@latticexyz/phaserx / HueTintAndOutlineFXPipeline

# Class: HueTintAndOutlineFXPipeline

# Hierarchy

  • SpritePipeline

    ↳ HueTintAndOutlineFXPipeline

# Table of contents

# Constructors

  • constructor

# Properties

  • _outline
  • _outlineColor
  • _tintColor
  • active
  • activeBuffer
  • activeTextures
  • batch
  • bytes
  • config
  • copyShader
  • currentBatch
  • currentRenderTarget
  • currentShader
  • currentTexture
  • currentUnit
  • drawSpriteShader
  • forceZero
  • fsTarget
  • game
  • gameShader
  • gl
  • glReset
  • hasBooted
  • height
  • isPostFX
  • isSpriteFX
  • manager
  • name
  • projectionHeight
  • projectionMatrix
  • projectionWidth
  • quadVertexBuffer
  • quadVertexData
  • quadVertexViewF32
  • renderTargets
  • renderer
  • shaders
  • topology
  • vertexBuffer
  • vertexCapacity
  • vertexCount
  • vertexData
  • vertexViewF32
  • vertexViewU32
  • view
  • width
  • KEY

# Methods

  • addListener
  • addTextureToBatch
  • batchQuad
  • batchTri
  • batchVert
  • bind
  • bindAndDraw
  • bindRenderTarget
  • bindTexture
  • blendFrames
  • blendFramesAdditive
  • boot
  • copySprite
  • copyToGame
  • createBatch
  • destroy
  • drawFillRect
  • drawToGame
  • emit
  • eventNames
  • flipProjectionMatrix
  • flush
  • getShaderByName
  • listenerCount
  • listeners
  • off
  • on
  • onActive
  • onAfterFlush
  • onBatch
  • onBeforeFlush
  • onBind
  • onBoot
  • onCopySprite
  • onDraw
  • onDrawSprite
  • onPostBatch
  • onPostRender
  • onPreBatch
  • onPreRender
  • onRebind
  • onRender
  • onResize
  • once
  • postBatch
  • preBatch
  • pushBatch
  • rebind
  • removeAllListeners
  • removeListener
  • resetUVs
  • resize
  • set1f
  • set1fv
  • set1i
  • set1iv
  • set2f
  • set2fv
  • set2i
  • set2iv
  • set3f
  • set3fv
  • set3i
  • set3iv
  • set4f
  • set4fv
  • set4i
  • set4iv
  • setBoolean
  • setGameObject
  • setMatrix2fv
  • setMatrix3fv
  • setMatrix4fv
  • setProjectionMatrix
  • setShader
  • setShadersFromConfig
  • setTargetUVs
  • setTexture2D
  • setTime
  • setUVs
  • setVertexBuffer
  • shouldFlush
  • shutdown
  • unbind
  • updateProjectionMatrix

# Constructors

# constructor

• new HueTintAndOutlineFXPipeline(game)

# Parameters

Name Type
game Game

# Overrides

SpritePipeline.constructor

# Defined in

packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:11

# Properties

# _outline

• Private _outline: number = 0

# Defined in

packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:8


# _outlineColor

• Private _outlineColor: Color

# Defined in

packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:9


# _tintColor

• Private _tintColor: Color

# Defined in

packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:6


# active

• active: boolean

Indicates if the current pipeline is active, or not.

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

# Inherited from

SpritePipeline.active

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86724


# activeBuffer

• activeBuffer: WebGLBuffer

The currently active WebGLBuffer.

# Inherited from

SpritePipeline.activeBuffer

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86695


# activeTextures

• activeTextures: WebGLTexture[]

The currently active WebGLTextures, used as part of the batch process.

Reset to empty as part of the bind method.

Treat this array as read-only.

# Inherited from

SpritePipeline.activeTextures

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86855


# batch

• batch: WebGLPipelineBatchEntry[]

The temporary Pipeline batch. This array contains the batch entries for the current frame, which is a package of textures and vertex offsets used for drawing. This package is built dynamically as the frame is built and cleared during the flush method.

Treat this array and all of its contents as read-only.

# Inherited from

SpritePipeline.batch

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86821


# bytes

• bytes: Uint8Array

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

# Inherited from

SpritePipeline.bytes

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86707


# config

• config: WebGLPipelineConfig

The configuration object that was used to create this pipeline.

