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806 lines
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HTML
<!DOCTYPE html><html class="default" lang="en"><head><meta charSet="utf-8"/><meta http-equiv="x-ua-compatible" content="IE=edge"/><title>default | pokemon-rogue-battle</title><meta name="description" content="Documentation for pokemon-rogue-battle"/><meta name="viewport" content="width=device-width, initial-scale=1"/><link rel="stylesheet" href="../assets/style.css"/><link rel="stylesheet" href="../assets/highlight.css"/><script defer src="../assets/main.js"></script><script async src="../assets/icons.js" id="tsd-icons-script"></script><script async src="../assets/search.js" id="tsd-search-script"></script><script async src="../assets/navigation.js" id="tsd-nav-script"></script></head><body><script>document.documentElement.dataset.theme = localStorage.getItem("tsd-theme") || "os";document.body.style.display="none";setTimeout(() => app?app.showPage():document.body.style.removeProperty("display"),500)</script><header class="tsd-page-toolbar"><div class="tsd-toolbar-contents container"><div class="table-cell" id="tsd-search" data-base=".."><div class="field"><label for="tsd-search-field" class="tsd-widget tsd-toolbar-icon search no-caption"><svg width="16" height="16" viewBox="0 0 16 16" fill="none"><use href="../assets/icons.svg#icon-search"></use></svg></label><input type="text" id="tsd-search-field" aria-label="Search"/></div><div class="field"><div id="tsd-toolbar-links"></div></div><ul class="results"><li class="state loading">Preparing search index...</li><li class="state failure">The search index is not available</li></ul><a href="../index.html" class="title">pokemon-rogue-battle</a></div><div class="table-cell" id="tsd-widgets"><a href="#" class="tsd-widget tsd-toolbar-icon menu no-caption" data-toggle="menu" aria-label="Menu"><svg width="16" height="16" viewBox="0 0 16 16" fill="none"><use href="../assets/icons.svg#icon-menu"></use></svg></a></div></div></header><div class="container container-main"><div class="col-content"><div class="tsd-page-title"><ul class="tsd-breadcrumb"><li><a href="../index.html">pokemon-rogue-battle</a></li><li><a href="../modules/pipelines_invert.html">pipelines/invert</a></li><li><a href="pipelines_invert.default.html">default</a></li></ul><h1>Class default</h1></div><section class="tsd-panel tsd-hierarchy"><h4>Hierarchy</h4><ul class="tsd-hierarchy"><li><span class="tsd-signature-type">PostFXPipeline</span><ul class="tsd-hierarchy"><li><span class="target">default</span></li></ul></li></ul></section><aside class="tsd-sources"><ul><li>Defined in <a href="https://github.com/pagefaultgames/pokerogue/blob/7cee16cee2bf52320124b8cd0b06c7a13dedb11f/src/pipelines/invert.ts#L16">src/pipelines/invert.ts:16</a></li></ul></aside><section class="tsd-panel-group tsd-index-group"><section class="tsd-panel tsd-index-panel"><details class="tsd-index-content tsd-index-accordion" open><summary class="tsd-accordion-summary tsd-index-summary"><h5 class="tsd-index-heading uppercase" role="button" aria-expanded="false" tabIndex="0"><svg width="16" height="16" viewBox="0 0 16 16" fill="none"><use href="../assets/icons.svg#icon-chevronSmall"></use></svg> Index</h5></summary><div class="tsd-accordion-details"><section class="tsd-index-section"><h3 class="tsd-index-heading">Constructors</h3><div class="tsd-index-list"><a href="pipelines_invert.default.html#constructor" class="tsd-index-link"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-512"></use></svg><span>constructor</span></a>
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</div></section><section class="tsd-index-section"><h3 class="tsd-index-heading">Properties</h3><div class="tsd-index-list"><a href="pipelines_invert.default.html#active" class="tsd-index-link tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>active</span></a>
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<a href="pipelines_invert.default.html#postBatch" class="tsd-index-link tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>post<wbr/>Batch</span></a>
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<a href="pipelines_invert.default.html#preBatch" class="tsd-index-link tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>pre<wbr/>Batch</span></a>
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<a href="pipelines_invert.default.html#rebind" class="tsd-index-link tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>rebind</span></a>
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</div></section></div></details></section></section><section class="tsd-panel-group tsd-member-group"><h2>Constructors</h2><section class="tsd-panel tsd-member"><a id="constructor" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>constructor</span><a href="#constructor" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures"><li class="tsd-signature tsd-anchor-link"><a id="constructor.new_default" class="tsd-anchor"></a><span class="tsd-kind-constructor-signature">new default</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">game</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><a href="pipelines_invert.default.html" class="tsd-signature-type tsd-kind-class">default</a><a href="#constructor.new_default" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">game</span>: <span class="tsd-signature-type">Game</span></span></li></ul></div><h4 class="tsd-returns-title">Returns <a href="pipelines_invert.default.html" class="tsd-signature-type tsd-kind-class">default</a></h4><aside class="tsd-sources"><p>Overrides Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.constructor</p><ul><li>Defined in <a href="https://github.com/pagefaultgames/pokerogue/blob/7cee16cee2bf52320124b8cd0b06c7a13dedb11f/src/pipelines/invert.ts#L17">src/pipelines/invert.ts:17</a></li></ul></aside></li></ul></section></section><section class="tsd-panel-group tsd-member-group"><h2>Properties</h2><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="active" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>active</span><a href="#active" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">active</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div><div class="tsd-comment tsd-typography"><p>Indicates if the current pipeline is active, or not.</p>
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<p>Toggle this property to enable or disable a pipeline from rendering anything.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.active</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96009</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="activeBuffer" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>active<wbr/>Buffer</span><a href="#activeBuffer" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">active<wbr/>Buffer</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLBufferWrapper</span></div><div class="tsd-comment tsd-typography"><p>The currently active WebGLBuffer.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.activeBuffer</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95980</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="activeTextures" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>active<wbr/>Textures</span><a href="#activeTextures" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">active<wbr/>Textures</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLTextureWrapper</span><span class="tsd-signature-symbol">[]</span></div><div class="tsd-comment tsd-typography"><p>The currently active WebGLTextures, used as part of the batch process.</p>
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<p>Reset to empty as part of the bind method.</p>
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<p>Treat this array as read-only.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.activeTextures</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96140</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="batch" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>batch</span><a href="#batch" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">batch</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLPipelineBatchEntry</span><span class="tsd-signature-symbol">[]</span></div><div class="tsd-comment tsd-typography"><p>The temporary Pipeline batch. This array contains the batch entries for
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the current frame, which is a package of textures and vertex offsets used
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for drawing. This package is built dynamically as the frame is built
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and cleared during the flush method.</p>
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<p>Treat this array and all of its contents as read-only.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.batch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96106</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="bytes" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>bytes</span><a href="#bytes" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">bytes</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">Uint8Array</span></div><div class="tsd-comment tsd-typography"><p>Uint8 view to the <code>vertexData</code> ArrayBuffer. Used for uploading vertex buffer resources to the GPU.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.bytes</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95992</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="colorMatrix" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>color<wbr/>Matrix</span><a href="#colorMatrix" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">color<wbr/>Matrix</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">ColorMatrix</span></div><div class="tsd-comment tsd-typography"><p>A Color Matrix instance belonging to this pipeline.</p>
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<p>Used during calls to the <code>drawFrame</code> method.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.colorMatrix</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94783</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="config" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>config</span><a href="#config" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">config</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLPipelineConfig</span></div><div class="tsd-comment tsd-typography"><p>The configuration object that was used to create this pipeline.</p>
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<p>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.</p>
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|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.config</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96087</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="controller" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>controller</span><a href="#controller" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">controller</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">Controller</span></div><div class="tsd-comment tsd-typography"><p>If this Post Pipeline belongs to an FX Controller, this is a
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reference to it.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.controller</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94776</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="currentBatch" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>current<wbr/>Batch</span><a href="#currentBatch" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">current<wbr/>Batch</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLPipelineBatchEntry</span></div><div class="tsd-comment tsd-typography"><p>The most recently created Pipeline batch entry.</p>
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<p>Reset to null as part of the flush method.</p>
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<p>Treat this value as read-only.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.currentBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96115</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="currentRenderTarget" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>current<wbr/>Render<wbr/>Target</span><a href="#currentRenderTarget" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">current<wbr/>Render<wbr/>Target</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">RenderTarget</span></div><div class="tsd-comment tsd-typography"><p>A reference to the currently bound Render Target instance from the <code>WebGLPipeline.renderTargets</code> array.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.currentRenderTarget</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96044</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="currentShader" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>current<wbr/>Shader</span><a href="#currentShader" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">current<wbr/>Shader</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLShader</span></div><div class="tsd-comment tsd-typography"><p>A reference to the currently bound WebGLShader instance from the <code>WebGLPipeline.shaders</code> array.</p>
|
|
<p>For lots of pipelines, this is the only shader, so it is a quick way to reference it without
|
|
an array look-up.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.currentShader</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96063</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="currentTexture" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>current<wbr/>Texture</span><a href="#currentTexture" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">current<wbr/>Texture</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLTextureWrapper</span></div><div class="tsd-comment tsd-typography"><p>The most recently bound texture, used as part of the batch process.</p>
|
|
<p>Reset to null as part of the flush method.</p>
|
|
<p>Treat this value as read-only.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.currentTexture</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96124</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="currentUnit" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>current<wbr/>Unit</span><a href="#currentUnit" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">current<wbr/>Unit</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div><div class="tsd-comment tsd-typography"><p>Holds the most recently assigned texture unit.</p>
|
|
<p>Treat this value as read-only.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.currentUnit</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96131</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="forceZero" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>force<wbr/>Zero</span><a href="#forceZero" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">force<wbr/>Zero</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div><div class="tsd-comment tsd-typography"><p>Some pipelines require the forced use of texture zero (like the light pipeline).</p>
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<p>This property should be set when that is the case.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.forceZero</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96016</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="fullFrame1" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>full<wbr/>Frame1</span><a href="#fullFrame1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">full<wbr/>Frame1</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">RenderTarget</span></div><div class="tsd-comment tsd-typography"><p>A reference to the Full Frame 1 Render Target that belongs to the
|
|
Utility Pipeline. This property is set during the <code>boot</code> method.</p>
|
|
<p>This Render Target is the full size of the renderer.</p>
|
|
<p>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.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.fullFrame1</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94794</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="fullFrame2" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>full<wbr/>Frame2</span><a href="#fullFrame2" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">full<wbr/>Frame2</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">RenderTarget</span></div><div class="tsd-comment tsd-typography"><p>A reference to the Full Frame 2 Render Target that belongs to the
|
|
Utility Pipeline. This property is set during the <code>boot</code> method.</p>
|
|
<p>This Render Target is the full size of the renderer.</p>
|
|
<p>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.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.fullFrame2</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94805</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="game" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>game</span><a href="#game" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">game</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">Game</span></div><div class="tsd-comment tsd-typography"><p>The Phaser Game instance to which this pipeline is bound.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.game</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95914</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="gameObject" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>game<wbr/>Object</span><a href="#gameObject" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">game<wbr/>Object</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">Camera</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">GameObject</span></div><div class="tsd-comment tsd-typography"><p>If this Post Pipeline belongs to a Game Object or Camera,
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|
this property contains a reference to it.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.gameObject</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94770</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="gl" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>gl</span><a href="#gl" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">gl</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLRenderingContext</span></div><div class="tsd-comment tsd-typography"><p>The WebGL context this WebGL Pipeline uses.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.gl</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95932</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="glReset" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>gl<wbr/>Reset</span><a href="#glReset" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">gl<wbr/>Reset</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div><div class="tsd-comment tsd-typography"><p>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.</p>
|
|
<p>You should treat this property as read-only.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.glReset</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96096</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="halfFrame1" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>half<wbr/>Frame1</span><a href="#halfFrame1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">half<wbr/>Frame1</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">RenderTarget</span></div><div class="tsd-comment tsd-typography"><p>A reference to the Half Frame 1 Render Target that belongs to the
|
|
Utility Pipeline. This property is set during the <code>boot</code> method.</p>
|
|
<p>This Render Target is half the size of the renderer.</p>
|
|
