Class: LightPipeline

Phaser.Renderer.WebGL.Pipelines. LightPipeline

The Light Pipeline is an extension of the Multi Pipeline and uses a custom shader designed to handle forward diffused rendering of 2D lights in a Scene.

The shader works in tandem with Light Game Objects, and optionally texture normal maps, to provide an ambient illumination effect.

If you wish to provide your own shader, you can use the %LIGHT_COUNT% declaration in the source, and it will be automatically replaced at run-time with the total number of configured lights.

The maximum number of lights can be set in the Render Config maxLights property and defaults to 10.

Prior to Phaser v3.50 this pipeline was called the ForwardDiffuseLightPipeline.

The fragment shader it uses can be found in shaders/src/Light.frag. The vertex shader it uses can be found in shaders/src/Multi.vert.

The default shader attributes for this pipeline are:

inPosition (vec2, offset 0) inTexCoord (vec2, offset 8) inTexId (float, offset 16) inTintEffect (float, offset 20) inTint (vec4, offset 24, normalized)

The default shader uniforms for this pipeline are those from the Multi Pipeline, plus:

uMainSampler (sampler2D) uNormSampler (sampler2D) uCamera (vec4) uResolution (vec2) uAmbientLightColor (vec3) uInverseRotationMatrix (mat3) uLights (Light struct)


new LightPipeline(config)

Parameters:
Name Type Description
config Phaser.Types.Renderer.WebGL.WebGLPipelineConfig

The configuration options for this pipeline.

Since: 3.50.0
Source: src/renderer/webgl/pipelines/LightPipeline.js (Line 18)

Extends

Members


active :boolean

Indicates if the current pipeline is active, or not.

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

Type:
  • boolean
Since: 3.10.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 225)

bytes :Uint8Array

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

Type:
  • Uint8Array
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 198)

config :Phaser.Types.Renderer.WebGL.WebGLPipelineConfig

The configuration object that was used to create this pipeline.

Treat this object as 'read only', because changing it post-creation will not impact this pipeline in any way. However, it is used internally for cloning and post-boot set-up.

Type:
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 353)

currentRenderTarget :Phaser.Renderer.WebGL.RenderTarget

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

Type:
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 290)

currentShader :Phaser.Renderer.WebGL.WebGLShader

A reference to the currently bound WebGLShader instance from the WebGLPipeline.shaders array.

For lots of pipelines, this is the only shader, so it is a quick way to reference it without an array look-up.

Type:
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 314)

currentUnit :number

Holds the most recently assigned texture unit.

Treat this value as read-only.

Type:
  • number
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 236)

defaultNormalMap :object

Stores a default normal map, which is an object with a glTexture property that maps to a 1x1 texture of the color #7f7fff created in the boot method.

Type:
  • object
Since: 3.50.0
Source: src/renderer/webgl/pipelines/LightPipeline.js (Line 102)

forceZero :boolean

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

This property should be set when that is the case.

Type:
  • boolean
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 247)

game :Phaser.Game

The Phaser Game instance to which this pipeline is bound.

Type:
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 74)

gl :WebGLRenderingContext

The WebGL context this WebGL Pipeline uses.

Type:
  • WebGLRenderingContext
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 104)

<readonly> hasBooted :boolean

Indicates if this pipeline has booted or not.

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

Type:
  • boolean
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 258)

height :number

Height of the current viewport.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 131)

<readonly> isPostFX :boolean

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

Type:
  • boolean
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 271)

<nullable> manager :Phaser.Renderer.WebGL.PipelineManager

A reference to the WebGL Pipeline Manager.

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

Type:
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 92)

name :string

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

Type:
  • string
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 65)

projectionHeight :number

The cached height of the Projection matrix.

Type:
  • number
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 344)

projectionMatrix :Phaser.Math.Matrix4

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

Type:
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 326)

projectionWidth :number

The cached width of the Projection matrix.

Type:
  • number
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 335)

renderer :Phaser.Renderer.WebGL.WebGLRenderer

The WebGL Renderer instance to which this pipeline is bound.

