Phaser API Documentation

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The WebGLPipeline is a base class used by all of the core Phaser pipelines.

It describes the way elements will be rendered in WebGL. Internally, it handles compiling the shaders, creating vertex buffers, assigning primitive topology and binding vertex attributes, all based on the given configuration data.

The pipeline is configured by passing in a WebGLPipelineConfig object. Please see the documentation for this type to fully understand the configuration options available to you.

Usually, you would not extend from this class directly, but would instead extend from one of the core pipelines, such as the Multi Pipeline.

The pipeline flow per render-step is as follows:

  1. onPreRender - called once at the start of the render step
  2. onRender - call for each Scene Camera that needs to render (so can be multiple times per render step)
  3. Internal flow: 3a) bind (only called if a Game Object is using this pipeline and it's not currently active) 3b) onBind (called for every Game Object that uses this pipeline) 3c) flush (can be called by a Game Object, internal method or from outside by changing pipeline)
  4. onPostRender - called once at the end of the render step

Constructor:

new WebGLPipeline(config)

Parameters:

name type description
config Phaser.Types.Renderer.WebGL.WebGLPipelineConfig

The configuration object for this WebGL Pipeline.

Since: 3.0.0

Extends


Members

active: boolean
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Description:

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
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bytes: Uint8Array
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Description:

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

Type:
Uint8Array
Since: 3.0.0
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Description:

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
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currentRenderTarget: Phaser.Renderer.WebGL.RenderTarget
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Description:

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

Type:
Since: 3.50.0
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Description:

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
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currentUnit: number
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Description:

Holds the most recently assigned texture unit.

Treat this value as read-only.

Type:
number
Since: 3.50.0
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forceZero: boolean
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Description:

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
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game: Phaser.Game
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Description:

The Phaser Game instance to which this pipeline is bound.

Type:
Since: 3.0.0
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gl: WebGLRenderingContext
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Description:

The WebGL context this WebGL Pipeline uses.

Type:
WebGLRenderingContext
Since: 3.0.0
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<readonly> hasBooted: boolean
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Description:

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
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height: number
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Description:

Height of the current viewport.

Type:
number
Since: 3.0.0
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<readonly> isPostFX: boolean
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Description:

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

Type:
boolean
Since: 3.50.0
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Description:

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
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name: string
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Description:

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

Type:
string
Since: 3.0.0
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projectionHeight: number
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Description:

The cached height of the Projection matrix.

Type:
number
Since: 3.50.0
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projectionMatrix: Phaser.Math.Matrix4
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Description:

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

Type:
Since: 3.50.0
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projectionWidth: number
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Description:

The cached width of the Projection matrix.

Type:
number
Since: 3.50.0
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renderTargets: Array.<Phaser.Renderer.WebGL.RenderTarget>
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Description:

An array of RenderTarget instances that belong to this pipeline.

Type:
Since: 3.50.0
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Description:

The WebGL Renderer instance to which this pipeline is bound.

Type:
Since: 3.0.0
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Description:

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
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topology: GLenum
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Description:

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
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<readonly> vertexBuffer: WebGLBuffer
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Description:

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
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vertexCapacity: number
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Description:

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
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vertexCount: number
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Description:

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

Type:
number
Default: 0
Since: 3.0.0
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<readonly> vertexData: ArrayBuffer
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Description:

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
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vertexViewF32: Float32Array
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Description:

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

Type:
Float32Array
Since: 3.0.0
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vertexViewU32: Uint32Array
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Description:

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

Type:
Uint32Array
Since: 3.0.0
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view: HTMLCanvasElement
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Description:

The canvas which this WebGL Pipeline renders to.

Type:
HTMLCanvasElement
Since: 3.0.0
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width: number
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Description:

Width of the current viewport.

Type:
number
Since: 3.0.0
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Methods

addListener(event, fn, [context])
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Description:

Add a listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#addListener
Since: 3.0.0
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batchQuad(gameObject, x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, [texture], [unit])
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Description:

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 arguments description
gameObject null | Phaser.GameObjects.GameObject

The Game Object, if any, drawing this quad.

x0 number

The top-left x position.

y0 number

The top-left y position.

x1 number

The bottom-left x position.

y1 number

The bottom-left y position.

x2 number

The bottom-right x position.

y2 number

The bottom-right y position.

x3 number

The top-right x position.

y3 number

The top-right y position.

u0 number

UV u0 value.

v0 number

UV v0 value.

u1 number

UV u1 value.

v1 number

UV v1 value.

tintTL number

The top-left tint color value.

tintTR number

The top-right tint color value.

tintBL number

The bottom-left tint color value.

tintBR number

The bottom-right tint color value.

tintEffect number | boolean

The tint effect for the shader to use.

texture WebGLTexture <optional>

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

unit number <optional>

Texture unit to which the texture needs to be bound.