<p>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.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.halfFrame1</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94816</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="halfFrame2" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>half<wbr/>Frame2</span><a href="#halfFrame2" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">half<wbr/>Frame2</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">RenderTarget</span></div><div class="tsd-comment tsd-typography"><p>A reference to the Half Frame 2 Render Target that belongs to the
|
|
Utility Pipeline. This property is set during the <code>boot</code> method.</p>
|
|
<p>This Render Target is half the size of the renderer.</p>
|
|
<p>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.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.halfFrame2</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94827</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="hasBooted" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><code class="tsd-tag ts-flagReadonly">Readonly</code> <span>has<wbr/>Booted</span><a href="#hasBooted" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">has<wbr/>Booted</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div><div class="tsd-comment tsd-typography"><p>Indicates if this pipeline has booted or not.</p>
|
|
<p>A pipeline boots only when the Game instance itself, and all associated systems, is
|
|
fully ready.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.hasBooted</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96024</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="height" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>height</span><a href="#height" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">height</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div><div class="tsd-comment tsd-typography"><p>Height of the current viewport.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.height</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95947</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="isPostFX" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><code class="tsd-tag ts-flagReadonly">Readonly</code> <span>is<wbr/>PostFX</span><a href="#isPostFX" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">is<wbr/>PostFX</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div><div class="tsd-comment tsd-typography"><p>Indicates if this is a Post FX Pipeline, or not.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.isPostFX</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96029</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="isPreFX" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><code class="tsd-tag ts-flagReadonly">Readonly</code> <span>is<wbr/>PreFX</span><a href="#isPreFX" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">is<wbr/>PreFX</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div><div class="tsd-comment tsd-typography"><p>Indicates if this is a Pre FX Pipeline, or not.</p>
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|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.isPreFX</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96034</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="manager" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>manager</span><a href="#manager" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">manager</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">PipelineManager</span></div><div class="tsd-comment tsd-typography"><p>A reference to the WebGL Pipeline Manager.</p>
|
|
<p>This is initially undefined and only set when this pipeline is added
|
|
to the manager.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.manager</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95927</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="name" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>name</span><a href="#name" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">name</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">string</span></div><div class="tsd-comment tsd-typography"><p>Name of the pipeline. Used for identification and setting from Game Objects.</p>
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|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.name</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95909</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="projectionHeight" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>projection<wbr/>Height</span><a href="#projectionHeight" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">projection<wbr/>Height</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div><div class="tsd-comment tsd-typography"><p>The cached height of the Projection matrix.</p>
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|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.projectionHeight</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96078</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="projectionMatrix" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>projection<wbr/>Matrix</span><a href="#projectionMatrix" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">projection<wbr/>Matrix</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">Matrix4</span></div><div class="tsd-comment tsd-typography"><p>The Projection matrix, used by shaders as 'uProjectionMatrix' uniform.</p>
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|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.projectionMatrix</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96068</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="projectionWidth" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>projection<wbr/>Width</span><a href="#projectionWidth" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">projection<wbr/>Width</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div><div class="tsd-comment tsd-typography"><p>The cached width of the Projection matrix.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.projectionWidth</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96073</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="renderTargets" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>render<wbr/>Targets</span><a href="#renderTargets" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">render<wbr/>Targets</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">RenderTarget</span><span class="tsd-signature-symbol">[]</span></div><div class="tsd-comment tsd-typography"><p>An array of RenderTarget instances that belong to this pipeline.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.renderTargets</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96039</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="renderer" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>renderer</span><a href="#renderer" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">renderer</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLRenderer</span></div><div class="tsd-comment tsd-typography"><p>The WebGL Renderer instance to which this pipeline is bound.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.renderer</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95919</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="resizeUniform" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>resize<wbr/>Uniform</span><a href="#resizeUniform" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">resize<wbr/>Uniform</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">string</span></div><div class="tsd-comment tsd-typography"><p>If the WebGL Renderer changes size, this uniform will be set with the new width and height values
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as part of the pipeline resize method. Various built-in pipelines, such as the MultiPipeline, set
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this property automatically to <code>uResolution</code>.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.resizeUniform</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96147</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="shaders" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>shaders</span><a href="#shaders" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">shaders</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLShader</span><span class="tsd-signature-symbol">[]</span></div><div class="tsd-comment tsd-typography"><p>An array of all the WebGLShader instances that belong to this pipeline.</p>
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<p>Shaders manage their own attributes and uniforms, but share the same vertex data buffer,
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which belongs to this pipeline.</p>
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<p>Shaders are set in a call to the <code>setShadersFromConfig</code> method, which happens automatically,
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but can also be called at any point in your game. See the method documentation for details.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.shaders</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96055</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="topology" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>topology</span><a href="#topology" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">topology</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div><div class="tsd-comment tsd-typography"><p>The primitive topology which the pipeline will use to submit draw calls.</p>
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<p>Defaults to GL_TRIANGLES if not otherwise set in the config.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.topology</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95987</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="vertexBuffer" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><code class="tsd-tag ts-flagReadonly">Readonly</code> <span>vertex<wbr/>Buffer</span><a href="#vertexBuffer" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">vertex<wbr/>Buffer</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">WebGLBufferWrapper</span></div><div class="tsd-comment tsd-typography"><p>The WebGLBuffer that holds the vertex data.</p>
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<p>Created from the <code>vertexData</code> ArrayBuffer. If <code>vertices</code> are set in the config, a <code>STATIC_DRAW</code> buffer
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is created. If not, a <code>DYNAMIC_DRAW</code> buffer is created.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.vertexBuffer</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95975</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="vertexCapacity" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>vertex<wbr/>Capacity</span><a href="#vertexCapacity" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">vertex<wbr/>Capacity</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div><div class="tsd-comment tsd-typography"><p>The total number of vertices that this pipeline batch can hold before it will flush.</p>
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<p>This defaults to <code>renderer batchSize * 6</code>, where <code>batchSize</code> is defined in the Renderer Game Config.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.vertexCapacity</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95959</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="vertexCount" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>vertex<wbr/>Count</span><a href="#vertexCount" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">vertex<wbr/>Count</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div><div class="tsd-comment tsd-typography"><p>The current number of vertices that have been added to the pipeline batch.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.vertexCount</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95952</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="vertexData" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><code class="tsd-tag ts-flagReadonly">Readonly</code> <span>vertex<wbr/>Data</span><a href="#vertexData" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">vertex<wbr/>Data</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">ArrayBuffer</span></div><div class="tsd-comment tsd-typography"><p>Raw byte buffer of vertices.</p>
|
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<p>Either set via the config object <code>vertices</code> property, or generates a new Array Buffer of
|
|
size <code>vertexCapacity * vertexSize</code>.</p>
|
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.vertexData</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95967</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="vertexViewF32" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>vertex<wbr/>View<wbr/>F32</span><a href="#vertexViewF32" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">vertex<wbr/>View<wbr/>F32</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">Float32Array</span></div><div class="tsd-comment tsd-typography"><p>Float32 view of the array buffer containing the pipeline's vertices.</p>
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.vertexViewF32</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95997</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="vertexViewU32" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>vertex<wbr/>View<wbr/>U32</span><a href="#vertexViewU32" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">vertex<wbr/>View<wbr/>U32</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">Uint32Array</span></div><div class="tsd-comment tsd-typography"><p>Uint32 view of the array buffer containing the pipeline's vertices.</p>
|
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</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.vertexViewU32</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96002</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="view" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>view</span><a href="#view" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">view</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">HTMLCanvasElement</span></div><div class="tsd-comment tsd-typography"><p>The canvas which this WebGL Pipeline renders to.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.view</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95937</li></ul></aside></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="width" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>width</span><a href="#width" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><div class="tsd-signature"><span class="tsd-kind-property">width</span><span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div><div class="tsd-comment tsd-typography"><p>Width of the current viewport.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.width</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95942</li></ul></aside></section></section><section class="tsd-panel-group tsd-member-group"><h2>Methods</h2><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="addListener" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>add<wbr/>Listener</span><a href="#addListener" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="addListener.addListener-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">add<wbr/>Listener</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">event</span>, <span class="tsd-kind-parameter">fn</span>, <span class="tsd-kind-parameter">context</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#addListener.addListener-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Add a listener for a given event.</p>
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</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">event</span>: <span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span></span><div class="tsd-comment tsd-typography"><p>The event name.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">fn</span>: <span class="tsd-signature-type">Function</span></span><div class="tsd-comment tsd-typography"><p>The listener function.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">context</span>: <span class="tsd-signature-type">any</span></span><div class="tsd-comment tsd-typography"><p>The context to invoke the listener with. Default this.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.addListener</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9951</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="addTextureToBatch" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>add<wbr/>Texture<wbr/>To<wbr/>Batch</span><a href="#addTextureToBatch" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="addTextureToBatch.addTextureToBatch-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">add<wbr/>Texture<wbr/>To<wbr/>Batch</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">texture</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#addTextureToBatch.addTextureToBatch-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Adds the given texture to the current WebGL Pipeline Batch Entry and
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increases the batch entry unit and maxUnit values by 1.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">texture</span>: <span class="tsd-signature-type">WebGLTextureWrapper</span></span><div class="tsd-comment tsd-typography"><p>The texture assigned to this batch entry.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.addTextureToBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96210</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="batchQuad" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>batch<wbr/>Quad</span><a href="#batchQuad" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="batchQuad.batchQuad-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">batch<wbr/>Quad</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">gameObject</span>, <span class="tsd-kind-parameter">x0</span>, <span class="tsd-kind-parameter">y0</span>, <span class="tsd-kind-parameter">x1</span>, <span class="tsd-kind-parameter">y1</span>, <span class="tsd-kind-parameter">x2</span>, <span class="tsd-kind-parameter">y2</span>, <span class="tsd-kind-parameter">x3</span>, <span class="tsd-kind-parameter">y3</span>, <span class="tsd-kind-parameter">u0</span>, <span class="tsd-kind-parameter">v0</span>, <span class="tsd-kind-parameter">u1</span>, <span class="tsd-kind-parameter">v1</span>, <span class="tsd-kind-parameter">tintTL</span>, <span class="tsd-kind-parameter">tintTR</span>, <span class="tsd-kind-parameter">tintBL</span>, <span class="tsd-kind-parameter">tintBR</span>, <span class="tsd-kind-parameter">tintEffect</span>, <span class="tsd-kind-parameter">texture</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">unit</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span><a href="#batchQuad.batchQuad-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Adds the vertices data into the batch and flushes if full.</p>
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<p>Assumes 6 vertices in the following arrangement:</p>
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|
<pre><code><span class="hl-0">0</span><span class="hl-1">----</span><span class="hl-0">3</span><br/><span class="hl-1">|\ </span><span class="hl-5">B</span><span class="hl-1">|</span><br/><span class="hl-1">| \ |</span><br/><span class="hl-1">| \ |</span><br/><span class="hl-1">| </span><span class="hl-5">A</span><span class="hl-1"> \|</span><br/><span class="hl-1">| \</span><br/><span class="hl-0">1</span><span class="hl-1">----</span><span class="hl-0">2</span>
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</code><button>Copy</button></pre>