Type:
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 83)

renderTargets :Array.<Phaser.Renderer.WebGL.RenderTarget>

An array of RenderTarget instances that belong to this pipeline.

Type:
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 281)

shaders :Array.<Phaser.Renderer.WebGL.WebGLShader>

An array of all the WebGLShader instances that belong to this pipeline.

Shaders manage their own attributes and uniforms, but share the same vertex data buffer, which belongs to this pipeline.

Shaders are set in a call to the setShadersFromConfig method, which happens automatically, but can also be called at any point in your game. See the method documentation for details.

Type:
Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 299)

topology :GLenum

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

Defaults to GL_TRIANGLES if not otherwise set in the config.

Type:
  • GLenum
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 187)

<readonly> vertexBuffer :WebGLBuffer

The WebGLBuffer that holds the vertex data.

Created from the vertexData ArrayBuffer. If vertices are set in the config, a STATIC_DRAW buffer is created. If not, a DYNAMIC_DRAW buffer is created.

Type:
  • WebGLBuffer
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 174)

vertexCapacity :number

The total number of vertices that this pipeline batch can hold before it will flush.

This defaults to renderer batchSize * 6, where batchSize is defined in the Renderer Game Config.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 150)

vertexCount :number

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

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/renderer/webgl/WebGLPipeline.js (Line 140)

<readonly> vertexData :ArrayBuffer

Raw byte buffer of vertices.

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

Type:
  • ArrayBuffer
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 161)

vertexViewF32 :Float32Array

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

Type:
  • Float32Array
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 207)

vertexViewU32 :Uint32Array

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

Type:
  • Uint32Array
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 216)

view :HTMLCanvasElement

The canvas which this WebGL Pipeline renders to.

Type:
  • HTMLCanvasElement
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 113)

width :number

Width of the current viewport.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 122)

Methods


addListener(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 111)
Returns:

this.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

batchQuad(gameObject, x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect [, texture] [, unit])

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

Assumes 6 vertices in the following arrangement:

0----3
|\  B|
| \  |
|  \ |
| A \|
|    \
1----2

Where tx0/ty0 = 0, tx1/ty1 = 1, tx2/ty2 = 2 and tx3/ty3 = 3

Parameters:
Name Type Argument Default Description
gameObject Phaser.GameObjects.GameObject | null

The Game Object, if any, drawing this quad.

x0 number

The top-left x position.

y0 number

The top-left y position.

x1 number

The bottom-left x position.

y1 number

The bottom-left y position.

x2 number

The bottom-right x position.

y2 number

The bottom-right y position.

x3 number

The top-right x position.

y3 number

The top-right y position.

u0 number

UV u0 value.

v0 number

UV v0 value.

u1 number

UV u1 value.

v1 number

UV v1 value.

tintTL number

The top-left tint color value.

tintTR number

The top-right tint color value.

tintBL number

The bottom-left tint color value.

tintBR number

The bottom-right tint color value.

tintEffect number | boolean

The tint effect for the shader to use.

texture WebGLTexture <optional>

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

unit number <optional>
0

Texture unit to which the texture needs to be bound.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1261)
Returns:

true if this method caused the batch to flush, otherwise false.

Type
boolean

batchSprite(gameObject, camera [, parentTransformMatrix])

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

Parameters:
Name Type Argument Description
gameObject Phaser.GameObjects.Image | Phaser.GameObjects.Sprite

The texture based Game Object to add to the batch.

camera Phaser.Cameras.Scene2D.Camera

The Camera to use for the rendering transform.

parentTransformMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

The transform matrix of the parent container, if set.

Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/pipelines/MultiPipeline.js (Line 154)

batchTexture(gameObject, texture, textureWidth, textureHeight, srcX, srcY, srcWidth, srcHeight, scaleX, scaleY, rotation, flipX, flipY, scrollFactorX, scrollFactorY, displayOriginX, displayOriginY, frameX, frameY, frameWidth, frameHeight, tintTL, tintTR, tintBL, tintBR, tintEffect, uOffset, vOffset, camera, parentTransformMatrix [, skipFlip] [, textureUnit])

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

Parameters:
Name Type Argument Default Description
gameObject Phaser.GameObjects.GameObject

Source GameObject.

texture WebGLTexture

Raw WebGLTexture associated with the quad.

textureWidth number

Real texture width.

textureHeight number

Real texture height.

srcX number

X coordinate of the quad.

srcY number

Y coordinate of the quad.

srcWidth number

Width of the quad.

srcHeight number

Height of the quad.

scaleX number

X component of scale.

scaleY number

Y component of scale.

rotation number

Rotation of the quad.

flipX boolean

Indicates if the quad is horizontally flipped.

flipY boolean

Indicates if the quad is vertically flipped.

scrollFactorX number

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

scrollFactorY number

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

displayOriginX number

Horizontal origin in pixels.

displayOriginY number

Vertical origin in pixels.

frameX number

X coordinate of the texture frame.

frameY number

Y coordinate of the texture frame.

frameWidth number

Width of the texture frame.

frameHeight number

Height of the texture frame.

tintTL number

Tint for top left.

tintTR number

Tint for top right.

tintBL number

Tint for bottom left.

tintBR number

Tint for bottom right.

tintEffect number

The tint effect.

uOffset number

Horizontal offset on texture coordinate.

vOffset number

Vertical offset on texture coordinate.

camera Phaser.Cameras.Scene2D.Camera

Current used camera.

parentTransformMatrix Phaser.GameObjects.Components.TransformMatrix

Parent container.

skipFlip boolean <optional>
false

Skip the renderTexture check.

textureUnit number <optional>

Use the currently bound texture unit?

Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/pipelines/MultiPipeline.js (Line 301)

batchTextureFrame(frame, x, y, tint, alpha, transformMatrix [, parentTransformMatrix])

Adds a Texture Frame into the batch for rendering.

Parameters:
Name Type Argument Description
frame Phaser.Textures.Frame

The Texture Frame to be rendered.

x number

The horizontal position to render the texture at.

y number

The vertical position to render the texture at.

tint number

The tint color.

alpha number

The alpha value.

transformMatrix Phaser.GameObjects.Components.TransformMatrix

The Transform Matrix to use for the texture.

parentTransformMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

A parent Transform Matrix.

Since: 3.12.0
Inherited From:
Source: src/renderer/webgl/pipelines/MultiPipeline.js (Line 486)

batchTri(gameObject, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintEffect [, texture] [, unit])

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

Assumes 3 vertices in the following arrangement:

0
|\
| \
|  \
|   \
|    \
1-----2
Parameters:
Name Type Argument Default Description
gameObject Phaser.GameObjects.GameObject | null

The Game Object, if any, drawing this quad.

x1 number

The bottom-left x position.

y1 number

The bottom-left y position.

x2 number

The bottom-right x position.

y2 number

The bottom-right y position.

x3 number

The top-right x position.

y3 number

The top-right y position.

u0 number

UV u0 value.

v0 number

UV v0 value.

u1 number

UV u1 value.

v1 number

UV v1 value.

tintTL number

The top-left tint color value.

tintTR number

The top-right tint color value.

tintBL number

The bottom-left tint color value.

tintEffect number | boolean

The tint effect for the shader to use.

texture WebGLTexture <optional>

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

unit number <optional>
0

Texture unit to which the texture needs to be bound.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1331)
Returns:

true if this method caused the batch to flush, otherwise false.

Type
boolean

batchVert(x, y, u, v, unit, tintEffect, tint)

Adds a single vertex to the current vertex buffer and increments the vertexCount property by 1.

This method is called directly by batchTri and batchQuad.

It does not perform any batch limit checking itself, so if you need to call this method directly, do so in the same way that batchQuad does, for example.

