@latticexyz/phaserx / HueTintAndOutlineFXPipeline
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Class: HueTintAndOutlineFXPipeline
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Hierarchy
SpritePipeline
↳
HueTintAndOutlineFXPipeline
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Table of contents
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Constructors
constructor
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Properties
_outline _outlineColor _tintColor active activeBuffer activeTextures batch bytes config copyShader currentBatch currentRenderTarget currentShader currentTexture currentUnit drawSpriteShader forceZero fsTarget game gameShader gl glReset hasBooted height isPostFX isSpriteFX manager name projectionHeight projectionMatrix projectionWidth quadVertexBuffer quadVertexData quadVertexViewF32 renderTargets renderer shaders topology vertexBuffer vertexCapacity vertexCount vertexData vertexViewF32 vertexViewU32 view width KEY
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Methods
addListener addTextureToBatch batchQuad batchTri batchVert bind bindAndDraw bindRenderTarget bindTexture blendFrames blendFramesAdditive boot copySprite copyToGame createBatch destroy drawFillRect drawToGame emit eventNames flipProjectionMatrix flush getShaderByName listenerCount listeners off on onActive onAfterFlush onBatch onBeforeFlush onBind onBoot onCopySprite onDraw onDrawSprite onPostBatch onPostRender onPreBatch onPreRender onRebind onRender onResize once postBatch preBatch pushBatch rebind removeAllListeners removeListener resetUVs resize set1f set1fv set1i set1iv set2f set2fv set2i set2iv set3f set3fv set3i set3iv set4f set4fv set4i set4iv setBoolean setGameObject setMatrix2fv setMatrix3fv setMatrix4fv setProjectionMatrix setShader setShadersFromConfig setTargetUVs setTexture2D setTime setUVs setVertexBuffer shouldFlush shutdown unbind updateProjectionMatrix
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Constructors
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constructor
• new HueTintAndOutlineFXPipeline(game
)
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Parameters
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Overrides
SpritePipeline.constructor
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Defined in
packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:11
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Properties
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_outline
• Private
_outline: number
= 0
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Defined in
packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:8
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_outlineColor
• Private
_outlineColor: Color
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Defined in
packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:9
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_tintColor
• Private
_tintColor: Color
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Defined in
packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:6
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active
• active: boolean
Indicates if the current pipeline is active, or not.
Toggle this property to enable or disable a pipeline from rendering anything.
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Inherited from
SpritePipeline.active
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86724
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activeBuffer
• activeBuffer: WebGLBuffer
The currently active WebGLBuffer.
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Inherited from
SpritePipeline.activeBuffer
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86695
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activeTextures
• activeTextures: WebGLTexture
[]
The currently active WebGLTextures, used as part of the batch process.
Reset to empty as part of the bind method.
Treat this array as read-only.
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Inherited from
SpritePipeline.activeTextures
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86855
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batch
• batch: WebGLPipelineBatchEntry
[]
The temporary Pipeline batch. This array contains the batch entries for the current frame, which is a package of textures and vertex offsets used for drawing. This package is built dynamically as the frame is built and cleared during the flush method.
Treat this array and all of its contents as read-only.
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Inherited from
SpritePipeline.batch
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86821
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bytes
• bytes: Uint8Array
Uint8 view to the vertexData
ArrayBuffer. Used for uploading vertex buffer resources to the GPU.
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Inherited from
SpritePipeline.bytes
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86707
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config
• config: WebGLPipelineConfig
The configuration object that was used to create this pipeline.
Treat this object as 'read only', because changing it post-creation will not impact this pipeline in any way. However, it is used internally for cloning and post-boot set-up.
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Inherited from
SpritePipeline.config
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86802
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copyShader
• copyShader: WebGLShader
A reference to the Copy Shader belonging to this Pipeline.
This shader is used when you call the copySprite
method.
This property is set during the boot
method.
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Inherited from
SpritePipeline.copyShader
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85892
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currentBatch
• currentBatch: null
| WebGLPipelineBatchEntry
The most recently created Pipeline batch entry.
Reset to null as part of the flush method.
Treat this value as read-only.
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Inherited from
SpritePipeline.currentBatch
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86830
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currentRenderTarget
• currentRenderTarget: RenderTarget
A reference to the currently bound Render Target instance from the WebGLPipeline.renderTargets
array.