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

# Inherited from

SpritePipeline.config

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86802


# copyShader

• copyShader: WebGLShader

A reference to the Copy Shader belonging to this Pipeline.

This shader is used when you call the copySprite method.

This property is set during the boot method.

# Inherited from

SpritePipeline.copyShader

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85892


# currentBatch

• currentBatch: null | WebGLPipelineBatchEntry

The most recently created Pipeline batch entry.

Reset to null as part of the flush method.

Treat this value as read-only.

# Inherited from

SpritePipeline.currentBatch

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86830


# currentRenderTarget

• currentRenderTarget: RenderTarget

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

# Inherited from

SpritePipeline.currentRenderTarget

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86759


# currentShader

• currentShader: WebGLShader

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

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

# Inherited from

SpritePipeline.currentShader

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86778


# currentTexture

• currentTexture: null | WebGLTexture

The most recently bound WebGLTexture, used as part of the batch process.

Reset to null as part of the flush method.

Treat this value as read-only.

# Inherited from

SpritePipeline.currentTexture

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86839


# currentUnit

• currentUnit: number

Holds the most recently assigned texture unit.

Treat this value as read-only.

# Inherited from

SpritePipeline.currentUnit

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86846


# drawSpriteShader

• drawSpriteShader: WebGLShader

A reference to the Draw Sprite Shader belonging to this Pipeline.

This shader is used when the sprite is drawn to this fbo (or to the game if drawToFrame is false)

This property is set during the boot method.

# Inherited from

SpritePipeline.drawSpriteShader

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85883


# forceZero

• forceZero: boolean

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

This property should be set when that is the case.

# Inherited from

SpritePipeline.forceZero

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86731


# fsTarget

• fsTarget: RenderTarget

The full-screen Render Target that the sprite is first drawn to.

# Inherited from

SpritePipeline.fsTarget

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85921


# game

• game: Game

The Phaser Game instance to which this pipeline is bound.

# Inherited from

SpritePipeline.game

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86629


# gameShader

• gameShader: WebGLShader

A reference to the Game Draw Shader belonging to this Pipeline.

This shader draws the fbo to the game.

This property is set during the boot method.

# Inherited from

SpritePipeline.gameShader

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85901


# gl

• gl: WebGLRenderingContext

The WebGL context this WebGL Pipeline uses.

# Inherited from

SpritePipeline.gl

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86647


# glReset

• glReset: boolean

Has the GL Context been reset to the Phaser defaults since the last time this pipeline was bound? This is set automatically when the Pipeline Manager resets itself, usually after handing off to a 3rd party renderer like Spine.

You should treat this property as read-only.

# Inherited from

SpritePipeline.glReset

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86811


# hasBooted

• Readonly hasBooted: boolean

Indicates if this pipeline has booted or not.

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

# Inherited from

SpritePipeline.hasBooted

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86739


# height

• height: number

Height of the current viewport.

# Inherited from

SpritePipeline.height

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86662


# isPostFX

• Readonly isPostFX: boolean

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

# Inherited from

SpritePipeline.isPostFX

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86744


# isSpriteFX

• Readonly isSpriteFX: boolean

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

# Inherited from

SpritePipeline.isSpriteFX

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86749


# manager

• manager: null | PipelineManager

A reference to the WebGL Pipeline Manager.

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

# Inherited from

SpritePipeline.manager

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86642


# name

• name: string

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

# Inherited from

SpritePipeline.name

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86624


# projectionHeight

• projectionHeight: number

The cached height of the Projection matrix.

# Inherited from

SpritePipeline.projectionHeight

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86793


# projectionMatrix

• projectionMatrix: Matrix4

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

# Inherited from

SpritePipeline.projectionMatrix

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86783


# projectionWidth

• projectionWidth: number

The cached width of the Projection matrix.

# Inherited from

SpritePipeline.projectionWidth

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86788


# quadVertexBuffer

• Readonly quadVertexBuffer: WebGLBuffer

The WebGLBuffer that holds the quadVertexData.

# Inherited from

SpritePipeline.quadVertexBuffer

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85911


# quadVertexData

• Readonly quadVertexData: ArrayBuffer

Raw byte buffer of vertices used specifically during the copySprite method.