Parameters:
Name Type Description
x number

The vertex x position.

y number

The vertex y position.

u number

UV u value.

v number

UV v value.

unit number

Texture unit to which the texture needs to be bound.

tintEffect number | boolean

The tint effect for the shader to use.

tint number

The tint color value.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1223)

bind()

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/pipelines/MultiPipeline.js (Line 137)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

bindRenderTarget( [target] [, unit])

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

Parameters:
Name Type Argument Default Description
target Phaser.Renderer.WebGL.RenderTarget <optional>

The Render Target to activate and bind.

unit number <optional>
0

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1487)
Returns:

This WebGL Pipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

bindTexture( [target] [, unit])

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

Parameters:
Name Type Argument Default Description
target WebGLTexture <optional>

The WebGLTexture to activate and bind.

unit number <optional>
0

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1463)
Returns:

This WebGL Pipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

boot()

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

By this stage all Game level systems are now in place and you can perform any final tasks that the pipeline may need that relied on game systems such as the Texture Manager.

Since: 3.11.0
Overrides:
Source: src/renderer/webgl/pipelines/LightPipeline.js (Line 113)

destroy()

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

Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 2051)
Fires:
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

drawFillRect(x, y, width, height, color, alpha [, texture] [, flipUV])

Pushes a filled rectangle into the vertex batch.

The dimensions are run through Math.floor before the quad is generated.

Rectangle has no transform values and isn't transformed into the local space.

Used for directly batching untransformed rectangles, such as Camera background colors.

Parameters:
Name Type Argument Default Description
x number

Horizontal top left coordinate of the rectangle.

y number

Vertical top left coordinate of the rectangle.

width number

Width of the rectangle.

height number

Height of the rectangle.

color number

Color of the rectangle to draw.

alpha number

Alpha value of the rectangle to draw.

texture WebGLTexture <optional>

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

flipUV boolean <optional>
true

Flip the vertical UV coordinates of the texture before rendering?

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1393)

emit(event [, args])

Calls each of the listeners registered for a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

args * <optional>
<repeatable>

Additional arguments that will be passed to the event handler.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 86)
Returns:

true if the event had listeners, else false.

Type
boolean

eventNames()

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

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 55)
Returns:
Type
Array.<(string|symbol)>

flush( [isPostFlush])

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

Parameters:
Name Type Argument Default Description
isPostFlush boolean <optional>
false

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

Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 985)
Fires:
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

getNormalMap( [gameObject])

Returns the normal map WebGLTexture from the given Game Object. If the Game Object doesn't have one, it returns the default normal map from this pipeline instead.

Parameters:
Name Type Argument Description
gameObject Phaser.GameObjects.GameObject <optional>

The Game Object to get the normal map from.

Since: 3.50.0
Source: src/renderer/webgl/pipelines/LightPipeline.js (Line 318)
Returns:

The normal map texture.

Type
WebGLTexture

getShaderByName(name)

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

Parameters:
Name Type Description
name string

The index of the shader to set.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 557)
Returns:

The WebGLShader instance, if found.

Type
Phaser.Renderer.WebGL.WebGLShader

listenerCount(event)

Return the number of listeners listening to a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 75)
Returns:

The number of listeners.

Type
number

listeners(event)

Return the listeners registered for a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 64)
Returns:

The registered listeners.

Type
Array.<function()>

off(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 151)
Returns:

this.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

on(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 98)
Returns:

this.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

onActive(currentShader)

By default this is an empty method hook that you can override and use in your own custom pipelines.

This method is called every time the Pipeline Manager makes this the active pipeline. It is called at the end of the WebGLPipeline.bind method, after the current shader has been set. The current shader is passed to this hook.

For example, if a display list has 3 Sprites in it that all use the same pipeline, this hook will only be called for the first one, as the 2nd and 3rd Sprites do not cause the pipeline to be changed.

If you need to listen for that event instead, use the onBind hook.

Parameters:
Name Type Description
currentShader Phaser.Renderer.WebGL.WebGLShader

The shader that was set as current.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1037)

onAfterFlush( [isPostFlush])

By default this is an empty method hook that you can override and use in your own custom pipelines.