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Inherited from
SpritePipeline.currentRenderTarget
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86759
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currentShader
• currentShader: WebGLShader
A reference to the currently bound WebGLShader instance from the WebGLPipeline.shaders
array.
For lots of pipelines, this is the only shader, so it is a quick way to reference it without an array look-up.
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Inherited from
SpritePipeline.currentShader
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86778
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currentTexture
• currentTexture: null
| WebGLTexture
The most recently bound WebGLTexture, used as part of the batch process.
Reset to null as part of the flush method.
Treat this value as read-only.
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Inherited from
SpritePipeline.currentTexture
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86839
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currentUnit
• currentUnit: number
Holds the most recently assigned texture unit.
Treat this value as read-only.
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Inherited from
SpritePipeline.currentUnit
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86846
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drawSpriteShader
• drawSpriteShader: WebGLShader
A reference to the Draw Sprite Shader belonging to this Pipeline.
This shader is used when the sprite is drawn to this fbo (or to the game if drawToFrame is false)
This property is set during the boot
method.
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Inherited from
SpritePipeline.drawSpriteShader
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85883
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forceZero
• 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.
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Inherited from
SpritePipeline.forceZero
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86731
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fsTarget
• fsTarget: RenderTarget
The full-screen Render Target that the sprite is first drawn to.
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Inherited from
SpritePipeline.fsTarget
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85921
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game
• game: Game
The Phaser Game instance to which this pipeline is bound.
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Inherited from
SpritePipeline.game
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86629
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gameShader
• gameShader: WebGLShader
A reference to the Game Draw Shader belonging to this Pipeline.
This shader draws the fbo to the game.
This property is set during the boot
method.
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Inherited from
SpritePipeline.gameShader
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85901
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gl
• gl: WebGLRenderingContext
The WebGL context this WebGL Pipeline uses.
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Inherited from
SpritePipeline.gl
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86647
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glReset
• glReset: boolean
Has the GL Context been reset to the Phaser defaults since the last time this pipeline was bound? This is set automatically when the Pipeline Manager resets itself, usually after handing off to a 3rd party renderer like Spine.
You should treat this property as read-only.
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Inherited from
SpritePipeline.glReset
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86811
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hasBooted
• 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.
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Inherited from
SpritePipeline.hasBooted
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86739
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height
• height: number
Height of the current viewport.
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Inherited from
SpritePipeline.height
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86662
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isPostFX
• Readonly
isPostFX: boolean
Indicates if this is a Post FX Pipeline, or not.
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Inherited from
SpritePipeline.isPostFX
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86744
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isSpriteFX
• Readonly
isSpriteFX: boolean
Indicates if this is a Sprite FX Pipeline, or not.
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Inherited from
SpritePipeline.isSpriteFX
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86749
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manager
• manager: null
| PipelineManager
A reference to the WebGL Pipeline Manager.
This is initially undefined and only set when this pipeline is added to the manager.
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Inherited from
SpritePipeline.manager
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86642
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name
• name: string
Name of the pipeline. Used for identification and setting from Game Objects.
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Inherited from
SpritePipeline.name
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86624
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projectionHeight
• projectionHeight: number
The cached height of the Projection matrix.
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Inherited from
SpritePipeline.projectionHeight
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86793
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projectionMatrix
• projectionMatrix: Matrix4
The Projection matrix, used by shaders as 'uProjectionMatrix' uniform.
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Inherited from
SpritePipeline.projectionMatrix
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86783
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projectionWidth
• projectionWidth: number
The cached width of the Projection matrix.
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Inherited from
SpritePipeline.projectionWidth
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86788
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quadVertexBuffer
• Readonly
quadVertexBuffer: WebGLBuffer
The WebGLBuffer that holds the quadVertexData.
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Inherited from
SpritePipeline.quadVertexBuffer
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85911
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quadVertexData
• Readonly
quadVertexData: ArrayBuffer
Raw byte buffer of vertices used specifically during the copySprite method.
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Inherited from
SpritePipeline.quadVertexData
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85906
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quadVertexViewF32
• quadVertexViewF32: Float32Array
Float32 view of the quad array buffer.