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<p>Where tx0/ty0 = 0, tx1/ty1 = 1, tx2/ty2 = 2 and tx3/ty3 = 3</p>
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</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">gameObject</span>: <span class="tsd-signature-type">GameObject</span></span><div class="tsd-comment tsd-typography"><p>The Game Object, if any, drawing this quad.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x0</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The top-left x position.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y0</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The top-left y position.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x1</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-left x position.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y1</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-left y position.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x2</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-right x position.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y2</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-right y position.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x3</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The top-right x position.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y3</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The top-right y position.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">u0</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>UV u0 value.</p>
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|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">v0</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>UV v0 value.</p>
|
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">u1</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>UV u1 value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">v1</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>UV v1 value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tintTL</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The top-left tint color value.</p>
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|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tintTR</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The top-right tint color value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tintBL</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-left tint color value.</p>
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|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tintBR</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-right tint color value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tintEffect</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>The tint effect for the shader to use.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">texture</span>: <span class="tsd-signature-type">WebGLTextureWrapper</span></span><div class="tsd-comment tsd-typography"><p>Texture that will be assigned to the current batch if a flush occurs.</p>
|
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">unit</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Texture unit to which the texture needs to be bound. Default 0.</p>
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</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.batchQuad</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96551</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="batchTri" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>batch<wbr/>Tri</span><a href="#batchTri" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="batchTri.batchTri-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">batch<wbr/>Tri</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">gameObject</span>, <span class="tsd-kind-parameter">x1</span>, <span class="tsd-kind-parameter">y1</span>, <span class="tsd-kind-parameter">x2</span>, <span class="tsd-kind-parameter">y2</span>, <span class="tsd-kind-parameter">x3</span>, <span class="tsd-kind-parameter">y3</span>, <span class="tsd-kind-parameter">u0</span>, <span class="tsd-kind-parameter">v0</span>, <span class="tsd-kind-parameter">u1</span>, <span class="tsd-kind-parameter">v1</span>, <span class="tsd-kind-parameter">tintTL</span>, <span class="tsd-kind-parameter">tintTR</span>, <span class="tsd-kind-parameter">tintBL</span>, <span class="tsd-kind-parameter">tintEffect</span>, <span class="tsd-kind-parameter">texture</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">unit</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span><a href="#batchTri.batchTri-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Adds the vertices data into the batch and flushes if full.</p>
|
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<p>Assumes 3 vertices in the following arrangement:</p>
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<pre><code><span class="hl-0">0</span><br/><span class="hl-1">|\</span><br/><span class="hl-1">| \</span><br/><span class="hl-1">| \</span><br/><span class="hl-1">| \</span><br/><span class="hl-1">| \</span><br/><span class="hl-0">1</span><span class="hl-1">-----</span><span class="hl-0">2</span>
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</code><button>Copy</button></pre>
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</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">gameObject</span>: <span class="tsd-signature-type">GameObject</span></span><div class="tsd-comment tsd-typography"><p>The Game Object, if any, drawing this quad.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x1</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-left x position.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y1</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-left y position.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x2</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-right x position.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y2</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-right y position.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x3</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The top-right x position.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y3</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The top-right y position.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">u0</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>UV u0 value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">v0</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>UV v0 value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">u1</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>UV u1 value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">v1</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>UV v1 value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tintTL</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The top-left tint color value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tintTR</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The top-right tint color value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tintBL</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The bottom-left tint color value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tintEffect</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>The tint effect for the shader to use.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">texture</span>: <span class="tsd-signature-type">WebGLTextureWrapper</span></span><div class="tsd-comment tsd-typography"><p>Texture that will be assigned to the current batch if a flush occurs.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">unit</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Texture unit to which the texture needs to be bound. Default 0.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.batchTri</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96585</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="batchVert" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>batch<wbr/>Vert</span><a href="#batchVert" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="batchVert.batchVert-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">batch<wbr/>Vert</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">y</span>, <span class="tsd-kind-parameter">u</span>, <span class="tsd-kind-parameter">v</span>, <span class="tsd-kind-parameter">unit</span>, <span class="tsd-kind-parameter">tintEffect</span>, <span class="tsd-kind-parameter">tint</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#batchVert.batchVert-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Adds a single vertex to the current vertex buffer and increments the
|
|
<code>vertexCount</code> property by 1.</p>
|
|
<p>This method is called directly by <code>batchTri</code> and <code>batchQuad</code>.</p>
|
|
<p>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 <code>batchQuad</code> does, for example.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The vertex x position.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The vertex y position.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">u</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>UV u value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">v</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>UV v value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">unit</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Texture unit to which the texture needs to be bound.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tintEffect</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>The tint effect for the shader to use.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">tint</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The tint color value.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.batchVert</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96512</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="bind" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>bind</span><a href="#bind" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="bind.bind-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">bind</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">currentShader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#bind.bind-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>This method is called every time the Pipeline Manager makes this pipeline the currently active one.</p>
|
|
<p>It binds the resources and shader needed for this pipeline, including setting the vertex buffer
|
|
and attribute pointers.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">currentShader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set as being current.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.bind</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96297</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="bindAndDraw" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>bind<wbr/>And<wbr/>Draw</span><a href="#bindAndDraw" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="bindAndDraw.bindAndDraw-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">bind<wbr/>And<wbr/>Draw</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">source</span>, <span class="tsd-kind-parameter">target</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">clear</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">clearAlpha</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">currentShader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#bindAndDraw.bindAndDraw-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Binds this pipeline and draws the <code>source</code> Render Target to the <code>target</code> Render Target.</p>
|
|
<p>If no <code>target</code> 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.</p>
|
|
<p>You can optionally set the shader to be used for the draw here, if this is a multi-shader
|
|
pipeline. By default <code>currentShader</code> will be used. If you need to set a shader but not
|
|
a target, just pass <code>null</code> as the <code>target</code> parameter.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">source</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The Render Target to draw from.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The Render Target to draw to. If not set, it will pop the fbo from the stack.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clear</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the target before copying? Only used if <code>target</code> parameter is set. Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clearAlpha</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the alpha channel when running <code>gl.clear</code> on the target? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">currentShader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to use during the draw.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.bindAndDraw</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94996</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="bindRenderTarget" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>bind<wbr/>Render<wbr/>Target</span><a href="#bindRenderTarget" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="bindRenderTarget.bindRenderTarget-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">bind<wbr/>Render<wbr/>Target</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">target</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">unit</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#bindRenderTarget.bindRenderTarget-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Activates the given Render Target texture and binds it to the
|
|
requested WebGL texture slot.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The Render Target to activate and bind.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">unit</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The WebGL texture ID to activate. Defaults to <code>gl.TEXTURE0</code>. Default 0.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.bindRenderTarget</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96626</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="bindTexture" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>bind<wbr/>Texture</span><a href="#bindTexture" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="bindTexture.bindTexture-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">bind<wbr/>Texture</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">target</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">unit</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#bindTexture.bindTexture-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Activates the given WebGL Texture and binds it to the requested texture slot.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">WebGLTextureWrapper</span></span><div class="tsd-comment tsd-typography"><p>Texture to activate and bind.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">unit</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The WebGL texture ID to activate. Defaults to <code>gl.TEXTURE0</code>. Default 0.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.bindTexture</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96618</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="blendFrames" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>blend<wbr/>Frames</span><a href="#blendFrames" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="blendFrames.blendFrames-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">blend<wbr/>Frames</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">source1</span>, <span class="tsd-kind-parameter">source2</span>, <span class="tsd-kind-parameter">target</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">strength</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">clearAlpha</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#blendFrames.blendFrames-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Draws the <code>source1</code> and <code>source2</code> Render Targets to the <code>target</code> Render Target
|
|
using a linear blend effect, which is controlled by the <code>strength</code> parameter.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">source1</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The first source Render Target.</p>
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|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">source2</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The second source Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The target Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">strength</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The strength of the blend. Default 1.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clearAlpha</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the alpha channel when running <code>gl.clear</code> on the target? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.blendFrames</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94924</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="blendFramesAdditive" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>blend<wbr/>Frames<wbr/>Additive</span><a href="#blendFramesAdditive" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="blendFramesAdditive.blendFramesAdditive-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">blend<wbr/>Frames<wbr/>Additive</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">source1</span>, <span class="tsd-kind-parameter">source2</span>, <span class="tsd-kind-parameter">target</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">strength</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">clearAlpha</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#blendFramesAdditive.blendFramesAdditive-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Draws the <code>source1</code> and <code>source2</code> Render Targets to the <code>target</code> Render Target
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|
using an additive blend effect, which is controlled by the <code>strength</code> parameter.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">source1</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The first source Render Target.</p>
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|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">source2</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The second source Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The target Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">strength</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The strength of the blend. Default 1.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clearAlpha</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the alpha channel when running <code>gl.clear</code> on the target? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.blendFramesAdditive</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94935</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="blitFrame" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>blit<wbr/>Frame</span><a href="#blitFrame" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="blitFrame.blitFrame-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">blit<wbr/>Frame</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">source</span>, <span class="tsd-kind-parameter">target</span>, <span class="tsd-kind-parameter">brightness</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">clear</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">clearAlpha</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">eraseMode</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#blitFrame.blitFrame-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Copy the <code>source</code> Render Target to the <code>target</code> Render Target.</p>