Returns:
Description:

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

Type:
  • boolean
Since: 3.50.0
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batchTri(gameObject, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintEffect, [texture], [unit])
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Description:

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

Assumes 3 vertices in the following arrangement:

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

Parameters:

name type arguments description
gameObject null | Phaser.GameObjects.GameObject

The Game Object, if any, drawing this quad.

x1 number

The bottom-left x position.

y1 number

The bottom-left y position.

x2 number

The bottom-right x position.

y2 number

The bottom-right y position.

x3 number

The top-right x position.

y3 number

The top-right y position.

u0 number

UV u0 value.

v0 number

UV v0 value.

u1 number

UV u1 value.

v1 number

UV v1 value.

tintTL number

The top-left tint color value.

tintTR number

The top-right tint color value.

tintBL number

The bottom-left tint color value.

tintEffect number | boolean

The tint effect for the shader to use.

texture WebGLTexture <optional>

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

unit number <optional>

Texture unit to which the texture needs to be bound.

Returns:
Description:

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

Type:
  • boolean
Since: 3.50.0
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batchVert(x, y, u, v, unit, tintEffect, tint)
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Description:

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
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bind([currentShader])
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Description:

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:

name type arguments description
currentShader Phaser.Renderer.WebGL.WebGLShader <optional>

The shader to set as being current.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.0.0
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bindRenderTarget([target], [unit])
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Description:

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

Parameters:

name type arguments description
target Phaser.Renderer.WebGL.RenderTarget <optional>

The Render Target to activate and bind.

unit number <optional>

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

Returns:
Description:

This WebGL Pipeline instance.

Since: 3.50.0
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bindTexture([target], [unit])
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Description:

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

Parameters:

name type arguments description
target WebGLTexture <optional>

The WebGLTexture to activate and bind.

unit number <optional>

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

Returns:
Description:

This WebGL Pipeline instance.

Since: 3.50.0
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boot()
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Description:

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.

Since: 3.11.0
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destroy()
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Description:

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

Returns:
Description:

This WebGLPipeline instance.

Overrides: Phaser.Events.EventEmitter#destroy
Since: 3.0.0
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drawFillRect(x, y, width, height, color, alpha, [texture], [flipUV])
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Description:

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 arguments 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
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emit(event, [args])
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Description:

Calls each of the listeners registered for a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

args * <optional>

Additional arguments that will be passed to the event handler.

Returns:
Description:

true if the event had listeners, else false.

Type:
  • boolean
Inherited from: Phaser.Events.EventEmitter#emit
Since: 3.0.0
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eventNames()
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Description:

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

Type:
  • Array.<(string
  • symbol)>
Inherited from: Phaser.Events.EventEmitter#eventNames
Since: 3.0.0
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flush([isPostFlush])
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Description:

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

Parameters:

name type arguments Default description
isPostFlush boolean <optional> false

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

Returns:
Description:

This WebGLPipeline instance.

Since: 3.0.0
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getShaderByName(name)
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Description:

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.

Returns:
Description:

The WebGLShader instance, if found.

Since: 3.50.0
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listenerCount(event)
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Description:

Return the number of listeners listening to a given event.

Parameters:

name type description
event string | symbol

The event name.

Returns:
Description:

The number of listeners.

Type:
  • number
Inherited from: Phaser.Events.EventEmitter#listenerCount
Since: 3.0.0
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listeners(event)
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Description:

Return the listeners registered for a given event.

Parameters:

name type description
event string | symbol

The event name.

Returns:
Description:

The registered listeners.

Type:
  • Array.<function()>
Inherited from: Phaser.Events.EventEmitter#listeners
Since: 3.0.0
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off(event, [fn], [context], [once])
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Description:

Remove the listeners of a given event.

Parameters:

name type arguments 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.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#off
Since: 3.0.0
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on(event, fn, [context])
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Description:

Add a listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#on
Since: 3.0.0
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onActive(currentShader)
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Description:

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
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onAfterFlush([isPostFlush])
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Description:

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 arguments Default description
isPostFlush boolean <optional> false

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

Since: 3.50.0
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onBatch([gameObject])
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Description:

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 arguments description
gameObject Phaser.GameObjects.GameObject <optional>

The Game Object that invoked this pipeline, if any.

