for the uniform variable.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • x: number

      X component of the uniform.

    • y: number

      Y component of the uniform.

    • z: number

      Z component of the uniform.

    • w: number

      W component of the uniform.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • arr: number[] | Float32Array

      The new value to be used for the uniform variable.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • value: boolean

      The new value of the boolean uniform.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • gameObject: GameObject

      The Game Object being rendered or added to the batch.

    • Optional frame: Frame

      Optional frame to use. Can override that of the Game Object.

    Returns number

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • transpose: boolean

      Whether to transpose the matrix. Should be false.

    • matrix: number[] | Float32Array

      The new values for the mat2 uniform.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • transpose: boolean

      Whether to transpose the matrix. Should be false.

    • matrix: Float32Array

      The new values for the mat3 uniform.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • transpose: boolean

      Whether to transpose the matrix. Should be false.

    • matrix: Float32Array

      The matrix data. If using a Matrix4 this should be the Matrix4.val property.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • width: number

      The new width of this WebGL Pipeline.

    • height: number

      The new height of this WebGL Pipeline.

    Returns this

  • Sets the currently active shader within this pipeline.

    Parameters

    • shader: WebGLShader

      The shader to set as being current.

    • Optional setAttributes: boolean

      Should the vertex attribute pointers be set? Default false.

    • Optional vertexBuffer: WebGLBufferWrapper

      The vertex buffer to be set before the shader is bound. Defaults to the one owned by this pipeline.

    Returns this

  • 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.

    Parameters

    • config: WebGLPipelineConfig

      The configuration object for this WebGL Pipeline.

    Returns this

  • Sets the texture to be bound to the next available texture unit and returns the unit id.

    Parameters

    • Optional texture: WebGLTextureWrapper

      Texture that will be assigned to the current batch. If not given uses whiteTexture.

    Returns number

  • 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.

    Parameters

    • name: string

      The name of the uniform to set.

    • Optional shader: WebGLShader

      The shader to set the value on. If not given, the currentShader is used.

    Returns this

  • 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.

    Parameters

    • Optional buffer: WebGLBufferWrapper

      The Vertex Buffer to be bound. Defaults to the one owned by this pipeline.

    Returns boolean

  • 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.

    Parameters

    • Optional amount: number

      Will the batch need to flush if this many vertices are added to it? Default 0.

    Returns boolean

  • Removes all listeners.

    Returns void

  • This method is called every time the Pipeline Manager deactivates this pipeline, swapping from it to another one. This happens after a call to flush and before the new pipeline is bound.

    Returns void

  • Adjusts this pipelines ortho Projection Matrix to match that of the global WebGL Renderer Projection Matrix.

    This method is called automatically by the Pipeline Manager when this pipeline is set.

    Returns void

  • Returns the number of vertices that can be added to the current batch before it will trigger a flush to happen.

    Returns number