|
|
<p>The difference with this copy is that no resizing takes place. If the <code>source</code>
|
|
Render Target is larger than the <code>target</code> then only a portion the same size as
|
|
the <code>target</code> dimensions is copied across.</p>
|
|
<p>You can optionally set the brightness factor of the copy.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">source</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The source Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The target Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">brightness</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The brightness value applied to the frame copy. Default 1.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clear</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the target before copying? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clearAlpha</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the alpha channel when running <code>gl.clear</code> on the target? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">eraseMode</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Erase source from target using ERASE Blend Mode? Default false.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.blitFrame</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94959</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="boot" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>boot</span><a href="#boot" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="boot.boot-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">boot</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#boot.boot-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Called when the Game has fully booted and the Renderer has finished setting up.</p>
|
|
<p>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.</p>
|
|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.boot</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96155</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="bootFX" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>bootFX</span><a href="#bootFX" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="bootFX.bootFX-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">bootFX</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#bootFX.bootFX-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>This method is called once, when this Post FX Pipeline needs to be used.</p>
|
|
<p>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.</p>
|
|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.bootFX</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94837</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="clearFrame" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>clear<wbr/>Frame</span><a href="#clearFrame" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="clearFrame.clearFrame-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">clear<wbr/>Frame</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">target</span>, <span class="tsd-kind-parameter">clearAlpha</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#clearFrame.clearFrame-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Clears the given Render Target.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The Render Target to clear.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clearAlpha</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the alpha channel when running <code>gl.clear</code> on the target? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.clearFrame</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94942</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="copyFrame" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>copy<wbr/>Frame</span><a href="#copyFrame" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="copyFrame.copyFrame-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">copy<wbr/>Frame</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">source</span>, <span class="tsd-kind-parameter">target</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">brightness</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">clear</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">clearAlpha</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#copyFrame.copyFrame-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Copy the <code>source</code> Render Target to the <code>target</code> Render Target.</p>
|
|
<p>You can optionally set the brightness factor of the copy.</p>
|
|
<p>The difference between this method and <code>drawFrame</code> is that this method
|
|
uses a faster copy shader, where only the brightness can be modified.
|
|
If you need color level manipulation, see <code>drawFrame</code> instead.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">source</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The source Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The target Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">brightness</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The brightness value applied to the frame copy. Default 1.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clear</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the target before copying? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clearAlpha</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the alpha channel when running <code>gl.clear</code> on the target? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.copyFrame</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94886</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="copyFrameRect" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>copy<wbr/>Frame<wbr/>Rect</span><a href="#copyFrameRect" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="copyFrameRect.copyFrameRect-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">copy<wbr/>Frame<wbr/>Rect</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">source</span>, <span class="tsd-kind-parameter">target</span>, <span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">y</span>, <span class="tsd-kind-parameter">width</span>, <span class="tsd-kind-parameter">height</span>, <span class="tsd-kind-parameter">clear</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">clearAlpha</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#copyFrameRect.copyFrameRect-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Binds the <code>source</code> Render Target and then copies a section of it to the <code>target</code> Render Target.</p>
|
|
<p>This method is extremely fast because it uses <code>gl.copyTexSubImage2D</code> 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.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">source</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The source Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The target Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The x coordinate of the lower left corner where to start copying.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The y coordinate of the lower left corner where to start copying.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">width</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The width of the texture.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">height</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The height of the texture.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clear</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the target before copying? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clearAlpha</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the alpha channel when running <code>gl.clear</code> on the target? Default true.</p>
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|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.copyFrameRect</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94978</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="copySprite" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>copy<wbr/>Sprite</span><a href="#copySprite" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="copySprite.copySprite-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">copy<wbr/>Sprite</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">source</span>, <span class="tsd-kind-parameter">target</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#copySprite.copySprite-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Copy the <code>source</code> Render Target to the <code>target</code> Render Target.</p>
|
|
<p>This method does <em>not</em> bind a shader. It uses whatever shader
|
|
is currently bound in this pipeline. It also does <em>not</em> clear
|
|
the frame buffers after use. You should take care of both of
|
|
these things if you call this method directly.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">source</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The source Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The target Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.copySprite</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94870</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="copyToGame" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>copy<wbr/>To<wbr/>Game</span><a href="#copyToGame" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="copyToGame.copyToGame-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">copy<wbr/>To<wbr/>Game</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">source</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#copyToGame.copyToGame-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Pops the framebuffer from the renderers FBO stack and sets that as the active target,
|
|
then draws the <code>source</code> Render Target to it. It then resets the renderer textures.</p>
|
|
<p>This should be done when you need to draw the <em>final</em> 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 <code>onDraw</code> 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 <code>bindAndDraw</code> method.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">source</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The Render Target to draw from.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.copyToGame</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94899</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="createBatch" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>create<wbr/>Batch</span><a href="#createBatch" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="createBatch.createBatch-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">create<wbr/>Batch</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">texture</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">number</span><a href="#createBatch.createBatch-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Creates a new WebGL Pipeline Batch Entry, sets the texture unit as zero
|
|
and pushes the entry into the batch.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">texture</span>: <span class="tsd-signature-type">WebGLTextureWrapper</span></span><div class="tsd-comment tsd-typography"><p>The texture assigned to this batch entry.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">number</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.createBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96203</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="destroy" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>destroy</span><a href="#destroy" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="destroy.destroy-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">destroy</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#destroy.destroy-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Destroys all shader instances, removes all object references and nulls all external references.</p>
|
|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.destroy</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95001</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="drawFillRect" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>draw<wbr/>Fill<wbr/>Rect</span><a href="#drawFillRect" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="drawFillRect.drawFillRect-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">draw<wbr/>Fill<wbr/>Rect</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">y</span>, <span class="tsd-kind-parameter">width</span>, <span class="tsd-kind-parameter">height</span>, <span class="tsd-kind-parameter">color</span>, <span class="tsd-kind-parameter">alpha</span>, <span class="tsd-kind-parameter">texture</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">flipUV</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#drawFillRect.drawFillRect-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Pushes a filled rectangle into the vertex batch.</p>
|
|
<p>The dimensions are run through <code>Math.floor</code> before the quad is generated.</p>
|
|
<p>Rectangle has no transform values and isn't transformed into the local space.</p>
|
|
<p>Used for directly batching untransformed rectangles, such as Camera background colors.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Horizontal top left coordinate of the rectangle.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Vertical top left coordinate of the rectangle.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">width</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Width of the rectangle.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">height</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Height of the rectangle.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">color</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Color of the rectangle to draw.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">alpha</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Alpha value of the rectangle to draw.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">texture</span>: <span class="tsd-signature-type">WebGLTextureWrapper</span></span><div class="tsd-comment tsd-typography"><p>texture that will be assigned to the current batch if a flush occurs.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">flipUV</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Flip the vertical UV coordinates of the texture before rendering? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.drawFillRect</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96604</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="drawFrame" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>draw<wbr/>Frame</span><a href="#drawFrame" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="drawFrame.drawFrame-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">draw<wbr/>Frame</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">source</span>, <span class="tsd-kind-parameter">target</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">clearAlpha</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#drawFrame.drawFrame-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Copy the <code>source</code> Render Target to the <code>target</code> Render Target, using this pipelines
|
|
Color Matrix.</p>
|
|
<p>The difference between this method and <code>copyFrame</code> 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
|
|
<code>copyFrame</code> method instead.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">source</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The source Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">target</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The target Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">clearAlpha</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Clear the alpha channel when running <code>gl.clear</code> on the target? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.drawFrame</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94913</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="emit" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>emit</span><a href="#emit" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="emit.emit-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">emit</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">event</span>, <span class="tsd-signature-symbol">...</span><span class="tsd-kind-parameter">args</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span><a href="#emit.emit-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Calls each of the listeners registered for a given event.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">event</span>: <span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span></span><div class="tsd-comment tsd-typography"><p>The event name.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagRest">Rest</code> <span class="tsd-signature-symbol">...</span><span class="tsd-kind-parameter">args</span>: <span class="tsd-signature-type">any</span><span class="tsd-signature-symbol">[]</span></span><div class="tsd-comment tsd-typography"><p>Additional arguments that will be passed to the event handler.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.emit</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9935</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="eventNames" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>event<wbr/>Names</span><a href="#eventNames" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="eventNames.eventNames-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">event<wbr/>Names</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">[]</span><a href="#eventNames.eventNames-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Return an array listing the events for which the emitter has registered listeners.</p>
|
|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-symbol">(</span><span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">[]</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.eventNames</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9916</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="flipProjectionMatrix" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>flip<wbr/>Projection<wbr/>Matrix</span><a href="#flipProjectionMatrix" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="flipProjectionMatrix.flipProjectionMatrix-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">flip<wbr/>Projection<wbr/>Matrix</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">flipY</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#flipProjectionMatrix.flipProjectionMatrix-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Adjusts this pipelines ortho Projection Matrix to flip the y
|
|
and bottom values. Call with 'false' as the parameter to flip
|
|