This method is called immediately after this pipeline has finished flushing its batch.

It is called after the gl.drawArrays call.

You can perform additional post-render effects, but be careful not to call flush on this pipeline from within this method, or you'll cause an infinite loop.

To apply changes pre-render, see onBeforeFlush.

Parameters:
Name Type Argument Default Description
isPostFlush boolean <optional>
false

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1202)

onBatch( [gameObject])

By default this is an empty method hook that you can override and use in your own custom pipelines.

This method is called every time the batchQuad or batchTri methods are called. If this was as a result of a Game Object, then the Game Object reference is passed to this hook too.

This hook is called after the quad (or tri) has been added to the batch, so you can safely call 'flush' from within this.

Note that Game Objects may call batchQuad or batchTri multiple times for a single draw, for example the Graphics Game Object.

Parameters:
Name Type Argument Description
gameObject Phaser.GameObjects.GameObject <optional>

The Game Object that invoked this pipeline, if any.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1091)

onBeforeFlush( [isPostFlush])

By default this is an empty method hook that you can override and use in your own custom pipelines.

This method is called every time this pipeline is asked to flush its batch.

It is called immediately before the gl.bufferData and gl.drawArrays calls are made, so you can perform any final pre-render modifications. To apply changes post-render, see onAfterFlush.

Parameters:
Name Type Argument Default Description
isPostFlush boolean <optional>
false

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1185)

onBind( [gameObject])

By default this is an empty method hook that you can override and use in your own custom pipelines.

This method is called every time a Game Object asks the Pipeline Manager to use this pipeline, even if the pipeline is already active.

Unlike the onActive method, which is only called when the Pipeline Manager makes this pipeline active, this hook is called for every Game Object that requests use of this pipeline, allowing you to perform per-object set-up, such as loading shader uniform data.

Parameters:
Name Type Argument Description
gameObject Phaser.GameObjects.GameObject <optional>

The Game Object that invoked this pipeline, if any.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1058)

onBoot()

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.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 493)

once(event, fn [, context])

Add a one-time listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 124)
Returns:

this.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

onDraw(renderTarget)

This method is only used by Post FX Pipelines and those that extend from them.

This method is called every time the postBatch method is called and is passed a reference to the current render target.

At the very least a Post FX Pipeline should call this.bindAndDraw(renderTarget), however, you can do as much additional processing as you like in this method if you override it from within your own pipelines.

Parameters:
Name Type Description
renderTarget Phaser.Renderer.WebGL.RenderTarget

The Render Target.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 951)

onPostBatch( [gameObject])

By default this is an empty method hook that you can override and use in your own custom pipelines.

This method is called immediately after a Game Object has been added to the batch.

Parameters:
Name Type Argument Description
gameObject Phaser.GameObjects.GameObject <optional>

The Game Object that invoked this pipeline, if any.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1126)

onPostRender()

By default this is an empty method hook that you can override and use in your own custom pipelines.

This method is called once per frame, after all rendering has happened and snapshots have been taken.

It is called at the very end of the rendering process, once all Cameras, for all Scenes, have been rendered.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1170)

onPreBatch( [gameObject])

By default this is an empty method hook that you can override and use in your own custom pipelines.

This method is called immediately before a Game Object is about to add itself to the batch.

Parameters:
Name Type Argument Description
gameObject Phaser.GameObjects.GameObject <optional>

The Game Object that invoked this pipeline, if any.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1112)

onPreRender()

By default this is an empty method hook that you can override and use in your own custom pipelines.

This method is called once per frame, right before anything has been rendered, but after the canvas has been cleared. If this pipeline has a render target, it will also have been cleared by this point.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1140)

onRebind()

By default this is an empty method hook that you can override and use in your own custom pipelines.

This method is called when the Pipeline Manager needs to rebind this pipeline. This happens after a pipeline has been cleared, usually when passing control over to a 3rd party WebGL library, like Spine, and then returing to Phaser again.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1077)

onResize(width, height)

This method is called once when this pipeline has finished being set-up at the end of the boot process. By the time this method is called, all of the shaders are ready and configured. It's also called if the renderer changes size.