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Inherited from
SpritePipeline.quadVertexViewF32
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85916
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renderTargets
• renderTargets: RenderTarget
[]
An array of RenderTarget instances that belong to this pipeline.
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Inherited from
SpritePipeline.renderTargets
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86754
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renderer
• renderer: WebGLRenderer
The WebGL Renderer instance to which this pipeline is bound.
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Inherited from
SpritePipeline.renderer
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86634
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shaders
• shaders: WebGLShader
[]
An array of all the WebGLShader instances that belong to this pipeline.
Shaders manage their own attributes and uniforms, but share the same vertex data buffer, which belongs to this pipeline.
Shaders are set in a call to the setShadersFromConfig
method, which happens automatically,
but can also be called at any point in your game. See the method documentation for details.
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Inherited from
SpritePipeline.shaders
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86770
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topology
• topology: number
The primitive topology which the pipeline will use to submit draw calls.
Defaults to GL_TRIANGLES if not otherwise set in the config.
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Inherited from
SpritePipeline.topology
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86702
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vertexBuffer
• 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.
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Inherited from
SpritePipeline.vertexBuffer
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86690
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vertexCapacity
• 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.
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Inherited from
SpritePipeline.vertexCapacity
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86674
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vertexCount
• vertexCount: number
The current number of vertices that have been added to the pipeline batch.
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Inherited from
SpritePipeline.vertexCount
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86667
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vertexData
• 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
.
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Inherited from
SpritePipeline.vertexData
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86682
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vertexViewF32
• vertexViewF32: Float32Array
Float32 view of the array buffer containing the pipeline's vertices.
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Inherited from
SpritePipeline.vertexViewF32
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86712
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vertexViewU32
• vertexViewU32: Uint32Array
Uint32 view of the array buffer containing the pipeline's vertices.
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Inherited from
SpritePipeline.vertexViewU32
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86717
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view
• view: HTMLCanvasElement
The canvas which this WebGL Pipeline renders to.
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Inherited from
SpritePipeline.view
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86652
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width
• width: number
Width of the current viewport.
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Inherited from
SpritePipeline.width
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86657
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KEY
▪ Static
Readonly
KEY: "HueTintFXPipeline"
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Defined in
packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:4
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Methods
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addListener
▸ addListener(event
, fn
, context?
): HueTintAndOutlineFXPipeline
Add a listener for a given event.
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Parameters
#
Returns
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Inherited from
SpritePipeline.addListener
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9655
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addTextureToBatch
▸ addTextureToBatch(texture
): void
Adds the given texture to the current WebGL Pipeline Batch Entry and increases the batch entry unit and maxUnit values by 1.
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Parameters
#
Returns
void
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Inherited from
SpritePipeline.addTextureToBatch
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86918
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batchQuad
▸ batchQuad(gameObject
, x0
, y0
, x1
, y1
, x2
, y2
, x3
, y3
, u0
, v0
, u1
, v1
, tintTL
, tintTR
, tintBL
, tintBR
, tintEffect
, texture?
): boolean
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 x0 / y0 = 0, x1 / y1 = 1, x2 / y2 = 2 and x3 / y3 = 3
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Parameters
#
Returns
boolean
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Inherited from
SpritePipeline.batchQuad
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85966
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batchTri
▸ batchTri(gameObject
, x1
, y1
, x2
, y2
, x3
, y3
, u0
, v0
, u1
, v1
, tintTL
, tintTR
, tintBL
, tintEffect
, texture?
, unit?
): boolean
Adds the vertices data into the batch and flushes if full.
Assumes 3 vertices in the following arrangement:
0
|\
| \
| \
| \
| \
1-----2
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Parameters
#
Returns
boolean
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Inherited from
SpritePipeline.batchTri
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87276
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batchVert
▸ batchVert(x
, y
, u
, v
, unit
, tintEffect
, tint
): void
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.
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Parameters
#
Returns
void
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Inherited from
SpritePipeline.batchVert
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Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87203
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bind
▸ bind(currentShader?
): HueTintAndOutlineFXPipeline
This method is called every time the Pipeline Manager makes this pipeline the currently active one.