them back again.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">flipY</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Flip the y and bottom values? Default true.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.flipProjectionMatrix</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96279</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="flush" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>flush</span><a href="#flush" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="flush.flush-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">flush</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">isPostFlush</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#flush.flush-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Uploads the vertex data and emits a draw call for the current batch of vertices.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">isPostFlush</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Was this flush invoked as part of a post-process, or not? Default false.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.flush</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96371</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="getController" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>get<wbr/>Controller</span><a href="#getController" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="getController.getController-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">get<wbr/>Controller</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">controller</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">PostFXPipeline</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Controller</span><a href="#getController.getController-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Returns the FX Controller for this Post FX Pipeline.</p>
|
|
<p>This is called internally and not typically required outside.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">controller</span>: <span class="tsd-signature-type">Controller</span></span><div class="tsd-comment tsd-typography"><p>An FX Controller, or undefined.</p>
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</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">PostFXPipeline</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Controller</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.getController</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94858</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="getShaderByName" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>get<wbr/>Shader<wbr/>By<wbr/>Name</span><a href="#getShaderByName" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="getShaderByName.getShaderByName-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">get<wbr/>Shader<wbr/>By<wbr/>Name</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">WebGLShader</span><a href="#getShaderByName.getShaderByName-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Searches all shaders in this pipeline for one matching the given name, then returns it.</p>
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</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The index of the shader to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">WebGLShader</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.getShaderByName</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96186</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="listenerCount" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>listener<wbr/>Count</span><a href="#listenerCount" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="listenerCount.listenerCount-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">listener<wbr/>Count</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">event</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">number</span><a href="#listenerCount.listenerCount-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Return the number of listeners listening to a given event.</p>
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</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">event</span>: <span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span></span><div class="tsd-comment tsd-typography"><p>The event name.</p>
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</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">number</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.listenerCount</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9928</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="listeners" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>listeners</span><a href="#listeners" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="listeners.listeners-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">listeners</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">event</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">Function</span><span class="tsd-signature-symbol">[]</span><a href="#listeners.listeners-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Return the listeners registered for a given event.</p>
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</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">event</span>: <span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span></span><div class="tsd-comment tsd-typography"><p>The event name.</p>
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|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">Function</span><span class="tsd-signature-symbol">[]</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.listeners</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9922</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="off" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>off</span><a href="#off" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="off.off-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">off</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">event</span>, <span class="tsd-kind-parameter">fn</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">context</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">once</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#off.off-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Remove the listeners of a given event.</p>
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</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">event</span>: <span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span></span><div class="tsd-comment tsd-typography"><p>The event name.</p>
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</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">fn</span>: <span class="tsd-signature-type">Function</span></span><div class="tsd-comment tsd-typography"><p>Only remove the listeners that match this function.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">context</span>: <span class="tsd-signature-type">any</span></span><div class="tsd-comment tsd-typography"><p>Only remove the listeners that have this context.</p>
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|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">once</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Only remove one-time listeners.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.off</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9977</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="on" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on</span><a href="#on" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="on.on-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">event</span>, <span class="tsd-kind-parameter">fn</span>, <span class="tsd-kind-parameter">context</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#on.on-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Add a listener for a given event.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">event</span>: <span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span></span><div class="tsd-comment tsd-typography"><p>The event name.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">fn</span>: <span class="tsd-signature-type">Function</span></span><div class="tsd-comment tsd-typography"><p>The listener function.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">context</span>: <span class="tsd-signature-type">any</span></span><div class="tsd-comment tsd-typography"><p>The context to invoke the listener with. Default this.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.on</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9943</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onActive" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Active</span><a href="#onActive" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onActive.onActive-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Active</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">currentShader</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onActive.onActive-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>This method is called every time the Pipeline Manager makes this the active pipeline. It is called
|
|
at the end of the <code>WebGLPipeline.bind</code> method, after the current shader has been set. The current
|
|
shader is passed to this hook.</p>
|
|
<p>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.</p>
|
|
<p>If you need to listen for that event instead, use the <code>onBind</code> hook.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">currentShader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader that was set as current.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onActive</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96386</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onAfterFlush" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>After<wbr/>Flush</span><a href="#onAfterFlush" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onAfterFlush.onAfterFlush-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>After<wbr/>Flush</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">isPostFlush</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onAfterFlush.onAfterFlush-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>This method is called immediately after this pipeline has finished flushing its batch.</p>
|
|
<p>It is called after the <code>gl.drawArrays</code> call.</p>
|
|
<p>You can perform additional post-render effects, but be careful not to call <code>flush</code>
|
|
on this pipeline from within this method, or you'll cause an infinite loop.</p>
|
|
<p>To apply changes pre-render, see <code>onBeforeFlush</code>.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">isPostFlush</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Was this flush invoked as part of a post-process, or not? Default false.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onAfterFlush</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96494</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onBatch" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Batch</span><a href="#onBatch" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onBatch.onBatch-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Batch</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">gameObject</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onBatch.onBatch-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>This method is called every time the <code>batchQuad</code> or <code>batchTri</code> methods are called. If this was
|
|
as a result of a Game Object, then the Game Object reference is passed to this hook too.</p>
|
|
<p>This hook is called <em>after</em> the quad (or tri) has been added to the batch, so you can safely
|
|
call 'flush' from within this.</p>
|
|
<p>Note that Game Objects may call <code>batchQuad</code> or <code>batchTri</code> multiple times for a single draw,
|
|
for example the Graphics Game Object.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">gameObject</span>: <span class="tsd-signature-type">GameObject</span></span><div class="tsd-comment tsd-typography"><p>The Game Object that invoked this pipeline, if any.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96423</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onBeforeFlush" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Before<wbr/>Flush</span><a href="#onBeforeFlush" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onBeforeFlush.onBeforeFlush-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Before<wbr/>Flush</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">isPostFlush</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onBeforeFlush.onBeforeFlush-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>This method is called every time this pipeline is asked to flush its batch.</p>
|
|
<p>It is called immediately before the <code>gl.bufferData</code> and <code>gl.drawArrays</code> calls are made, so you can
|
|
perform any final pre-render modifications. To apply changes post-render, see <code>onAfterFlush</code>.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">isPostFlush</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Was this flush invoked as part of a post-process, or not? Default false.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onBeforeFlush</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96479</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onBind" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Bind</span><a href="#onBind" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onBind.onBind-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Bind</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">gameObject</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onBind.onBind-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>This method is called every time a <strong>Game Object</strong> asks the Pipeline Manager to use this pipeline,
|
|
even if the pipeline is already active.</p>
|
|
<p>Unlike the <code>onActive</code> 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.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">gameObject</span>: <span class="tsd-signature-type">GameObject</span></span><div class="tsd-comment tsd-typography"><p>The Game Object that invoked this pipeline, if any.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onBind</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96399</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onBoot" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Boot</span><a href="#onBoot" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onBoot.onBoot-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Boot</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onBoot.onBoot-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>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.</p>
|
|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onBoot</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96162</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onDraw" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Draw</span><a href="#onDraw" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onDraw.onDraw-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Draw</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">renderTarget</span>, <span class="tsd-kind-parameter">swapTarget</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onDraw.onDraw-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>This method is only used by Sprite FX and Post FX Pipelines and those that extend from them.</p>
|
|
<p>This method is called every time the <code>postBatch</code> method is called and is passed a
|
|
reference to the current render target.</p>
|
|
<p>At the very least a Post FX Pipeline should call <code>this.bindAndDraw(renderTarget)</code>,
|
|
however, you can do as much additional processing as you like in this method if
|
|
you override it from within your own pipelines.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">renderTarget</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>The Render Target.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">swapTarget</span>: <span class="tsd-signature-type">RenderTarget</span></span><div class="tsd-comment tsd-typography"><p>A Swap Render Target, useful for double-buffer effects. Only set by SpriteFX Pipelines.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onDraw</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96359</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onPostBatch" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Post<wbr/>Batch</span><a href="#onPostBatch" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onPostBatch.onPostBatch-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Post<wbr/>Batch</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">gameObject</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onPostBatch.onPostBatch-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>This method is called immediately after a <strong>Game Object</strong> has been added to the batch.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">gameObject</span>: <span class="tsd-signature-type">GameObject</span></span><div class="tsd-comment tsd-typography"><p>The Game Object that invoked this pipeline, if any.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onPostBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96439</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onPostRender" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Post<wbr/>Render</span><a href="#onPostRender" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onPostRender.onPostRender-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Post<wbr/>Render</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onPostRender.onPostRender-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>This method is called <em>once per frame</em>, after all rendering has happened and snapshots have been taken.</p>
|
|
<p>It is called at the very end of the rendering process, once all Cameras, for all Scenes, have
|
|
been rendered.</p>
|
|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onPostRender</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96468</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onPreBatch" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Pre<wbr/>Batch</span><a href="#onPreBatch" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onPreBatch.onPreBatch-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Pre<wbr/>Batch</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">gameObject</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onPreBatch.onPreBatch-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>This method is called immediately before a <strong>Game Object</strong> is about to add itself to the batch.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">gameObject</span>: <span class="tsd-signature-type">GameObject</span></span><div class="tsd-comment tsd-typography"><p>The Game Object that invoked this pipeline, if any.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onPreBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96431</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onPreRender" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Pre<wbr/>Render</span><a href="#onPreRender" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onPreRender.onPreRender-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Pre<wbr/>Render</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onPreRender.onPreRender-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>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.</p>
|
|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onPreRender</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96447</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onRebind" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Rebind</span><a href="#onRebind" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onRebind.onRebind-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Rebind</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onRebind.onRebind-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>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.</p>
|
|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onRebind</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96408</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onRender" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Render</span><a href="#onRender" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onRender.onRender-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Render</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">scene</span>, <span class="tsd-kind-parameter">camera</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onRender.onRender-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
