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Phaser . Renderer . WebGL . Pipelines . MultiPipeline

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Phaser . Renderer . WebGL . Pipelines . MultiPipeline

The Multi Pipeline is the core 2D texture rendering pipeline used by Phaser in WebGL. Virtually all Game Objects use this pipeline by default, including Sprites, Graphics and Tilemaps. It handles the batching of quads and tris, as well as methods for drawing and batching geometry data.

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

In previous versions of Phaser only one single texture unit was supported at any one time. The Multi Pipeline is an evolution of the old Texture Tint Pipeline, updated to support multi-textures for increased performance.

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

The default shader attributes for this pipeline are:

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

The default shader uniforms for this pipeline are:

uProjectionMatrix (mat4) uMainSampler (sampler2D array)

If you wish to create a custom pipeline extending from this one, you can use two string declarations in your fragment shader source: %count% and %forloop%, where count is used to set the number of sampler2Ds available, and forloop is a block of GLSL code that will get the currently bound texture unit.

This pipeline will automatically inject that code for you, should those values exist in your shader source. If you wish to handle this yourself, you can also use the function Utils.parseFragmentShaderMaxTextures.

If you wish to create a pipeline that works from a single texture, or that doesn't have internal texture iteration, please see the SinglePipeline instead.

Constructor:

new MultiPipeline(config)

Parameters:

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

The configuration options for this pipeline.

Since: 3.50.0

Extends


Members

Description:

A temporary Transform Matrix, re-used internally during batching.

Type:
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Description:

A temporary Transform Matrix, re-used internally during batching.

Type:
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Description:

A temporary Transform Matrix, re-used internally during batching.

Type:
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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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#active
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#bytes
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:
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#config
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:
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#currentRenderTarget
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:
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#currentShader
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#currentUnit
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#forceZero
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:
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#game
Since: 3.0.0
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gl: WebGLRenderingContext
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Description:

The WebGL context this WebGL Pipeline uses.

Type:
WebGLRenderingContext
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#gl
Since: 3.0.0
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glReset: boolean
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Description:

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.

Type:
boolean
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#glReset
Since: 3.53.0
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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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#hasBooted
Since: 3.50.0
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height: number
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Description:

Height of the current viewport.

Type:
number
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#height
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#isPostFX
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:
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#manager
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#name
Since: 3.0.0
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projectionHeight: number
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Description:

The cached height of the Projection matrix.

Type:
number
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#projectionHeight
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:
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#projectionMatrix
Since: 3.50.0
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projectionWidth: number
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Description:

The cached width of the Projection matrix.

Type:
number
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#projectionWidth
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:
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#renderTargets
Since: 3.50.0
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Description:

The WebGL Renderer instance to which this pipeline is bound.

Type:
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#renderer
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:
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#shaders
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#topology
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#vertexCapacity
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#vertexCount
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#vertexData
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#vertexViewF32
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#vertexViewU32
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#view
Since: 3.0.0
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width: number
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Description:

Width of the current viewport.

Type:
number
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#width
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
Examples:
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#batchQuad
Examples:
Since: 3.50.0
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batchSprite(gameObject, camera, [parentTransformMatrix])
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Description:

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

Parameters:

name type arguments description
gameObject Phaser.GameObjects.Image | Phaser.GameObjects.Sprite

The texture based Game Object to add to the batch.

camera Phaser.Cameras.Scene2D.Camera

The Camera to use for the rendering transform.

parentTransformMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

The transform matrix of the parent container, if set.

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

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

Parameters:

name type arguments Default description
gameObject Phaser.GameObjects.GameObject

Source GameObject.

texture WebGLTexture

Raw WebGLTexture associated with the quad.

textureWidth number

Real texture width.

textureHeight number

Real texture height.

srcX number

X coordinate of the quad.

srcY number

Y coordinate of the quad.

srcWidth number

Width of the quad.

srcHeight number

Height of the quad.

scaleX number

X component of scale.

scaleY number

Y component of scale.

rotation number

Rotation of the quad.

flipX boolean

Indicates if the quad is horizontally flipped.

flipY boolean

Indicates if the quad is vertically flipped.

scrollFactorX number

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

scrollFactorY number

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

displayOriginX number

Horizontal origin in pixels.

displayOriginY number

Vertical origin in pixels.

frameX number

X coordinate of the texture frame.

frameY number

Y coordinate of the texture frame.

frameWidth number

Width of the texture frame.

frameHeight number

Height of the texture frame.

tintTL number

Tint for top left.

tintTR number

Tint for top right.

tintBL number

Tint for bottom left.

tintBR number

Tint for bottom right.

tintEffect number

The tint effect.

uOffset number

Horizontal offset on texture coordinate.

vOffset number

Vertical offset on texture coordinate.

camera Phaser.Cameras.Scene2D.Camera

Current used camera.

parentTransformMatrix Phaser.GameObjects.Components.TransformMatrix

Parent container.

skipFlip boolean <optional> false

Skip the renderTexture check.

textureUnit number <optional>

Use the currently bound texture unit?

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

Adds a Texture Frame into the batch for rendering.

Parameters:

name type arguments description
frame Phaser.Textures.Frame

The Texture Frame to be rendered.

x number

The horizontal position to render the texture at.

y number

The vertical position to render the texture at.

tint number

The tint color.

alpha number

The alpha value.

transformMatrix Phaser.GameObjects.Components.TransformMatrix

The Transform Matrix to use for the texture.

parentTransformMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

A parent Transform Matrix.

Examples:
Since: 3.12.0
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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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#batchTri
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#batchVert
Examples:
Since: 3.50.0
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bind()
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Description:

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

Returns:
Description:

This WebGLPipeline instance.

Overrides: Phaser.Renderer.WebGL.WebGLPipeline#bind
Examples:
Since: 3.50.0
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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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#bindRenderTarget
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#bindTexture
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#boot
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#destroy
Examples:
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?

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#drawFillRect
Examples:
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
Examples:
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
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#flush
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#getShaderByName
Examples:
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
Examples:
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.
Inherited from: Phaser.Events.EventEmitter#listeners
Examples:
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
Examples:
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
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onActive
Examples:
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?

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onAfterFlush
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onBatch
Examples:
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?

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onBeforeFlush
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onBind
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onBoot
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onDraw
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onPostBatch
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onPostRender
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onPreBatch
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onPreRender
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onRebind
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onRender
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#onResize
Examples:
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
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#postBatch
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#preBatch
Examples:
Since: 3.50.0
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rebind([currentShader])
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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.

Parameters:

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

The shader to set as being current.

Returns:
Description:

This WebGLPipeline instance.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#rebind
Examples:
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
Examples:
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
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#resize
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set1f
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set1fv
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set1i
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set1iv
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set2f
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set2fv
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set2i
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set2iv
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set3f
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set3fv
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set3i
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set3iv
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set4f
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set4fv
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set4i
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#set4iv
Examples:
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#setGameObject
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#setMatrix2fv
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#setMatrix3fv
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#setMatrix4fv
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#setProjectionMatrix
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#setShader
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#setShadersFromConfig
Examples:
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#setTexture2D
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#setTime
Examples:
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#setVertexBuffer
Examples:
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
Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#shouldFlush
Examples:
Since: 3.0.0
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shutdown()
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Description:

Removes all listeners.

Inherited from: Phaser.Events.EventEmitter#shutdown
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#unbind
Examples:
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.

Inherited from: Phaser.Renderer.WebGL.WebGLPipeline#updateProjectionMatrix
Examples:
Since: 3.50.0
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