The manager that owns this RenderNode.
Optionalconfig: BatchHandlerConfigThe configuration object for this handler.
The entries in the batch. Each entry represents a "sub-batch" of quads which use the same pool of textures. This allows the renderer to continue to buffer quads into the same batch without needing to upload the vertex buffer. When the batch flushes, there will be one vertex buffer upload, and one draw call per batch entry.
The number of bytes per index per instance. This is used to advance the index buffer, and accounts for the size of a Uint16Array element.
The number of bytes per instance, used to determine how much of the vertex buffer to upload.
The current batch entry being filled with textures.
ReadonlydefaultThe default configuration for this handler.
The number of floats per instance, used to determine how much of the vertex buffer to update.
The index buffer defining vertex order.
The number of indices per instance. This is usually 6 for a quad. Each index corresponds to a vertex in the vertex buffer.
The number of instances currently in the batch.
The number of instances per batch, used to determine the size of the vertex buffer, and the number of instances to render.
This is usually limited by the maximum number of vertices that can be
distinguished with a 16-bit UNSIGNED_INT index buffer,
which is 65536. This is set in the game render config as batchSize.
The manager that owns this RenderNode.
The maximum number of textures per batch entry. This is usually set to the maximum number of texture units available, but it might be smaller for some uses.
The name of the RenderNode.
The program manager used to create and manage shader programs. This contains shader variants.
The layout, data, and vertex buffer used to store the vertex data.
The default layout is for a quad with position, texture coordinate, texture ID, tint effect, and tint color on each vertex.
The number of vertices per instance.
This is usually 4 for a quad.
Each vertex corresponds to an index in the element buffer.
Add a light to the batch.
The current drawing context.
The light to add to the batch.
The top-left x-coordinate of the light.
The top-left y-coordinate of the light.
The bottom-left x-coordinate of the light.
The bottom-left y-coordinate of the light.
The top-right x-coordinate of the light.
The top-right y-coordinate of the light.
The bottom-right x-coordinate of the light.
The bottom-right y-coordinate of the light.
By default this is an empty method hook that you can override and use in your own custom render nodes.
This method is called at the start of the run method.
Don't forget to call it in your custom method.
The context currently in use.
By default this is an empty method hook that you can override and use in your own custom render nodes.
This method is called at the end of the run method.
Don't forget to call it in your custom method.
The context currently in use.
Set new dimensions for the renderer. This should be overridden by subclasses.
This is called automatically when the renderer is resized.
The new width of the renderer.
The new height of the renderer.
Draw then empty the current batch.
This method is called automatically, by either this node or the manager, when the batch is full, or when something else needs to be rendered.
The current drawing context.
Set whether the node should report debug information.
It wraps the run method with additional debug information.
Whether to report debug information.
Update the uniforms for the current shader program.
This method is called automatically when the batch is run.
The current drawing context.
Update the number of draw calls per batch. This should be overridden by subclasses.
This is called automatically by a listener
for the Phaser.Renderer.Events.SET_PARALLEL_TEXTURE_UNITS event,
triggered by the RenderNodeManager.
Optionalcount: numberThe new number of draw calls per batch. If undefined, the maximum number of texture units is used.
This RenderNode draws PointLight Game Objects in WebGL.