Parameters:
Name Type Description
width number

The new width of this WebGL Pipeline.

height number

The new height of this WebGL Pipeline.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 505)

postBatch( [gameObject])

This method is called as a result of the WebGLPipeline.batchQuad method, right after a quad belonging to a Game Object has been added to the batch. When this is called, the renderer has just performed a flush.

It calls the onDraw hook followed by the onPostBatch hook, which can be used to perform additional Post FX Pipeline processing.

Parameters:
Name Type Argument Description
gameObject Phaser.GameObjects.GameObject | Phaser.Cameras.Scene2D.Camera <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 927)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

preBatch( [gameObject])

This method is called as a result of the WebGLPipeline.batchQuad method, right before a quad belonging to a Game Object is about to be added to the batch. When this is called, the renderer has just performed a flush. It will bind the current render target, if any are set and finally call the onPreBatch hook.

Parameters:
Name Type Argument Description
gameObject Phaser.GameObjects.GameObject | Phaser.Cameras.Scene2D.Camera <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 902)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

rebind()

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

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

Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 844)
Fires:
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

removeAllListeners( [event])

Remove all listeners, or those of the specified event.

Parameters:
Name Type Argument Description
event string | symbol <optional>

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 165)
Returns:

this.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

removeListener(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 137)
Returns:

this.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

resize(width, height)

Resizes the properties used to describe the viewport.

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

Parameters:
Name Type Description
width number

The new width of this WebGL Pipeline.

height number

The new height of this WebGL Pipeline.

Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 701)
Fires:
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set1f(name, x [, shader])

Sets a 1f uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

x number

The new value of the float uniform.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1523)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set1fv(name, arr [, shader])

Sets a 1fv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

arr Array.<number> | Float32Array

The new value to be used for the uniform variable.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1637)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set1i(name, x [, shader])

Sets a 1i uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

x number

The new value of the int uniform.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1853)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set1iv(name, arr [, shader])

Sets a 1iv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

arr Array.<number> | Float32Array

The new value to be used for the uniform variable.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1745)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set2f(name, x, y [, shader])

Sets a 2f uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

x number

The new X component of the vec2 uniform.

y number

The new Y component of the vec2 uniform.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1550)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set2fv(name, arr [, shader])

Sets a 2fv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

arr Array.<number> | Float32Array

The new value to be used for the uniform variable.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1664)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set2i(name, x, y [, shader])

Sets a 2i uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

x number

The new X component of the ivec2 uniform.

y number

The new Y component of the ivec2 uniform.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1880)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set2iv(name, arr [, shader])

Sets a 2iv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

arr Array.<number> | Float32Array

The new value to be used for the uniform variable.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1772)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set3f(name, x, y, z [, shader])

Sets a 3f uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

x number

The new X component of the vec3 uniform.

y number

The new Y component of the vec3 uniform.

z number

The new Z component of the vec3 uniform.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1578)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set3fv(name, arr [, shader])

Sets a 3fv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

arr Array.<number> | Float32Array

The new value to be used for the uniform variable.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1691)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set3i(name, x, y, z [, shader])

Sets a 3i uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

x number

The new X component of the ivec3 uniform.

y number

The new Y component of the ivec3 uniform.

z number

The new Z component of the ivec3 uniform.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1908)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set3iv(name, arr [, shader])

Sets a 3iv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

arr Array.<number> | Float32Array

The new value to be used for the uniform variable.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1799)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set4f(name, x, y, z, w [, shader])

Sets a 4f uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

x number

X component of the uniform

y number

Y component of the uniform

z number

Z component of the uniform

w number

W component of the uniform

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1607)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set4fv(name, arr [, shader])

Sets a 4fv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

arr Array.<number> | Float32Array

The new value to be used for the uniform variable.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1718)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set4i(name, x, y, z, w [, shader])

