Hierarchy (view full)

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.

calcMatrix: TransformMatrix

A temporary Transform Matrix, re-used internally during batching by the Shape Game Objects.

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.

currentBatch: null | 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: null | 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.

game: Game

The Phaser Game instance to which this pipeline is bound.

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.

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: null | 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.

    • Optionalcontext: 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 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.

    Parameters

    • path: Vector2Like[]

      Collection of points that represent the path.

    • currentMatrix: TransformMatrix

      The current transform.

    • parentMatrix: TransformMatrix

      The parent transform.

    Returns void

  • Pushes a filled rectangle into the vertex batch.

    Rectangle factors in the given transform matrices before adding to the batch.

    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.

    • currentMatrix: TransformMatrix

      The current transform.

    • parentMatrix: TransformMatrix

      The parent transform.

    Returns void

  • Pushes a filled triangle into the vertex batch.

    Triangle factors in the given transform matrices before adding to the batch.

    Parameters

    • x0: number

      Point 0 x coordinate.

    • y0: number

      Point 0 y coordinate.

    • x1: number

      Point 1 x coordinate.

    • y1: number

      Point 1 y coordinate.

    • x2: number

      Point 2 x coordinate.

    • y2: number

      Point 2 y coordinate.

    • currentMatrix: TransformMatrix

      The current transform.

    • parentMatrix: TransformMatrix

      The parent transform.

    Returns void

  • Creates a line out of 4 quads and adds it to the vertex batch based on the given line values.

    Parameters

    • ax: number

      x coordinate of the start of the line.

    • ay: number

      y coordinate of the start of the line.

    • bx: number

      x coordinate of the end of the line.

    • by: number

      y coordinate of the end of the line.

    • aLineWidth: number

      Width of the start of the line.

    • bLineWidth: number

      Width of the end of the line.

    • index: number

      If this line is part of a multi-line draw, the index of the line in the draw.

    • closePath: boolean

      Does this line close a multi-line path?

    • currentMatrix: TransformMatrix

      The current transform.

    • parentMatrix: TransformMatrix

      The parent transform.

    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: null | 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.

    • Optionaltexture: WebGLTextureWrapper

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

    • Optionalunit: number

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

    Returns boolean

  • Takes a Sprite Game Object, or any object that extends it, and adds it to the batch.

    Parameters

    • gameObject: Sprite | Image

      The texture based Game Object to add to the batch.

    • camera: Camera

      The Camera to use for the rendering transform.

    • OptionalparentTransformMatrix: TransformMatrix

      The transform matrix of the parent container, if set.

    Returns void

  • 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.

    Parameters

    • path: Vector2Like[]

      Collection of points that represent the path.

    • lineWidth: number

      The width of the line segments in pixels.

    • pathOpen: boolean

      Indicates if the path should be closed or left open.

    • currentMatrix: TransformMatrix

      The current transform.

    • parentMatrix: TransformMatrix

      The parent transform.

    Returns void

  • 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.

    Parameters

    • x0: number

      Point 0 x coordinate.

    • y0: number

      Point 0 y coordinate.

    • x1: number

      Point 1 x coordinate.

    • y1: number

      Point 1 y coordinate.

    • x2: number

      Point 2 x coordinate.

    • y2: number

      Point 2 y coordinate.

    • lineWidth: number

      The width of the line in pixels.

    • currentMatrix: TransformMatrix

      The current transform.

    • parentMatrix: TransformMatrix

      The parent transform.

    Returns void

  • Generic function for batching a textured quad using argument values instead of a Game Object.

    Parameters

    • gameObject: GameObject

      Source GameObject.

    • texture: WebGLTextureWrapper

      Texture associated with the quad.

    • textureWidth: number

      Real texture width.

    • textureHeight: number

      Real texture height.

    • srcX: number

      X coordinate of the quad.

    • srcY: number

      Y coordinate of the quad.

    • srcWidth: number

      Width of the quad.

    • srcHeight: number

      Height of the quad.

    • scaleX: number

      X component of scale.

    • scaleY: number

      Y component of scale.

    • rotation: number

      Rotation of the quad.