# Inherited from

SpritePipeline.quadVertexData

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85906


# quadVertexViewF32

• quadVertexViewF32: Float32Array

Float32 view of the quad array buffer.

# Inherited from

SpritePipeline.quadVertexViewF32

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85916


# renderTargets

• renderTargets: RenderTarget[]

An array of RenderTarget instances that belong to this pipeline.

# Inherited from

SpritePipeline.renderTargets

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86754


# renderer

• renderer: WebGLRenderer

The WebGL Renderer instance to which this pipeline is bound.

# Inherited from

SpritePipeline.renderer

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86634


# shaders

• shaders: WebGLShader[]

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

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

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

# Inherited from

SpritePipeline.shaders

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86770


# topology

• topology: number

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

Defaults to GL_TRIANGLES if not otherwise set in the config.

# Inherited from

SpritePipeline.topology

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86702


# vertexBuffer

• Readonly vertexBuffer: WebGLBuffer

The WebGLBuffer that holds the vertex data.

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

# Inherited from

SpritePipeline.vertexBuffer

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86690


# vertexCapacity

• vertexCapacity: number

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

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

# Inherited from

SpritePipeline.vertexCapacity

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86674


# vertexCount

• vertexCount: number

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

# Inherited from

SpritePipeline.vertexCount

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86667


# vertexData

• Readonly vertexData: ArrayBuffer

Raw byte buffer of vertices.

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

# Inherited from

SpritePipeline.vertexData

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86682


# vertexViewF32

• vertexViewF32: Float32Array

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

# Inherited from

SpritePipeline.vertexViewF32

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86712


# vertexViewU32

• vertexViewU32: Uint32Array

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

# Inherited from

SpritePipeline.vertexViewU32

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86717


# view

• view: HTMLCanvasElement

The canvas which this WebGL Pipeline renders to.

# Inherited from

SpritePipeline.view

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86652


# width

• width: number

Width of the current viewport.

# Inherited from

SpritePipeline.width

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86657


# KEY

▪ Static Readonly KEY: "HueTintFXPipeline"

# Defined in

packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:4

# Methods

# addListener

▸ addListener(event, fn, context?): HueTintAndOutlineFXPipeline

Add a listener for a given event.

# Parameters

Name Type Description
event string | symbol The event name.
fn Function The listener function.
context? any The context to invoke the listener with. Default this.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.addListener

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9655


# addTextureToBatch

▸ addTextureToBatch(texture): void

Adds the given texture to the current WebGL Pipeline Batch Entry and increases the batch entry unit and maxUnit values by 1.

# Parameters

Name Type Description
texture WebGLTexture The WebGLTexture assigned to this batch entry.

# Returns

void

# Inherited from

SpritePipeline.addTextureToBatch

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86918


# batchQuad

▸ batchQuad(gameObject, x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture?): boolean

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

Assumes 6 vertices in the following arrangement:

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

Where x0 / y0 = 0, x1 / y1 = 1, x2 / y2 = 2 and x3 / y3 = 3

# Parameters

Name Type Description
gameObject null | 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 WebGLTexture that will be assigned to the current batch if a flush occurs.

# Returns

boolean

# Inherited from

SpritePipeline.batchQuad

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85966


# batchTri

▸ batchTri(gameObject, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintEffect, texture?, unit?): boolean

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

Assumes 3 vertices in the following arrangement:

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

# Parameters

Name Type Description
gameObject null | 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 WebGLTexture that will be assigned to the current batch if a flush occurs.
unit? number Texture unit to which the texture needs to be bound. Default 0.

# Returns

boolean

# Inherited from

SpritePipeline.batchTri

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87276


# batchVert

▸ batchVert(x, y, u, v, unit, tintEffect, tint): void

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

This method is called directly by batchTri and batchQuad.

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

# 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.

# Returns

void

# Inherited from

SpritePipeline.batchVert

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87203


# bind

▸ bind(currentShader?): HueTintAndOutlineFXPipeline

This method is called every time the Pipeline Manager makes this pipeline the currently active one.

It binds the resources and shader needed for this pipeline, including setting the vertex buffer and attribute pointers.

# Parameters

Name Type Description
currentShader? WebGLShader The shader to set as being current.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.bind

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86999


# bindAndDraw

▸ bindAndDraw(source): void

This method is called by drawToGame and copyToGame. It takes the source Render Target and copies it back to the game canvas, or the next frame buffer in the stack, and should be considered the very last thing this pipeline does.