|
|
<p>This method is called <em>once per frame</em>, by every Camera in a Scene that wants to render.</p>
|
|
<p>It is called at the start of the rendering process, before anything has been drawn to the Camera.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">scene</span>: <span class="tsd-signature-type">Scene</span></span><div class="tsd-comment tsd-typography"><p>The Scene being rendered.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">camera</span>: <span class="tsd-signature-type">Camera</span></span><div class="tsd-comment tsd-typography"><p>The Scene Camera being rendered with.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onRender</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96458</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="onResize" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>on<wbr/>Resize</span><a href="#onResize" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="onResize.onResize-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">on<wbr/>Resize</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">width</span>, <span class="tsd-kind-parameter">height</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#onResize.onResize-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>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.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">width</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new width of this WebGL Pipeline.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">height</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new height of this WebGL Pipeline.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.onResize</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96172</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="once" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>once</span><a href="#once" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="once.once-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">once</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">event</span>, <span class="tsd-kind-parameter">fn</span>, <span class="tsd-kind-parameter">context</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#once.once-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Add a one-time listener for a given event.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">event</span>: <span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span></span><div class="tsd-comment tsd-typography"><p>The event name.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">fn</span>: <span class="tsd-signature-type">Function</span></span><div class="tsd-comment tsd-typography"><p>The listener function.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">context</span>: <span class="tsd-signature-type">any</span></span><div class="tsd-comment tsd-typography"><p>The context to invoke the listener with. Default this.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.once</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9959</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="postBatch" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>post<wbr/>Batch</span><a href="#postBatch" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="postBatch.postBatch-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">post<wbr/>Batch</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">gameObject</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#postBatch.postBatch-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>This method is called as a result of the <code>WebGLPipeline.batchQuad</code> 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.</p>
|
|
<p>It calls the <code>onDraw</code> hook followed by the <code>onPostBatch</code> hook, which can be used to perform
|
|
additional Post FX Pipeline processing.</p>
|
|
<p>It is also called as part of the <code>PipelineManager.postBatch</code> method when processing Post FX Pipelines.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">gameObject</span>: <span class="tsd-signature-type">Camera</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">GameObject</span></span><div class="tsd-comment tsd-typography"><p>The Game Object or Camera that invoked this pipeline, if any.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.postBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94850</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="preBatch" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>pre<wbr/>Batch</span><a href="#preBatch" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="preBatch.preBatch-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">pre<wbr/>Batch</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">gameObject</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#preBatch.preBatch-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>This method is called as a result of the <code>WebGLPipeline.batchQuad</code> 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 <code>onPreBatch</code> hook.</p>
|
|
<p>It is also called as part of the <code>PipelineManager.preBatch</code> method when processing Post FX Pipelines.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">gameObject</span>: <span class="tsd-signature-type">Camera</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">GameObject</span></span><div class="tsd-comment tsd-typography"><p>The Game Object or Camera that invoked this pipeline, if any.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.preBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96332</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="pushBatch" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>push<wbr/>Batch</span><a href="#pushBatch" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="pushBatch.pushBatch-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">push<wbr/>Batch</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">texture</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">number</span><a href="#pushBatch.pushBatch-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Takes the given WebGLTextureWrapper and determines what to do with it.</p>
|
|
<p>If there is no current batch (i.e. after a flush) it will create a new
|
|
batch from it.</p>
|
|
<p>If the texture is already bound, it will return the current texture unit.</p>
|
|
<p>If the texture already exists in the current batch, the unit gets reset
|
|
to match it.</p>
|
|
<p>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.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">texture</span>: <span class="tsd-signature-type">WebGLTextureWrapper</span></span><div class="tsd-comment tsd-typography"><p>The texture assigned to this batch entry.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">number</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.pushBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96228</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="rebind" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>rebind</span><a href="#rebind" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="rebind.rebind-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">rebind</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">currentShader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#rebind.rebind-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>This method is called every time the Pipeline Manager rebinds this pipeline.</p>
|
|
<p>It resets all shaders this pipeline uses, setting their attributes again.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">currentShader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set as being current.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.rebind</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96305</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="removeAllListeners" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>remove<wbr/>All<wbr/>Listeners</span><a href="#removeAllListeners" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="removeAllListeners.removeAllListeners-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">remove<wbr/>All<wbr/>Listeners</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">event</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#removeAllListeners.removeAllListeners-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Remove all listeners, or those of the specified event.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">event</span>: <span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span></span><div class="tsd-comment tsd-typography"><p>The event name.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.removeAllListeners</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9983</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="removeListener" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>remove<wbr/>Listener</span><a href="#removeListener" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="removeListener.removeListener-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">remove<wbr/>Listener</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">event</span>, <span class="tsd-kind-parameter">fn</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">context</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">once</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#removeListener.removeListener-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Remove the listeners of a given event.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">event</span>: <span class="tsd-signature-type">string</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">symbol</span></span><div class="tsd-comment tsd-typography"><p>The event name.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">fn</span>: <span class="tsd-signature-type">Function</span></span><div class="tsd-comment tsd-typography"><p>Only remove the listeners that match this function.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">context</span>: <span class="tsd-signature-type">any</span></span><div class="tsd-comment tsd-typography"><p>Only remove the listeners that have this context.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">once</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Only remove one-time listeners.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.removeListener</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9968</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="resize" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>resize</span><a href="#resize" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="resize.resize-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">resize</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">width</span>, <span class="tsd-kind-parameter">height</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#resize.resize-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Resizes the properties used to describe the viewport.</p>
|
|
<p>This method is called automatically by the renderer during its resize handler.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">width</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new width of this WebGL Pipeline.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">height</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new height of this WebGL Pipeline.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.resize</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96261</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="restoreContext" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>restore<wbr/>Context</span><a href="#restoreContext" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="restoreContext.restoreContext-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">restore<wbr/>Context</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#restoreContext.restoreContext-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>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.</p>
|
|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.restoreContext</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96312</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set1f" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set1f</span><a href="#set1f" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set1f.set1f-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set1f</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set1f.set1f-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 1f uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new value of the <code>float</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set1f</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96663</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set1fv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set1fv</span><a href="#set1fv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set1fv.set1fv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set1fv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">arr</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set1fv.set1fv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 1fv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">arr</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol">[]</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set1fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96725</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set1i" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set1i</span><a href="#set1i" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set1i.set1i-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set1i</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set1i.set1i-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 1i uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new value of the <code>int</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set1i</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96837</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set1iv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set1iv</span><a href="#set1iv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set1iv.set1iv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set1iv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">arr</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set1iv.set1iv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 1iv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">arr</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol">[]</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set1iv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96781</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set2f" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set2f</span><a href="#set2f" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set2f.set2f-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set2f</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">y</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set2f.set2f-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 2f uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new X component of the <code>vec2</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new Y component of the <code>vec2</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set2f</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96678</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set2fv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set2fv</span><a href="#set2fv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set2fv.set2fv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set2fv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">arr</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set2fv.set2fv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 2fv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">arr</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol">[]</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set2fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96739</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set2i" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set2i</span><a href="#set2i" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set2i.set2i-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set2i</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">y</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set2i.set2i-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 2i uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new X component of the <code>ivec2</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new Y component of the <code>ivec2</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set2i</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96852</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set2iv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set2iv</span><a href="#set2iv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set2iv.set2iv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set2iv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">arr</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set2iv.set2iv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 2iv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">arr</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol">[]</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set2iv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96795</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set3f" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set3f</span><a href="#set3f" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set3f.set3f-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set3f</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">y</span>, <span class="tsd-kind-parameter">z</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set3f.set3f-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 3f uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new X component of the <code>vec3</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new Y component of the <code>vec3</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">z</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new Z component of the <code>vec3</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set3f</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96694</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set3fv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set3fv</span><a href="#set3fv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set3fv.set3fv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set3fv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">arr</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set3fv.set3fv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 3fv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">arr</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol">[]</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set3fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96753</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set3i" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set3i</span><a href="#set3i" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set3i.set3i-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set3i</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">y</span>, <span class="tsd-kind-parameter">z</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set3i.set3i-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 