It binds the resources and shader needed for this pipeline, including setting the vertex buffer and attribute pointers.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.bind
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86999
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bindAndDraw
▸ bindAndDraw(source
): void
This method is called by drawToGame
and copyToGame
. It takes the source Render Target
and copies it back to the game canvas, or the next frame buffer in the stack, and should
be considered the very last thing this pipeline does.
You don't normally need to call this method, or override it, however it is left public should you wish to do so.
Note that it does not set a shader. You should do this yourself if invoking this.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.bindAndDraw
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86071
#
bindRenderTarget
▸ bindRenderTarget(target?
, unit?
): HueTintAndOutlineFXPipeline
Activates the given Render Target texture and binds it to the requested WebGL texture slot.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.bindRenderTarget
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87317
#
bindTexture
▸ bindTexture(target?
, unit?
): HueTintAndOutlineFXPipeline
Activates the given WebGL Texture and binds it to the requested texture slot.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.bindTexture
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87309
#
blendFrames
▸ blendFrames(source1
, source2
, target?
, strength?
, clearAlpha?
): void
Draws the source1
and source2
Render Targets to the target
Render Target
using a linear blend effect, which is controlled by the strength
parameter.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.blendFrames
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86021
#
blendFramesAdditive
▸ blendFramesAdditive(source1
, source2
, target?
, strength?
, clearAlpha?
): void
Draws the source1
and source2
Render Targets to the target
Render Target
using an additive blend effect, which is controlled by the strength
parameter.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.blendFramesAdditive
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86032
#
boot
▸ boot(): void
Called when the Game has fully booted and the Renderer has finished setting up.
By this stage all Game level systems are now in place. You can perform any final tasks that the pipeline may need, that relies on game systems such as the Texture Manager being ready.
#
Returns
void
#
Inherited from
SpritePipeline.boot
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86863
#
copySprite
▸ copySprite(source
, target
, gameObject
, clear?
, clearAlpha?
, eraseMode?
, shader?
): void
Copy the source
Render Target to the target
Render Target.
No target resizing takes place. If the source
Render Target is larger than the target
,
then only a portion the same size as the target
dimensions is copied across.
Calling this method will invoke the onCopySprite
handler and will also call
the onFXCopy
callback on the Sprite. Both of these happen prior to the copy, allowing you
to use them to set shader uniforms and other values.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.copySprite
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86010
#
copyToGame
▸ copyToGame(source
): void
This method will copy the given Render Target to the game canvas using the gameShader
.
Unless you've changed it, the gameShader
copies the target without modifying it, just
ensuring it is placed in the correct location on the canvas.
If you wish to draw the target with and apply the fragment shader at the same time,
see the drawToGame
method instead.
This method should be the final thing called in your pipeline.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.copyToGame
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86058
#
createBatch
▸ createBatch(texture
): number
Creates a new WebGL Pipeline Batch Entry, sets the texture unit as zero and pushes the entry into the batch.
#
Parameters
#
Returns
number
#
Inherited from
SpritePipeline.createBatch
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86911
#
destroy
▸ destroy(): HueTintAndOutlineFXPipeline
Destroys all shader instances, removes all object references and nulls all external references.
#
Returns
#
Inherited from
SpritePipeline.destroy
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86121
#
drawFillRect
▸ drawFillRect(x
, y
, width
, height
, color
, alpha
, texture?
, flipUV?
): void
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
#
Returns
void
#
Inherited from
SpritePipeline.drawFillRect
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87295
#
drawToGame
▸ drawToGame(source
): void
This method will copy the given Render Target to the game canvas using the copyShader
.
This applies the results of the copy shader during the draw.
If you wish to copy the target without any effects see the copyToGame
method instead.
This method should be the final thing called in your pipeline.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.drawToGame
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86044
#
emit
▸ emit(event
, ...args
): boolean
Calls each of the listeners registered for a given event.
#
Parameters
#
Returns
boolean
#
Inherited from
SpritePipeline.emit
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9639
#
eventNames
▸ eventNames(): (string
| symbol
)[]
Return an array listing the events for which the emitter has registered listeners.
#
Returns
(string
| symbol
)[]
#
Inherited from
SpritePipeline.eventNames
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9620
#
flipProjectionMatrix
▸ flipProjectionMatrix(flipY?