You don't normally need to call this method, or override it, however it is left public should you wish to do so.

Note that it does not set a shader. You should do this yourself if invoking this.

# Parameters

Name Type Description
source RenderTarget The Render Target to draw to the game.

# Returns

void

# Inherited from

SpritePipeline.bindAndDraw

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86071


# bindRenderTarget

▸ bindRenderTarget(target?, unit?): HueTintAndOutlineFXPipeline

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

# Parameters

Name Type Description
target? RenderTarget The Render Target to activate and bind.
unit? number The WebGL texture ID to activate. Defaults to gl.TEXTURE0. Default 0.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.bindRenderTarget

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87317


# bindTexture

▸ bindTexture(target?, unit?): HueTintAndOutlineFXPipeline

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

# Parameters

Name Type Description
target? WebGLTexture The WebGLTexture to activate and bind.
unit? number The WebGL texture ID to activate. Defaults to gl.TEXTURE0. Default 0.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.bindTexture

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87309


# blendFrames

▸ blendFrames(source1, source2, target?, strength?, clearAlpha?): void

Draws the source1 and source2 Render Targets to the target Render Target using a linear blend effect, which is controlled by the strength parameter.

# Parameters

Name Type Description
source1 RenderTarget The first source Render Target.
source2 RenderTarget The second source Render Target.
target? RenderTarget The target Render Target.
strength? number The strength of the blend. Default 1.
clearAlpha? boolean Clear the alpha channel when running gl.clear on the target? Default true.

# Returns

void

# Inherited from

SpritePipeline.blendFrames

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86021


# blendFramesAdditive

▸ blendFramesAdditive(source1, source2, target?, strength?, clearAlpha?): void

Draws the source1 and source2 Render Targets to the target Render Target using an additive blend effect, which is controlled by the strength parameter.

# Parameters

Name Type Description
source1 RenderTarget The first source Render Target.
source2 RenderTarget The second source Render Target.
target? RenderTarget The target Render Target.
strength? number The strength of the blend. Default 1.
clearAlpha? boolean Clear the alpha channel when running gl.clear on the target? Default true.

# Returns

void

# Inherited from

SpritePipeline.blendFramesAdditive

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86032


# boot

▸ boot(): void

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

By this stage all Game level systems are now in place. You can perform any final tasks that the pipeline may need, that relies on game systems such as the Texture Manager being ready.

# Returns

void

# Inherited from

SpritePipeline.boot

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86863


# copySprite

▸ copySprite(source, target, gameObject, clear?, clearAlpha?, eraseMode?, shader?): void

Copy the source Render Target to the target Render Target.

No target resizing takes place. If the source Render Target is larger than the target, then only a portion the same size as the target dimensions is copied across.

Calling this method will invoke the onCopySprite handler and will also call the onFXCopy callback on the Sprite. Both of these happen prior to the copy, allowing you to use them to set shader uniforms and other values.

# Parameters

Name Type Description
source RenderTarget The source Render Target being copied from.
target RenderTarget The target Render Target that will be copied to.
gameObject Sprite The Sprite being copied.
clear? boolean Clear the target before copying? Default true.
clearAlpha? boolean Clear the alpha channel when running gl.clear on the target? Default true.
eraseMode? boolean Erase source from target using ERASE Blend Mode? Default false.
shader? WebGLShader The shader to use to copy the target. Defaults to the copyShader.

# Returns

void

# Inherited from

SpritePipeline.copySprite

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86010


# copyToGame

▸ copyToGame(source): void

This method will copy the given Render Target to the game canvas using the gameShader.

Unless you've changed it, the gameShader copies the target without modifying it, just ensuring it is placed in the correct location on the canvas.

If you wish to draw the target with and apply the fragment shader at the same time, see the drawToGame method instead.

This method should be the final thing called in your pipeline.

# Parameters

Name Type Description
source RenderTarget The Render Target to copy to the game.

# Returns

void

# Inherited from

SpritePipeline.copyToGame

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86058


# createBatch

▸ createBatch(texture): number

Creates a new WebGL Pipeline Batch Entry, sets the texture unit as zero and pushes the entry into the batch.