Since: 3.50.0
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onBeforeFlush([isPostFlush])
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Description:

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 arguments Default description
isPostFlush boolean <optional> false

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

Since: 3.50.0
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onBind([gameObject])
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Description:

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 arguments description
gameObject Phaser.GameObjects.GameObject <optional>

The Game Object that invoked this pipeline, if any.

Since: 3.50.0
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onBoot()
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Description:

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
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onDraw(renderTarget)
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Description:

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
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onPostBatch([gameObject])
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Description:

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 arguments description
gameObject Phaser.GameObjects.GameObject <optional>

The Game Object that invoked this pipeline, if any.

Since: 3.50.0
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onPostRender()
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Description:

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
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onPreBatch([gameObject])
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Description:

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 arguments description
gameObject Phaser.GameObjects.GameObject <optional>

The Game Object that invoked this pipeline, if any.

Since: 3.50.0
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onPreRender()
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Description:

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
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onRebind()
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Description:

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
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onRender(scene, camera)
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Description:

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:

name type description
scene Phaser.Scene

The Scene being rendered.

camera Phaser.Cameras.Scene2D.Camera

The Scene Camera being rendered with.

Since: 3.50.0
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onResize(width, height)
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Description:

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
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once(event, fn, [context])
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Description:

Add a one-time listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#once
Since: 3.0.0
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postBatch([gameObject])
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Description:

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 arguments description
gameObject Phaser.GameObjects.GameObject | Phaser.Cameras.Scene2D.Camera <optional>

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

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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preBatch([gameObject])
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Description:

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 arguments description
gameObject Phaser.GameObjects.GameObject | Phaser.Cameras.Scene2D.Camera <optional>

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

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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rebind()
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Description:

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

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

Returns:
Description:

This WebGLPipeline instance.

Since: 3.0.0
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removeAllListeners([event])
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Description:

Remove all listeners, or those of the specified event.

Parameters:

name type arguments description
event string | symbol <optional>

The event name.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#removeAllListeners
Since: 3.0.0
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removeListener(event, [fn], [context], [once])
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Description:

Remove the listeners of a given event.

Parameters:

name type arguments 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.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#removeListener
Since: 3.0.0
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resize(width, height)
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Description:

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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.0.0
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set1f(name, x, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set1fv(name, arr, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set1i(name, x, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set1iv(name, arr, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set2f(name, x, y, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set2fv(name, arr, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set2i(name, x, y, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set2iv(name, arr, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set3f(name, x, y, z, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set3fv(name, arr, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set3i(name, x, y, z, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set3iv(name, arr, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set4f(name, x, y, z, w, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set4fv(name, arr, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set4i(name, x, y, z, w, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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set4iv(name, arr, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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setGameObject(gameObject, [frame])
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Description:

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:

name type arguments description
gameObject Phaser.GameObjects.GameObject

The Game Object being rendered or added to the batch.

frame Phaser.Textures.Frame <optional>

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

Returns:
Description:

The texture unit the Game Object has been assigned.

Type:
  • number
Since: 3.50.0
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setMatrix2fv(name, transpose, matrix, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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setMatrix3fv(name, transpose, matrix, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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setMatrix4fv(name, transpose, matrix, [shader])
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Description:

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 arguments 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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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setProjectionMatrix(width, height)
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Description:

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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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setShader(shader, [setAttributes])
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Description:

Sets the currently active shader within this pipeline.

Parameters:

name type arguments 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?

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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setShadersFromConfig(config)
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Description:

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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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setTexture2D([texture])
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Description:

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

Parameters:

name type arguments description
texture WebGLTexture <optional>

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

Returns:
Description:

The assigned texture unit.

Type:
  • number
Since: 3.50.0
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setTime(name)
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Description:

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.

Returns:
Description:

This WebGLPipeline instance.

Since: 3.50.0
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setVertexBuffer()
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Description:

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.

Returns:
Description:

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

Type:
  • boolean
Since: 3.50.0
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shouldFlush([amount])
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Description:

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 arguments description
amount number <optional>

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

Returns:
Description:

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

Type:
  • boolean
Since: 3.0.0
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shutdown()
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Description:

Removes all listeners.

Inherited from: Phaser.Events.EventEmitter#shutdown
Since: 3.0.0
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unbind()
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Description:

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
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updateProjectionMatrix()
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Description:

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
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