): void
Adjusts this pipelines ortho Projection Matrix to flip the y and bottom values. Call with 'false' as the parameter to flip them back again.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.flipProjectionMatrix
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86981
#
flush
▸ flush(isPostFlush?
): HueTintAndOutlineFXPipeline
Uploads the vertex data and emits a draw call for the current batch of vertices.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.flush
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87062
#
getShaderByName
▸ getShaderByName(name
): WebGLShader
Searches all shaders in this pipeline for one matching the given name, then returns it.
#
Parameters
#
Returns
WebGLShader
#
Inherited from
SpritePipeline.getShaderByName
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86894
#
listenerCount
▸ listenerCount(event
): number
Return the number of listeners listening to a given event.
#
Parameters
#
Returns
number
#
Inherited from
SpritePipeline.listenerCount
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9632
#
listeners
▸ listeners(event
): Function
[]
Return the listeners registered for a given event.
#
Parameters
#
Returns
Function
[]
#
Inherited from
SpritePipeline.listeners
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9626
#
off
▸ off(event
, fn?
, context?
, once?
): HueTintAndOutlineFXPipeline
Remove the listeners of a given event.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.off
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9681
#
on
▸ on(event
, fn
, context?
): HueTintAndOutlineFXPipeline
Add a listener for a given event.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.on
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9647
#
onActive
▸ onActive(currentShader
): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called every time the 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
#
Returns
void
#
Inherited from
SpritePipeline.onActive
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87077
#
onAfterFlush
▸ onAfterFlush(isPostFlush?
): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called immediately after this pipeline has finished flushing its batch.
It is called after the gl.drawArrays
call.
You can perform additional post-render effects, but be careful not to call flush
on this pipeline from within this method, or you'll cause an infinite loop.
To apply changes pre-render, see onBeforeFlush
.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.onAfterFlush
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87185
#
onBatch
▸ onBatch(gameObject?
): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called every time the batchQuad
or batchTri
methods are called. If this was
as a result of a Game Object, then the Game Object reference is passed to this hook too.
This hook is called after the quad (or tri) has been added to the batch, so you can safely call 'flush' from within this.
Note that Game Objects may call batchQuad
or batchTri
multiple times for a single draw,
for example the Graphics Game Object.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.onBatch
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87114
#
onBeforeFlush
▸ onBeforeFlush(isPostFlush?
): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called every time this pipeline is asked to flush its batch.
It is called immediately before the gl.bufferData
and gl.drawArrays
calls are made, so you can
perform any final pre-render modifications. To apply changes post-render, see onAfterFlush
.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.onBeforeFlush
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87170
#
onBind
▸ onBind(gameObject?
): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called every time a Game Object asks the Pipeline Manager to use this pipeline, even if the pipeline is already active.
Unlike the onActive
method, which is only called when the Pipeline Manager makes this pipeline
active, this hook is called for every Game Object that requests use of this pipeline, allowing you to
perform per-object set-up, such as loading shader uniform data.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.onBind
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87090
#
onBoot
▸ onBoot(): void
This method is called once when this pipeline has finished being set-up at the end of the boot process. By the time this method is called, all of the shaders are ready and configured.
#
Returns
void
#
Inherited from
SpritePipeline.onBoot
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86870
#
onCopySprite
▸ onCopySprite(source
, target
, gameObject
): void
This callback is invoked when you call the copySprite
method.
It will fire after the shader has been set, but before the source target has been copied, so use it to set any additional uniforms you may need.
Note: Manipulating the Sprite during this callback will not change the Render Targets.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.onCopySprite
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85991
#
onDraw
▸ onDraw(renderTarget
): void
#
Parameters
#
Returns
void
#
Overrides
SpritePipeline.onDraw
#
Defined in
packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:93
#
onDrawSprite
▸ onDrawSprite(obj
): void
#
Parameters
#
Returns
void
#
Overrides
SpritePipeline.onDrawSprite
#
Defined in
packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:66
#
onPostBatch
▸ onPostBatch(gameObject?
): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called immediately after a Game Object has been added to the batch.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.onPostBatch
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87130
#
onPostRender
▸ onPostRender(): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called once per frame, after all rendering has happened and snapshots have been taken.