# Parameters

Name Type Description
texture WebGLTexture The WebGLTexture assigned to this batch entry.

# Returns

number

# Inherited from

SpritePipeline.createBatch

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86911


# destroy

▸ destroy(): HueTintAndOutlineFXPipeline

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

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.destroy

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86121


# drawFillRect

▸ drawFillRect(x, y, width, height, color, alpha, texture?, flipUV?): void

Pushes a filled rectangle into the vertex batch.

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

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

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

# Parameters

Name Type 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 WebGLTexture that will be assigned to the current batch if a flush occurs.
flipUV? boolean Flip the vertical UV coordinates of the texture before rendering? Default true.

# Returns

void

# Inherited from

SpritePipeline.drawFillRect

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87295


# drawToGame

▸ drawToGame(source): void

This method will copy the given Render Target to the game canvas using the copyShader.

This applies the results of the copy shader during the draw.

If you wish to copy the target without any effects see the copyToGame method instead.

This method should be the final thing called in your pipeline.

# Parameters

Name Type Description
source RenderTarget The Render Target to draw to the game.

# Returns

void

# Inherited from

SpritePipeline.drawToGame

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86044


# emit

▸ emit(event, ...args): boolean

Calls each of the listeners registered for a given event.

# Parameters

Name Type Description
event string | symbol The event name.
...args any[] Additional arguments that will be passed to the event handler.

# Returns

boolean

# Inherited from

SpritePipeline.emit

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9639


# eventNames

▸ eventNames(): (string | symbol)[]

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

# Returns

(string | symbol)[]

# Inherited from

SpritePipeline.eventNames

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9620


# flipProjectionMatrix

▸ flipProjectionMatrix(flipY?): void

Adjusts this pipelines ortho Projection Matrix to flip the y and bottom values. Call with 'false' as the parameter to flip them back again.

# Parameters

Name Type Description
flipY? boolean Flip the y and bottom values? Default true.

# Returns

void

# Inherited from

SpritePipeline.flipProjectionMatrix

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86981


# flush

▸ flush(isPostFlush?): HueTintAndOutlineFXPipeline

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

# Parameters

Name Type Description
isPostFlush? boolean Was this flush invoked as part of a post-process, or not? Default false.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.flush

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87062


# getShaderByName

▸ getShaderByName(name): WebGLShader

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

# Parameters

Name Type Description
name string The index of the shader to set.

# Returns

WebGLShader

# Inherited from

SpritePipeline.getShaderByName

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86894


# listenerCount

▸ listenerCount(event): number

Return the number of listeners listening to a given event.

# Parameters

Name Type Description
event string | symbol The event name.

# Returns

number

# Inherited from

SpritePipeline.listenerCount

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9632


# listeners

▸ listeners(event): Function[]

Return the listeners registered for a given event.

# Parameters

Name Type Description
event string | symbol The event name.

# Returns

Function[]

# Inherited from

SpritePipeline.listeners

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9626


# off

▸ off(event, fn?, context?, once?): HueTintAndOutlineFXPipeline

Remove the listeners of a given event.

# Parameters

Name Type Description
event string | symbol The event name.
fn? Function Only remove the listeners that match this function.
context? any Only remove the listeners that have this context.
once? boolean Only remove one-time listeners.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.off

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9681


# on

▸ on(event, fn, context?): HueTintAndOutlineFXPipeline

Add a listener for a given event.

# Parameters

Name Type Description
event string | symbol The event name.
fn Function The listener function.
context? any The context to invoke the listener with. Default this.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.on

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9647


# onActive

▸ onActive(currentShader): void

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

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

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

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

# Parameters

Name Type Description
currentShader WebGLShader The shader that was set as current.

# Returns

void

# Inherited from

SpritePipeline.onActive

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87077


# onAfterFlush

▸ onAfterFlush(isPostFlush?): void

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

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

It is called after the gl.drawArrays call.

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

To apply changes pre-render, see onBeforeFlush.

# Parameters

Name Type Description
isPostFlush? boolean Was this flush invoked as part of a post-process, or not? Default false.

# Returns

void

# Inherited from

SpritePipeline.onAfterFlush

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87185


# onBatch

▸ onBatch(gameObject?): void

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

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

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

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

# Parameters

Name Type Description
gameObject? GameObject The Game Object that invoked this pipeline, if any.