    • flipX: boolean

      Indicates if the quad is horizontally flipped.

    • flipY: boolean

      Indicates if the quad is vertically flipped.

    • scrollFactorX: number

      By which factor is the quad affected by the camera horizontal scroll.

    • scrollFactorY: number

      By which factor is the quad effected by the camera vertical scroll.

    • displayOriginX: number

      Horizontal origin in pixels.

    • displayOriginY: number

      Vertical origin in pixels.

    • frameX: number

      X coordinate of the texture frame.

    • frameY: number

      Y coordinate of the texture frame.

    • frameWidth: number

      Width of the texture frame.

    • frameHeight: number

      Height of the texture frame.

    • tintTL: number

      Tint for top left.

    • tintTR: number

      Tint for top right.

    • tintBL: number

      Tint for bottom left.

    • tintBR: number

      Tint for bottom right.

    • tintEffect: number

      The tint effect.

    • uOffset: number

      Horizontal offset on texture coordinate.

    • vOffset: number

      Vertical offset on texture coordinate.

    • camera: Camera

      Current used camera.

    • parentTransformMatrix: TransformMatrix

      Parent container.

    • OptionalskipFlip: boolean

      Skip the renderTexture check. Default false.

    • OptionaltextureUnit: number

      The texture unit to set (defaults to currently bound if undefined or null)

    • OptionalskipPrePost: boolean

      Skip the pre and post manager calls? Default false.

    Returns void

  • Adds a Texture Frame into the batch for rendering.

    Parameters

    • frame: Frame

      The Texture Frame to be rendered.

    • x: number

      The horizontal position to render the texture at.

    • y: number

      The vertical position to render the texture at.

    • tint: number

      The tint color.

    • alpha: number

      The alpha value.

    • transformMatrix: TransformMatrix

      The Transform Matrix to use for the texture.

    • OptionalparentTransformMatrix: TransformMatrix

      A parent Transform Matrix.

    Returns void

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

    Assumes 3 vertices in the following arrangement:

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

    Parameters

    • gameObject: null | 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.

    • Optionaltexture: WebGLTextureWrapper

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

    • Optionalunit: 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

    • OptionalcurrentShader: WebGLShader

      The shader to set as being current.

    Returns this

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

    Parameters

    • Optionaltarget: RenderTarget

      The Render Target to activate and bind.

    • Optionalunit: 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

    • Optionaltarget: WebGLTextureWrapper

      Texture to activate and bind.

    • Optionalunit: number

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

    Returns this

  • Called every time the pipeline is bound by the renderer. Sets the shader program, vertex buffer and other resources. Should only be called when changing pipeline.

    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.

    • Optionaltexture: WebGLTextureWrapper

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

    • OptionalflipUV: boolean

      Flip the vertical UV coordinates of the texture before rendering? 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

    • OptionalflipY: 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

    • OptionalisPostFlush: boolean

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

    Returns this

  • 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.

    • Optionalfn: Function

      Only remove the listeners that match this function.

    • Optionalcontext: any

      Only remove the listeners that have this context.

    • Optionalonce: 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.

    • Optionalcontext: 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

    • OptionalisPostFlush: 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

    • 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

    • OptionalisPostFlush: 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

    • 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.

    • OptionalswapTarget: 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

    • OptionalgameObject: 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

    • OptionalgameObject: 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.

    • Optionalcontext: 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

    • OptionalgameObject: GameObject | Camera

      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

    • OptionalgameObject: GameObject | Camera

      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

    • OptionalcurrentShader: WebGLShader

      The shader to set as being current.

    Returns this

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

    Parameters

    • Optionalevent: string | symbol

      The event name.

    Returns this

  • Remove the listeners of a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Optionalfn: Function

      Only remove the listeners that match this function.

    • Optionalcontext: any

      Only remove the listeners that have this context.

    • Optionalonce: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalframe: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • Optionalshader: 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.

    • OptionalsetAttributes: boolean

      Should the vertex attribute pointers be set? Default false.

    • OptionalvertexBuffer: 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

    • Optionaltexture: 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.

    • Optionalshader: 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

    • Optionalbuffer: 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

    • Optionalamount: 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