3i uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new X component of the <code>ivec3</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new Y component of the <code>ivec3</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">z</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new Z component of the <code>ivec3</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set3i</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96868</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set3iv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set3iv</span><a href="#set3iv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set3iv.set3iv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set3iv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">arr</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set3iv.set3iv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 3iv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">arr</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol">[]</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set3iv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96809</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set4f" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set4f</span><a href="#set4f" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set4f.set4f-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set4f</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">y</span>, <span class="tsd-kind-parameter">z</span>, <span class="tsd-kind-parameter">w</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set4f.set4f-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 4f uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>X component of the uniform</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Y component of the uniform</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">z</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Z component of the uniform</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">w</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>W component of the uniform</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set4f</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96711</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set4fv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set4fv</span><a href="#set4fv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set4fv.set4fv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set4fv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">arr</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set4fv.set4fv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 4fv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">arr</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol">[]</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set4fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96767</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set4i" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set4i</span><a href="#set4i" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set4i.set4i-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set4i</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">x</span>, <span class="tsd-kind-parameter">y</span>, <span class="tsd-kind-parameter">z</span>, <span class="tsd-kind-parameter">w</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set4i.set4i-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 4i uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">x</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>X component of the uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">y</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Y component of the uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">z</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Z component of the uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">w</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>W component of the uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set4i</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96885</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="set4iv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set4iv</span><a href="#set4iv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="set4iv.set4iv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set4iv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">arr</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#set4iv.set4iv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a 4iv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">arr</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol">[]</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.set4iv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96823</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setBoolean" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Boolean</span><a href="#setBoolean" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setBoolean.setBoolean-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Boolean</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">value</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#setBoolean.setBoolean-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a boolean uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">value</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>The new value of the <code>boolean</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setBoolean</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96649</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setGameObject" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Game<wbr/>Object</span><a href="#setGameObject" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setGameObject.setGameObject-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Game<wbr/>Object</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">gameObject</span>, <span class="tsd-kind-parameter">frame</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">number</span><a href="#setGameObject.setGameObject-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>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.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">gameObject</span>: <span class="tsd-signature-type">GameObject</span></span><div class="tsd-comment tsd-typography"><p>The Game Object being rendered or added to the batch.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">frame</span>: <span class="tsd-signature-type">Frame</span></span><div class="tsd-comment tsd-typography"><p>Optional frame to use. Can override that of the Game Object.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">number</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setGameObject</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96236</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setMatrix2fv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Matrix2fv</span><a href="#setMatrix2fv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setMatrix2fv.setMatrix2fv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Matrix2fv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">transpose</span>, <span class="tsd-kind-parameter">matrix</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#setMatrix2fv.setMatrix2fv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a matrix 2fv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">transpose</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Whether to transpose the matrix. Should be <code>false</code>.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">matrix</span>: <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol">[]</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The new values for the <code>mat2</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setMatrix2fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96900</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setMatrix3fv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Matrix3fv</span><a href="#setMatrix3fv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setMatrix3fv.setMatrix3fv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Matrix3fv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">transpose</span>, <span class="tsd-kind-parameter">matrix</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#setMatrix3fv.setMatrix3fv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a matrix 3fv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">transpose</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Whether to transpose the matrix. Should be <code>false</code>.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">matrix</span>: <span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The new values for the <code>mat3</code> uniform.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setMatrix3fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96915</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setMatrix4fv" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Matrix4fv</span><a href="#setMatrix4fv" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setMatrix4fv.setMatrix4fv-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Matrix4fv</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">transpose</span>, <span class="tsd-kind-parameter">matrix</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#setMatrix4fv.setMatrix4fv-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets a matrix 4fv uniform value based on the given name on the currently set shader.</p>
|
|
<p>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 <code>create</code> or <code>update</code> method. However, when working within a Shader file
|
|
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
|
|
being set.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">transpose</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Whether to transpose the matrix. Should be <code>false</code>.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">matrix</span>: <span class="tsd-signature-type">Float32Array</span></span><div class="tsd-comment tsd-typography"><p>The matrix data. If using a Matrix4 this should be the <code>Matrix4.val</code> property.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setMatrix4fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96930</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setProjectionMatrix" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Projection<wbr/>Matrix</span><a href="#setProjectionMatrix" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setProjectionMatrix.setProjectionMatrix-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Projection<wbr/>Matrix</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">width</span>, <span class="tsd-kind-parameter">height</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#setProjectionMatrix.setProjectionMatrix-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Adjusts this pipelines ortho Projection Matrix to use the given dimensions
|
|
and resets the <code>uProjectionMatrix</code> uniform on all bound shaders.</p>
|
|
<p>This method is called automatically by the renderer during its resize handler.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">width</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new width of this WebGL Pipeline.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><span class="tsd-kind-parameter">height</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>The new height of this WebGL Pipeline.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setProjectionMatrix</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96271</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setShader" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Shader</span><a href="#setShader" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setShader.setShader-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Shader</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">shader</span>, <span class="tsd-kind-parameter">setAttributes</span><span class="tsd-signature-symbol">?</span>, <span class="tsd-kind-parameter">vertexBuffer</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#setShader.setShader-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets the currently active shader within this pipeline.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set as being current.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">setAttributes</span>: <span class="tsd-signature-type">boolean</span></span><div class="tsd-comment tsd-typography"><p>Should the vertex attribute pointers be set? Default false.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">vertexBuffer</span>: <span class="tsd-signature-type">WebGLBufferWrapper</span></span><div class="tsd-comment tsd-typography"><p>The vertex buffer to be set before the shader is bound. Defaults to the one owned by this pipeline.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setShader</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96180</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setShadersFromConfig" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Shaders<wbr/>From<wbr/>Config</span><a href="#setShadersFromConfig" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setShadersFromConfig.setShadersFromConfig-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Shaders<wbr/>From<wbr/>Config</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">config</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#setShadersFromConfig.setShadersFromConfig-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Destroys all shaders currently set in the <code>WebGLPipeline.shaders</code> array and then parses the given
|
|
<code>config</code> object, extracting the shaders from it, creating <code>WebGLShader</code> instances and finally
|
|
setting them into the <code>shaders</code> array of this pipeline.</p>
|
|
<p>This is a destructive process. Be very careful when you call it, should you need to.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">config</span>: <span class="tsd-signature-type">WebGLPipelineConfig</span></span><div class="tsd-comment tsd-typography"><p>The configuration object for this WebGL Pipeline.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setShadersFromConfig</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96196</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setTexture2D" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Texture2D</span><a href="#setTexture2D" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setTexture2D.setTexture2D-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Texture2D</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">texture</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">number</span><a href="#setTexture2D.setTexture2D-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets the texture to be bound to the next available texture unit and returns
|
|
the unit id.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">texture</span>: <span class="tsd-signature-type">WebGLTextureWrapper</span></span><div class="tsd-comment tsd-typography"><p>Texture that will be assigned to the current batch. If not given uses <code>whiteTexture</code>.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">number</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setTexture2D</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96611</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setTime" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Time</span><a href="#setTime" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setTime.setTime-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Time</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">name</span>, <span class="tsd-kind-parameter">shader</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">this</span><a href="#setTime.setTime-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Sets the current duration into a 1f uniform value based on the given name.</p>
|
|
<p>This can be used for mapping time uniform values, such as <code>iTime</code>.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><span class="tsd-kind-parameter">name</span>: <span class="tsd-signature-type">string</span></span><div class="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">shader</span>: <span class="tsd-signature-type">WebGLShader</span></span><div class="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">this</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setTime</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96635</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="setVertexBuffer" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>set<wbr/>Vertex<wbr/>Buffer</span><a href="#setVertexBuffer" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="setVertexBuffer.setVertexBuffer-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">set<wbr/>Vertex<wbr/>Buffer</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">buffer</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span><a href="#setVertexBuffer.setVertexBuffer-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Binds the vertex buffer to be the active ARRAY_BUFFER on the WebGL context.</p>
|
|
<p>It first checks to see if it's already set as the active buffer and only
|
|
binds itself if not.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">buffer</span>: <span class="tsd-signature-type">WebGLBufferWrapper</span></span><div class="tsd-comment tsd-typography"><p>The Vertex Buffer to be bound. Defaults to the one owned by this pipeline.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.setVertexBuffer</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96321</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="shouldFlush" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>should<wbr/>Flush</span><a href="#shouldFlush" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="shouldFlush.shouldFlush-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">should<wbr/>Flush</span><span class="tsd-signature-symbol">(</span><span class="tsd-kind-parameter">amount</span><span class="tsd-signature-symbol">?</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span><a href="#shouldFlush.shouldFlush-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Check if the current batch of vertices is full.</p>
|
|
<p>You can optionally provide an <code>amount</code> parameter. If given, it will check if the batch
|
|
needs to flush <em>if</em> the <code>amount</code> is added to it. This allows you to test if you should
|
|
flush before populating the batch.</p>
|
|
</div><div class="tsd-parameters"><h4 class="tsd-parameters-title">Parameters</h4><ul class="tsd-parameter-list"><li><span><code class="tsd-tag ts-flagOptional">Optional</code> <span class="tsd-kind-parameter">amount</span>: <span class="tsd-signature-type">number</span></span><div class="tsd-comment tsd-typography"><p>Will the batch need to flush if this many vertices are added to it? Default 0.</p>
|
|
</div><div class="tsd-comment tsd-typography"></div></li></ul></div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.shouldFlush</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96246</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="shutdown" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>shutdown</span><a href="#shutdown" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="shutdown.shutdown-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">shutdown</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#shutdown.shutdown-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Removes all listeners.</p>