# Returns

void

# Inherited from

SpritePipeline.onBatch

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87114


# onBeforeFlush

▸ onBeforeFlush(isPostFlush?): void

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

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

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

# Parameters

Name Type Description
isPostFlush? boolean Was this flush invoked as part of a post-process, or not? Default false.

# Returns

void

# Inherited from

SpritePipeline.onBeforeFlush

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87170


# onBind

▸ onBind(gameObject?): void

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

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

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

# Parameters

Name Type Description
gameObject? GameObject The Game Object that invoked this pipeline, if any.

# Returns

void

# Inherited from

SpritePipeline.onBind

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87090


# onBoot

▸ onBoot(): void

This method is called once when this pipeline has finished being set-up at the end of the boot process. By the time this method is called, all of the shaders are ready and configured.

# Returns

void

# Inherited from

SpritePipeline.onBoot

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86870


# onCopySprite

▸ onCopySprite(source, target, gameObject): void

This callback is invoked when you call the copySprite method.

It will fire after the shader has been set, but before the source target has been copied, so use it to set any additional uniforms you may need.

Note: Manipulating the Sprite during this callback will not change the Render Targets.

# Parameters

Name Type Description
source RenderTarget The source Render Target being copied from.
target RenderTarget The target Render Target that will be copied to.
gameObject Sprite The Sprite being copied.

# Returns

void

# Inherited from

SpritePipeline.onCopySprite

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85991


# onDraw

▸ onDraw(renderTarget): void

# Parameters

Name Type
renderTarget RenderTarget

# Returns

void

# Overrides

SpritePipeline.onDraw

# Defined in

packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:93


# onDrawSprite

▸ onDrawSprite(obj): void

# Parameters

Name Type
obj Sprite

# Returns

void

# Overrides

SpritePipeline.onDrawSprite

# Defined in

packages/phaserx/src/pipelines/HueTintAndOutlineFXPipeline.ts:66


# onPostBatch

▸ onPostBatch(gameObject?): void

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

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

# Parameters

Name Type Description
gameObject? GameObject The Game Object that invoked this pipeline, if any.

# Returns

void

# Inherited from

SpritePipeline.onPostBatch

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87130


# onPostRender

▸ onPostRender(): void

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

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

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

# Returns

void

# Inherited from

SpritePipeline.onPostRender

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87159


# onPreBatch

▸ onPreBatch(gameObject?): void

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

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

# Parameters

Name Type Description
gameObject? GameObject The Game Object that invoked this pipeline, if any.

# Returns

void

# Inherited from

SpritePipeline.onPreBatch

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87122


# onPreRender

▸ onPreRender(): void

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

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

# Returns

void

# Inherited from

SpritePipeline.onPreRender

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87138


# onRebind

▸ onRebind(): void

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

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

# Returns

void

# Inherited from

SpritePipeline.onRebind

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87099


# onRender

▸ onRender(scene, camera): void

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

This method is called once per frame, by every Camera in a Scene that wants to render.

It is called at the start of the rendering process, before anything has been drawn to the Camera.

# Parameters

Name Type Description
scene Scene The Scene being rendered.
camera Camera The Scene Camera being rendered with.

# Returns

void

# Inherited from

SpritePipeline.onRender

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87149


# onResize

▸ onResize(width, height): void

Handles the resizing of the quad vertex data.

# Parameters

Name Type Description
width number The new width of the quad.
height number The new height of the quad.

# Returns

void

# Inherited from

SpritePipeline.onResize

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:85928


# once

▸ once(event, fn, context?): HueTintAndOutlineFXPipeline

Add a one-time listener for a given event.

# Parameters

Name Type Description
event string | symbol The event name.
fn Function The listener function.
context? any The context to invoke the listener with. Default this.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.once

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9663


# postBatch

▸ postBatch(gameObject?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
gameObject? GameObject | Camera The Game Object or Camera that invoked this pipeline, if any.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.postBatch

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87036


# preBatch

▸ preBatch(gameObject?): HueTintAndOutlineFXPipeline

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

# Parameters

Name Type Description
gameObject? GameObject | Camera The Game Object or Camera that invoked this pipeline, if any.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.preBatch

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87025


# pushBatch

▸ pushBatch(texture): number

Takes the given WebGLTexture and determines what to do with it.