It is called at the very end of the rendering process, once all Cameras, for all Scenes, have been rendered.
#
Returns
void
#
Inherited from
SpritePipeline.onPostRender
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87159
#
onPreBatch
▸ onPreBatch(gameObject?
): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called immediately before a Game Object is about to add itself to the batch.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.onPreBatch
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87122
#
onPreRender
▸ onPreRender(): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called once per frame, right before anything has been rendered, but after the canvas has been cleared. If this pipeline has a render target, it will also have been cleared by this point.
#
Returns
void
#
Inherited from
SpritePipeline.onPreRender
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87138
#
onRebind
▸ onRebind(): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called when the Pipeline Manager needs to rebind this pipeline. This happens after a pipeline has been cleared, usually when passing control over to a 3rd party WebGL library, like Spine, and then returing to Phaser again.
#
Returns
void
#
Inherited from
SpritePipeline.onRebind
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87099
#
onRender
▸ onRender(scene
, camera
): void
By default this is an empty method hook that you can override and use in your own custom pipelines.
This method is called once per frame, by every Camera in a Scene that wants to render.
It is called at the start of the rendering process, before anything has been drawn to the Camera.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.onRender
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87149
#
onResize
▸ onResize(width
, height
): void
Handles the resizing of the quad vertex data.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.onResize
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85928
#
once
▸ once(event
, fn
, context?
): HueTintAndOutlineFXPipeline
Add a one-time listener for a given event.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.once
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9663
#
postBatch
▸ postBatch(gameObject?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.postBatch
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87036
#
preBatch
▸ preBatch(gameObject?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.preBatch
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87025
#
pushBatch
▸ pushBatch(texture
): number
Takes the given WebGLTexture and determines what to do with it.
If there is no current batch (i.e. after a flush) it will create a new batch from it.
If the texture is already bound, it will return the current texture unit.
If the texture already exists in the current batch, the unit gets reset to match it.
If the texture cannot be found in the current batch, and it supports multiple textures, it's added into the batch and the unit indexes are advanced.
#
Parameters
#
Returns
number
#
Inherited from
SpritePipeline.pushBatch
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86936
#
rebind
▸ rebind(currentShader?
): HueTintAndOutlineFXPipeline
This method is called every time the Pipeline Manager rebinds this pipeline.
It resets all shaders this pipeline uses, setting their attributes again.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.rebind
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87007
#
removeAllListeners
▸ removeAllListeners(event?
): HueTintAndOutlineFXPipeline
Remove all listeners, or those of the specified event.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.removeAllListeners
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9687
#
removeListener
▸ removeListener(event
, fn?
, context?
, once?
): HueTintAndOutlineFXPipeline
Remove the listeners of a given event.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.removeListener
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9672
#
resetUVs
▸ resetUVs(): void
Resets the quad vertice UV values to their default settings.
The quad is used by the copy shader in this pipeline.
#
Returns
void
#
Inherited from
SpritePipeline.resetUVs
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86116
#
resize
▸ resize(width
, height
): HueTintAndOutlineFXPipeline
Resizes the properties used to describe the viewport.
This method is called automatically by the renderer during its resize handler.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.resize
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86963
#
set1f
▸ set1f(name
, x
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set1f
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87353
#
set1fv
▸ set1fv(name
, arr
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set1fv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87415
#
set1i
▸ set1i(name
, x
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set1i
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87527
#
set1iv
▸ set1iv(name
, arr
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set1iv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87471
#
set2f
▸ set2f(name
, x
, y
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set2f
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87368
#
set2fv
▸ set2fv(name
, arr
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set2fv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87429
#
set2i
▸ set2i(name
, x
, y
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set2i
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87542
#
set2iv
▸ set2iv(name
, arr
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set2iv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87485
#
set3f
▸ set3f(name
, x
, y
, z
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set3f
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87384
#
set3fv
▸ set3fv(name
, arr
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set3fv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87443
#
set3i
▸ set3i(name
, x
, y
, z
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set3i
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87558
#
set3iv
▸ set3iv(name
, arr
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set3iv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87499
#
set4f
▸ set4f(name
, x
, y
, z
, w
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set4f
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87401
#
set4fv
▸ set4fv(name
, arr
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set4fv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87457
#
set4i
▸ set4i(name
, x
, y
, z
, w
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set4i
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87575
#
set4iv
▸ set4iv(name
, arr
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.set4iv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87513
#
setBoolean
▸ setBoolean(name
, value
, shader?