Sets a 4i uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

x number

X component of the uniform.

y number

Y component of the uniform.

z number

Z component of the uniform.

w number

W component of the uniform.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1937)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

set4iv(name, arr [, shader])

Sets a 4iv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

arr Array.<number> | Float32Array

The new value to be used for the uniform variable.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1826)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

setMatrix2fv(name, transpose, matrix [, shader])

Sets a matrix 2fv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

transpose boolean

Whether to transpose the matrix. Should be false.

matrix Array.<number> | Float32Array

The new values for the mat2 uniform.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1967)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

setMatrix3fv(name, transpose, matrix [, shader])

Sets a matrix 3fv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

transpose boolean

Whether to transpose the matrix. Should be false.

matrix Float32Array

The new values for the mat3 uniform.

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1995)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

setMatrix4fv(name, transpose, matrix [, shader])

Sets a matrix 4fv uniform value based on the given name on the currently set shader.

The current shader is bound, before the uniform is set, making it active within the WebGLRenderer. This means you can safely call this method from a location such as a Scene create or update method. However, when working within a Shader file directly, use the WebGLShader method equivalent instead, to avoid the program being set.

Parameters:
Name Type Argument Description
name string

The name of the uniform to set.

transpose boolean

Should the matrix be transpose

matrix Float32Array

Matrix data

shader Phaser.Renderer.WebGL.WebGLShader <optional>

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 2023)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

setNormalMapRotation(rotation)

Rotates the normal map vectors inversely by the given angle. Only works in 2D space.

Parameters:
Name Type Description
rotation number

The angle of rotation in radians.

Since: 3.16.0
Source: src/renderer/webgl/pipelines/LightPipeline.js (Line 205)

setProjectionMatrix(width, height)

Adjusts this pipelines ortho Projection Matrix to use the given dimensions and resets the uProjectionMatrix uniform on all bound shaders.

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

Parameters:
Name Type Description
width number

The new width of this WebGL Pipeline.

height number

The new height of this WebGL Pipeline.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 741)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

setShader(shader [, setAttributes])

Sets the currently active shader within this pipeline.

Parameters:
Name Type Argument Default Description
shader Phaser.Renderer.WebGL.WebGLShader

The shader to set as being current.

setAttributes boolean <optional>
false

Should the vertex attribute pointers be set?

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 521)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

setShadersFromConfig(config)

Destroys all shaders currently set in the WebGLPipeline.shaders array and then parses the given config object, extracting the shaders from it, creating WebGLShader instances and finally setting them into the shaders array of this pipeline.

This is a destructive process. Be very careful when you call it, should you need to.

Parameters:
Name Type Description
config Phaser.Types.Renderer.WebGL.WebGLPipelineConfig

The configuration object for this WebGL Pipeline.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 580)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

setTime(name)

Sets the current duration into a 1f uniform value based on the given name.

This can be used for mapping time uniform values, such as iTime.

Parameters:
Name Type Description
name string

The name of the uniform to set.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 1504)
Returns:

This WebGLPipeline instance.

Type
Phaser.Renderer.WebGL.Pipelines.LightPipeline

setVertexBuffer()

Binds the vertex buffer to be the active ARRAY_BUFFER on the WebGL context.

It first checks to see if it's already set as the active buffer and only binds itself if not.

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 876)
Returns:

true if the vertex buffer was bound, or false if it was already bound.

Type
boolean

shouldFlush( [amount])

Check if the current batch of vertices is full.

You can optionally provide an amount parameter. If given, it will check if the batch needs to flush if the amount is added to it. This allows you to test if you should flush before populating the batch.

Parameters:
Name Type Argument Default Description
amount number <optional>
0

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

Since: 3.0.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 680)
Returns:

true if the current batch should be flushed, otherwise false.

Type
boolean

shutdown()

Removes all listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 31)

unbind()

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 970)

updateProjectionMatrix()

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

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

Since: 3.50.0
Inherited From:
Source: src/renderer/webgl/WebGLPipeline.js (Line 789)