If there is no current batch (i.e. after a flush) it will create a new batch from it.

If the texture is already bound, it will return the current texture unit.

If the texture already exists in the current batch, the unit gets reset to match it.

If the texture cannot be found in the current batch, and it supports multiple textures, it's added into the batch and the unit indexes are advanced.

# Parameters

Name Type Description
texture WebGLTexture The WebGLTexture assigned to this batch entry.

# Returns

number

# Inherited from

SpritePipeline.pushBatch

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86936


# rebind

▸ rebind(currentShader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
currentShader? WebGLShader The shader to set as being current.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.rebind

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87007


# removeAllListeners

▸ removeAllListeners(event?): HueTintAndOutlineFXPipeline

Remove all listeners, or those of the specified event.

# Parameters

Name Type Description
event? string | symbol The event name.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.removeAllListeners

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9687


# removeListener

▸ removeListener(event, fn?, context?, once?): HueTintAndOutlineFXPipeline

Remove the listeners of a given event.

# Parameters

Name Type Description
event string | symbol The event name.
fn? Function Only remove the listeners that match this function.
context? any Only remove the listeners that have this context.
once? boolean Only remove one-time listeners.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.removeListener

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9672


# resetUVs

▸ resetUVs(): void

Resets the quad vertice UV values to their default settings.

The quad is used by the copy shader in this pipeline.

# Returns

void

# Inherited from

SpritePipeline.resetUVs

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86116


# resize

▸ resize(width, height): HueTintAndOutlineFXPipeline

Resizes the properties used to describe the viewport.

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

# Parameters

Name Type Description
width number The new width of this WebGL Pipeline.
height number The new height of this WebGL Pipeline.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.resize

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86963


# set1f

▸ set1f(name, x, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
x number The new value of the float uniform.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set1f

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87353


# set1fv

▸ set1fv(name, arr, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
arr number[] | Float32Array The new value to be used for the uniform variable.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set1fv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87415


# set1i

▸ set1i(name, x, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
x number The new value of the int uniform.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set1i

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87527


# set1iv

▸ set1iv(name, arr, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
arr number[] | Float32Array The new value to be used for the uniform variable.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set1iv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87471


# set2f

▸ set2f(name, x, y, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type 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? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set2f

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87368


# set2fv

▸ set2fv(name, arr, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
arr number[] | Float32Array The new value to be used for the uniform variable.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set2fv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87429


# set2i

▸ set2i(name, x, y, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type 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? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set2i

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87542


# set2iv

▸ set2iv(name, arr, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
arr number[] | Float32Array The new value to be used for the uniform variable.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set2iv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87485


# set3f

▸ set3f(name, x, y, z, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type 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? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set3f

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87384


# set3fv

▸ set3fv(name, arr, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
arr number[] | Float32Array The new value to be used for the uniform variable.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set3fv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87443


# set3i

▸ set3i(name, x, y, z, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type 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? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set3i

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87558


# set3iv

▸ set3iv(name, arr, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
arr number[] | Float32Array The new value to be used for the uniform variable.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set3iv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87499


# set4f

▸ set4f(name, x, y, z, w, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type 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? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set4f

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87401


# set4fv

▸ set4fv(name, arr, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
arr number[] | Float32Array The new value to be used for the uniform variable.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set4fv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87457


# set4i

▸ set4i(name, x, y, z, w, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type 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? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set4i

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87575


# set4iv

▸ set4iv(name, arr, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
arr number[] | Float32Array The new value to be used for the uniform variable.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.set4iv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87513


# setBoolean

▸ setBoolean(name, value, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
value boolean The new value of the boolean uniform.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.setBoolean

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87339


# setGameObject

▸ setGameObject(gameObject, frame?): number

Custom pipelines can use this method in order to perform any required pre-batch tasks for the given Game Object. It must return the texture unit the Game Object was assigned.

# Parameters

Name Type Description
gameObject GameObject The Game Object being rendered or added to the batch.
frame? Frame Optional frame to use. Can override that of the Game Object.