): HueTintAndOutlineFXPipeline
Sets a boolean uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene create
or update
method. However, when working within a Shader file
directly, use the WebGLShader
method equivalent instead, to avoid the program
being set.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.setBoolean
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87339
#
setGameObject
▸ setGameObject(gameObject
, frame?
): number
Custom pipelines can use this method in order to perform any required pre-batch tasks for the given Game Object. It must return the texture unit the Game Object was assigned.
#
Parameters
#
Returns
number
#
Inherited from
SpritePipeline.setGameObject
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86944
#
setMatrix2fv
▸ setMatrix2fv(name
, transpose
, matrix
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.setMatrix2fv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87590
#
setMatrix3fv
▸ setMatrix3fv(name
, transpose
, matrix
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.setMatrix3fv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87605
#
setMatrix4fv
▸ setMatrix4fv(name
, transpose
, matrix
, shader?
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.setMatrix4fv
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87620
#
setProjectionMatrix
▸ setProjectionMatrix(width
, height
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.setProjectionMatrix
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86973
#
setShader
▸ setShader(shader
, setAttributes?
, vertexBuffer?
): HueTintAndOutlineFXPipeline
Sets the currently active shader within this pipeline.
#
Parameters
#
Returns
#
Inherited from
SpritePipeline.setShader
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86888
#
setShadersFromConfig
▸ setShadersFromConfig(config
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.setShadersFromConfig
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86904
#
setTargetUVs
▸ setTargetUVs(source
, target
): void
Sets the vertex UV coordinates of the quad used by the copy shaders so that they correctly adjust the texture coordinates for a blit frame effect.
Be sure to call resetUVs
once you have finished manipulating the UV coordinates.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.setTargetUVs
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86109
#
setTexture2D
▸ setTexture2D(texture?
): number
Sets the texture to be bound to the next available texture unit and returns the unit id.
#
Parameters
#
Returns
number
#
Inherited from
SpritePipeline.setTexture2D
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87302
#
setTime
▸ setTime(name
): HueTintAndOutlineFXPipeline
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
#
Returns
#
Inherited from
SpritePipeline.setTime
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87325
#
setUVs
▸ setUVs(uA
, vA
, uB
, vB
, uC
, vC
, uD
, vD
): void
Set the UV values for the 6 vertices that make up the quad used by the copy shader.
Be sure to call resetUVs
once you have finished manipulating the UV coordinates.
#
Parameters
#
Returns
void
#
Inherited from
SpritePipeline.setUVs
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86099
#
setVertexBuffer
▸ setVertexBuffer(buffer?
): boolean
Binds the vertex buffer to be the active ARRAY_BUFFER on the WebGL context.
It first checks to see if it's already set as the active buffer and only binds itself if not.
#
Parameters
#
Returns
boolean
#
Inherited from
SpritePipeline.setVertexBuffer
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87016
#
shouldFlush
▸ shouldFlush(amount?
): boolean
Check if the current batch of vertices is full.
You can optionally provide an amount
parameter. If given, it will check if the batch
needs to flush if the amount
is added to it. This allows you to test if you should
flush before populating the batch.
#
Parameters
#
Returns
boolean
#
Inherited from
SpritePipeline.shouldFlush
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86954
#
shutdown
▸ shutdown(): void
Removes all listeners.
#
Returns
void
#
Inherited from
SpritePipeline.shutdown
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9610
#
unbind
▸ unbind(): void
This method is called every time the Pipeline Manager deactivates this pipeline, swapping from
it to another one. This happens after a call to flush
and before the new pipeline is bound.
#
Returns
void
#
Inherited from
SpritePipeline.unbind
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87056
#
updateProjectionMatrix
▸ updateProjectionMatrix(): void
Adjusts this pipelines ortho Projection Matrix to match that of the global WebGL Renderer Projection Matrix.
This method is called automatically by the Pipeline Manager when this pipeline is set.
#
Returns
void
#
Inherited from
SpritePipeline.updateProjectionMatrix
#
Defined in
node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86990