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|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.shutdown</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9906</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="unbind" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>unbind</span><a href="#unbind" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="unbind.unbind-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">unbind</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#unbind.unbind-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>This method is called every time the Pipeline Manager deactivates this pipeline, swapping from
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it to another one. This happens after a call to <code>flush</code> and before the new pipeline is bound.</p>
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|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.unbind</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96365</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="updateProjectionMatrix" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>update<wbr/>Projection<wbr/>Matrix</span><a href="#updateProjectionMatrix" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="updateProjectionMatrix.updateProjectionMatrix-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">update<wbr/>Projection<wbr/>Matrix</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span><a href="#updateProjectionMatrix.updateProjectionMatrix-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Adjusts this pipelines ortho Projection Matrix to match that of the global
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WebGL Renderer Projection Matrix.</p>
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<p>This method is called automatically by the Pipeline Manager when this
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|
pipeline is set.</p>
|
|
</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.updateProjectionMatrix</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96288</li></ul></aside></li></ul></section><section class="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><a id="vertexAvailable" class="tsd-anchor"></a><h3 class="tsd-anchor-link"><span>vertex<wbr/>Available</span><a href="#vertexAvailable" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ul class="tsd-signatures tsd-is-inherited tsd-is-external"><li class="tsd-signature tsd-anchor-link"><a id="vertexAvailable.vertexAvailable-1" class="tsd-anchor"></a><span class="tsd-kind-call-signature">vertex<wbr/>Available</span><span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">number</span><a href="#vertexAvailable.vertexAvailable-1" aria-label="Permalink" class="tsd-anchor-icon"><svg viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-anchor"></use></svg></a></li><li class="tsd-description"><div class="tsd-comment tsd-typography"><p>Returns the number of vertices that can be added to the current batch before
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it will trigger a flush to happen.</p>
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</div><h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">number</span></h4><div class="tsd-comment tsd-typography"></div><aside class="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.PostFXPipeline.vertexAvailable</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96252</li></ul></aside></li></ul></section></section></div><div class="col-sidebar"><div class="page-menu"><div class="tsd-navigation settings"><details class="tsd-index-accordion"><summary class="tsd-accordion-summary"><h3><svg width="20" height="20" viewBox="0 0 24 24" fill="none"><use href="../assets/icons.svg#icon-chevronDown"></use></svg>Settings</h3></summary><div class="tsd-accordion-details"><div class="tsd-filter-visibility"><h4 class="uppercase">Member Visibility</h4><form><ul id="tsd-filter-options"><li class="tsd-filter-item"><label class="tsd-filter-input"><input type="checkbox" id="tsd-filter-protected" name="protected"/><svg width="32" height="32" viewBox="0 0 32 32" aria-hidden="true"><rect class="tsd-checkbox-background" width="30" height="30" x="1" y="1" rx="6" fill="none"></rect><path class="tsd-checkbox-checkmark" d="M8.35422 16.8214L13.2143 21.75L24.6458 10.25" stroke="none" stroke-width="3.5" stroke-linejoin="round" fill="none"></path></svg><span>Protected</span></label></li><li class="tsd-filter-item"><label class="tsd-filter-input"><input type="checkbox" id="tsd-filter-private" name="private"/><svg width="32" height="32" viewBox="0 0 32 32" aria-hidden="true"><rect class="tsd-checkbox-background" width="30" height="30" x="1" y="1" rx="6" fill="none"></rect><path class="tsd-checkbox-checkmark" d="M8.35422 16.8214L13.2143 21.75L24.6458 10.25" stroke="none" stroke-width="3.5" stroke-linejoin="round" fill="none"></path></svg><span>Private</span></label></li><li class="tsd-filter-item"><label class="tsd-filter-input"><input type="checkbox" id="tsd-filter-inherited" name="inherited" checked/><svg width="32" height="32" viewBox="0 0 32 32" aria-hidden="true"><rect class="tsd-checkbox-background" width="30" height="30" x="1" y="1" rx="6" fill="none"></rect><path class="tsd-checkbox-checkmark" d="M8.35422 16.8214L13.2143 21.75L24.6458 10.25" stroke="none" stroke-width="3.5" stroke-linejoin="round" fill="none"></path></svg><span>Inherited</span></label></li><li class="tsd-filter-item"><label class="tsd-filter-input"><input type="checkbox" id="tsd-filter-external" name="external"/><svg width="32" height="32" viewBox="0 0 32 32" aria-hidden="true"><rect class="tsd-checkbox-background" width="30" height="30" x="1" y="1" rx="6" fill="none"></rect><path class="tsd-checkbox-checkmark" d="M8.35422 16.8214L13.2143 21.75L24.6458 10.25" stroke="none" stroke-width="3.5" stroke-linejoin="round" fill="none"></path></svg><span>External</span></label></li></ul></form></div><div class="tsd-theme-toggle"><h4 class="uppercase">Theme</h4><select id="tsd-theme"><option value="os">OS</option><option value="light">Light</option><option value="dark">Dark</option></select></div></div></details></div><details open class="tsd-index-accordion tsd-page-navigation"><summary class="tsd-accordion-summary"><h3><svg width="20" height="20" viewBox="0 0 24 24" fill="none"><use href="../assets/icons.svg#icon-chevronDown"></use></svg>On This Page</h3></summary><div class="tsd-accordion-details"><a href="#constructor" class=""><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-512"></use></svg><span>constructor</span></a><a href="#active" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>active</span></a><a href="#activeBuffer" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>active<wbr/>Buffer</span></a><a href="#activeTextures" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>active<wbr/>Textures</span></a><a href="#batch" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>batch</span></a><a href="#bytes" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>bytes</span></a><a href="#colorMatrix" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>color<wbr/>Matrix</span></a><a href="#config" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>config</span></a><a href="#controller" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>controller</span></a><a href="#currentBatch" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>current<wbr/>Batch</span></a><a href="#currentRenderTarget" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>current<wbr/>Render<wbr/>Target</span></a><a href="#currentShader" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>current<wbr/>Shader</span></a><a href="#currentTexture" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>current<wbr/>Texture</span></a><a href="#currentUnit" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>current<wbr/>Unit</span></a><a href="#forceZero" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>force<wbr/>Zero</span></a><a href="#fullFrame1" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>full<wbr/>Frame1</span></a><a href="#fullFrame2" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>full<wbr/>Frame2</span></a><a href="#game" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>game</span></a><a href="#gameObject" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>game<wbr/>Object</span></a><a href="#gl" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>gl</span></a><a href="#glReset" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>gl<wbr/>Reset</span></a><a href="#halfFrame1" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>half<wbr/>Frame1</span></a><a href="#halfFrame2" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>half<wbr/>Frame2</span></a><a href="#hasBooted" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>has<wbr/>Booted</span></a><a href="#height" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>height</span></a><a href="#isPostFX" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>is<wbr/>PostFX</span></a><a href="#isPreFX" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>is<wbr/>PreFX</span></a><a href="#manager" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>manager</span></a><a href="#name" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>name</span></a><a href="#projectionHeight" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>projection<wbr/>Height</span></a><a href="#projectionMatrix" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>projection<wbr/>Matrix</span></a><a href="#projectionWidth" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>projection<wbr/>Width</span></a><a href="#renderTargets" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>render<wbr/>Targets</span></a><a href="#renderer" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>renderer</span></a><a href="#resizeUniform" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>resize<wbr/>Uniform</span></a><a href="#shaders" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>shaders</span></a><a href="#topology" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>topology</span></a><a href="#vertexBuffer" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>vertex<wbr/>Buffer</span></a><a href="#vertexCapacity" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>vertex<wbr/>Capacity</span></a><a href="#vertexCount" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>vertex<wbr/>Count</span></a><a href="#vertexData" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>vertex<wbr/>Data</span></a><a href="#vertexViewF32" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>vertex<wbr/>View<wbr/>F32</span></a><a href="#vertexViewU32" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>vertex<wbr/>View<wbr/>U32</span></a><a href="#view" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>view</span></a><a href="#width" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1024"></use></svg><span>width</span></a><a href="#addListener" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>add<wbr/>Listener</span></a><a href="#addTextureToBatch" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>add<wbr/>Texture<wbr/>To<wbr/>Batch</span></a><a href="#batchQuad" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>batch<wbr/>Quad</span></a><a href="#batchTri" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>batch<wbr/>Tri</span></a><a href="#batchVert" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>batch<wbr/>Vert</span></a><a href="#bind" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>bind</span></a><a href="#bindAndDraw" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>bind<wbr/>And<wbr/>Draw</span></a><a href="#bindRenderTarget" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>bind<wbr/>Render<wbr/>Target</span></a><a href="#bindTexture" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>bind<wbr/>Texture</span></a><a href="#blendFrames" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>blend<wbr/>Frames</span></a><a href="#blendFramesAdditive" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>blend<wbr/>Frames<wbr/>Additive</span></a><a href="#blitFrame" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>blit<wbr/>Frame</span></a><a href="#boot" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>boot</span></a><a href="#bootFX" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>bootFX</span></a><a href="#clearFrame" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>clear<wbr/>Frame</span></a><a href="#copyFrame" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>copy<wbr/>Frame</span></a><a href="#copyFrameRect" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>copy<wbr/>Frame<wbr/>Rect</span></a><a href="#copySprite" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>copy<wbr/>Sprite</span></a><a href="#copyToGame" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>copy<wbr/>To<wbr/>Game</span></a><a href="#createBatch" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>create<wbr/>Batch</span></a><a href="#destroy" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>destroy</span></a><a href="#drawFillRect" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>draw<wbr/>Fill<wbr/>Rect</span></a><a href="#drawFrame" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>draw<wbr/>Frame</span></a><a href="#emit" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>emit</span></a><a href="#eventNames" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>event<wbr/>Names</span></a><a href="#flipProjectionMatrix" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>flip<wbr/>Projection<wbr/>Matrix</span></a><a href="#flush" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>flush</span></a><a href="#getController" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>get<wbr/>Controller</span></a><a href="#getShaderByName" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>get<wbr/>Shader<wbr/>By<wbr/>Name</span></a><a href="#listenerCount" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>listener<wbr/>Count</span></a><a href="#listeners" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>listeners</span></a><a href="#off" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>off</span></a><a href="#on" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on</span></a><a href="#onActive" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Active</span></a><a href="#onAfterFlush" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>After<wbr/>Flush</span></a><a href="#onBatch" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Batch</span></a><a href="#onBeforeFlush" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Before<wbr/>Flush</span></a><a href="#onBind" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Bind</span></a><a href="#onBoot" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Boot</span></a><a href="#onDraw" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Draw</span></a><a href="#onPostBatch" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Post<wbr/>Batch</span></a><a href="#onPostRender" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Post<wbr/>Render</span></a><a href="#onPreBatch" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Pre<wbr/>Batch</span></a><a href="#onPreRender" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Pre<wbr/>Render</span></a><a href="#onRebind" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Rebind</span></a><a href="#onRender" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Render</span></a><a href="#onResize" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>on<wbr/>Resize</span></a><a href="#once" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>once</span></a><a href="#postBatch" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>post<wbr/>Batch</span></a><a href="#preBatch" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>pre<wbr/>Batch</span></a><a href="#pushBatch" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>push<wbr/>Batch</span></a><a href="#rebind" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>rebind</span></a><a href="#removeAllListeners" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>remove<wbr/>All<wbr/>Listeners</span></a><a href="#removeListener" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>remove<wbr/>Listener</span></a><a href="#resize" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>resize</span></a><a href="#restoreContext" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>restore<wbr/>Context</span></a><a href="#set1f" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set1f</span></a><a href="#set1fv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set1fv</span></a><a href="#set1i" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set1i</span></a><a href="#set1iv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set1iv</span></a><a href="#set2f" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set2f</span></a><a href="#set2fv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set2fv</span></a><a href="#set2i" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set2i</span></a><a href="#set2iv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set2iv</span></a><a href="#set3f" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set3f</span></a><a href="#set3fv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set3fv</span></a><a href="#set3i" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set3i</span></a><a href="#set3iv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set3iv</span></a><a href="#set4f" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set4f</span></a><a href="#set4fv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set4fv</span></a><a href="#set4i" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set4i</span></a><a href="#set4iv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set4iv</span></a><a href="#setBoolean" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Boolean</span></a><a href="#setGameObject" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Game<wbr/>Object</span></a><a href="#setMatrix2fv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Matrix2fv</span></a><a href="#setMatrix3fv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Matrix3fv</span></a><a href="#setMatrix4fv" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Matrix4fv</span></a><a href="#setProjectionMatrix" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Projection<wbr/>Matrix</span></a><a href="#setShader" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Shader</span></a><a href="#setShadersFromConfig" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Shaders<wbr/>From<wbr/>Config</span></a><a href="#setTexture2D" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Texture2D</span></a><a href="#setTime" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Time</span></a><a href="#setVertexBuffer" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>set<wbr/>Vertex<wbr/>Buffer</span></a><a href="#shouldFlush" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>should<wbr/>Flush</span></a><a href="#shutdown" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>shutdown</span></a><a href="#unbind" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>unbind</span></a><a href="#updateProjectionMatrix" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>update<wbr/>Projection<wbr/>Matrix</span></a><a href="#vertexAvailable" class="tsd-is-inherited tsd-is-external"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-2048"></use></svg><span>vertex<wbr/>Available</span></a></div></details></div><div class="site-menu"><nav class="tsd-navigation"><a href="../index.html"><svg class="tsd-kind-icon" viewBox="0 0 24 24"><use href="../assets/icons.svg#icon-1"></use></svg><span>pokemon-rogue-battle</span></a><ul 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