# Returns

number

# Inherited from

SpritePipeline.setGameObject

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86944


# setMatrix2fv

▸ setMatrix2fv(name, transpose, matrix, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
transpose boolean Whether to transpose the matrix. Should be false.
matrix number[] | Float32Array The new values for the mat2 uniform.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.setMatrix2fv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87590


# setMatrix3fv

▸ setMatrix3fv(name, transpose, matrix, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type 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? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.setMatrix3fv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87605


# setMatrix4fv

▸ setMatrix4fv(name, transpose, matrix, shader?): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.
transpose boolean Whether to transpose the matrix. Should be false.
matrix Float32Array The matrix data. If using a Matrix4 this should be the Matrix4.val property.
shader? WebGLShader The shader to set the value on. If not given, the currentShader is used.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.setMatrix4fv

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87620


# setProjectionMatrix

▸ setProjectionMatrix(width, height): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
width number The new width of this WebGL Pipeline.
height number The new height of this WebGL Pipeline.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.setProjectionMatrix

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86973


# setShader

▸ setShader(shader, setAttributes?, vertexBuffer?): HueTintAndOutlineFXPipeline

Sets the currently active shader within this pipeline.

# Parameters

Name Type Description
shader WebGLShader The shader to set as being current.
setAttributes? boolean Should the vertex attribute pointers be set? Default false.
vertexBuffer? WebGLBuffer The vertex buffer to be set before the shader is bound. Defaults to the one owned by this pipeline.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.setShader

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86888


# setShadersFromConfig

▸ setShadersFromConfig(config): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
config WebGLPipelineConfig The configuration object for this WebGL Pipeline.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.setShadersFromConfig

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86904


# setTargetUVs

▸ setTargetUVs(source, target): void

Sets the vertex UV coordinates of the quad used by the copy shaders so that they correctly adjust the texture coordinates for a blit frame effect.

Be sure to call resetUVs once you have finished manipulating the UV coordinates.

# Parameters

Name Type Description
source RenderTarget The source Render Target.
target RenderTarget The target Render Target.

# Returns

void

# Inherited from

SpritePipeline.setTargetUVs

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86109


# setTexture2D

▸ setTexture2D(texture?): number

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

# Parameters

Name Type Description
texture? WebGLTexture WebGLTexture that will be assigned to the current batch. If not given uses whiteTexture.

# Returns

number

# Inherited from

SpritePipeline.setTexture2D

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87302


# setTime

▸ setTime(name): HueTintAndOutlineFXPipeline

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

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

# Parameters

Name Type Description
name string The name of the uniform to set.

# Returns

HueTintAndOutlineFXPipeline

# Inherited from

SpritePipeline.setTime

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87325


# setUVs

▸ setUVs(uA, vA, uB, vB, uC, vC, uD, vD): void

Set the UV values for the 6 vertices that make up the quad used by the copy shader.

Be sure to call resetUVs once you have finished manipulating the UV coordinates.

# Parameters

Name Type Description
uA number The u value of vertex A.
vA number The v value of vertex A.
uB number The u value of vertex B.
vB number The v value of vertex B.
uC number The u value of vertex C.
vC number The v value of vertex C.
uD number The u value of vertex D.
vD number The v value of vertex D.

# Returns

void

# Inherited from

SpritePipeline.setUVs

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86099


# setVertexBuffer

▸ setVertexBuffer(buffer?): boolean

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

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

# Parameters

Name Type Description
buffer? WebGLBuffer The Vertex Buffer to be bound. Defaults to the one owned by this pipeline.

# Returns

boolean

# Inherited from

SpritePipeline.setVertexBuffer

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87016


# shouldFlush

▸ shouldFlush(amount?): boolean

Check if the current batch of vertices is full.

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

# Parameters

Name Type Description
amount? number Will the batch need to flush if this many vertices are added to it? Default 0.

# Returns

boolean

# Inherited from

SpritePipeline.shouldFlush

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86954


# shutdown

▸ shutdown(): void

Removes all listeners.

# Returns

void

# Inherited from

SpritePipeline.shutdown

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:9610


# unbind

▸ unbind(): void

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

# Returns

void

# Inherited from

SpritePipeline.unbind

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:87056


# updateProjectionMatrix

▸ updateProjectionMatrix(): void

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

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

# Returns

void

# Inherited from

SpritePipeline.updateProjectionMatrix

# Defined in

node_modules/.pnpm/phaser@3.60.0-beta.14/node_modules/phaser/types/phaser.d.ts:86990