phaser - v4.0.0-rc.4
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    This RenderNode renders textured triangle strips, such as for the Rope Game Object. It uses batches to accelerate drawing.

    If a strip is submitted with too many vertices (usually >32,768), it will throw an error.

    Note that you should call batchStrip instead of batch to add strips.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    batchEntries: WebGLBatchEntry[]

    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.

    bytesPerIndexPerInstance: number

    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.

    bytesPerInstance: number

    The number of bytes per instance, used to determine how much of the vertex buffer to upload.

    currentBatchEntry: WebGLBatchEntry

    The current batch entry being filled with textures.

    defaultConfig: BatchHandlerConfig

    The default configuration object for this handler. This is merged with the config object passed in the constructor.

    floatsPerInstance: number

    The number of floats per instance, used to determine how much of the vertex buffer to update.

    indexBuffer: WebGLBufferWrapper

    The index buffer defining vertex order.

    indicesPerInstance: number

    The number of indices per instance. This is usually 6 for a quad. Each index corresponds to a vertex in the vertex buffer.

    instanceCount: number

    The number of instances currently in the batch.

    instancesPerBatch: number

    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.

    maxTexturesPerBatch: number

    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.

    name: string

    The name of the RenderNode.

    nextRenderOptions: object

    The render options currently being built.

    programManager: ProgramManager

    The program manager used to create and manage shader programs. This contains shader variants.

    renderOptions: object

    The current render options to which the batch is built. These help define the shader.

    vertexBufferLayout: WebGLVertexBufferLayoutWrapper

    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.

    verticesPerInstance: number

    The number of vertices per instance.

    This is usually 4 for a quad.

    Each vertex corresponds to an index in the element buffer.

    Methods

    • Add a quad to the batch.

      For compatibility with TRIANGLE_STRIP rendering, the vertices are added in the order:

      • Top-left
      • Bottom-left
      • Top-right
      • Bottom-right

      Parameters

      • currentContext: DrawingContext

        The current drawing context.

      • glTexture: WebGLTextureWrapper

        The texture to render.

      • x0: number

        The x coordinate of the top-left corner.

      • y0: number

        The y coordinate of the top-left corner.

      • x1: number

        The x coordinate of the bottom-left corner.

      • y1: number

        The y coordinate of the bottom-left corner.

      • x2: number

        The x coordinate of the top-right corner.

      • y2: number

        The y coordinate of the top-right corner.

      • x3: number

        The x coordinate of the bottom-right corner.

      • y3: number

        The y coordinate of the bottom-right corner.

      • texX: number

        The left u coordinate (0-1).

      • texY: number

        The top v coordinate (0-1).

      • texWidth: number

        The width of the texture (0-1).

      • texHeight: number

        The height of the texture (0-1).

      • tintFill: boolean

        Whether to tint the fill color.

      • tintTL: number

        The top-left tint color.

      • tintBL: number

        The bottom-left tint color.

      • tintTR: number

        The top-right tint color.

      • tintBR: number

        The bottom-right tint color.

      • renderOptions: BatchHandlerQuadRenderOptions

        Optional render features.

      • ...args: any[]

        Additional arguments for subclasses.

      Returns void

    • Add a strip to the batch.

      This method would usually be named batch, but the call signature is different from the other batch handlers.

      Parameters

      • drawingContext: DrawingContext

        The current drawing context.

      • src: GameObject

        The Game Object being rendered.

      • calcMatrix: TransformMatrix

        The current transform matrix.

      • glTexture: WebGLTextureWrapper

        The texture to render.

      • vertices: Float32Array

        The vertices of the strip.

      • uv: Float32Array

        The UV coordinates of the strip.

      • colors: Uint32Array

        The color values of the strip.

      • alphas: Float32Array

        The alpha values of the strip.

      • alpha: number

        The overall alpha value of the strip.

      • tintFill: boolean

        Whether to tint the fill color.

      • renderOptions: BatchHandlerQuadRenderOptions

        Optional render features. Strip rendering should always set multiTexturing to false. It can use smoothPixelArt. Other options are ignored.

      • OptionaldebugCallback: Function

        The debug callback, called with an array consisting of alternating x,y values of the transformed vertices.

      Returns void

    • Process textures for batching. This method is called automatically by the batch method. It returns a piece of data used for various texture tasks, depending on the render options.

      The texture datum may be used for texture ID or normal map rotation.

      Parameters

      • glTexture: WebGLTextureWrapper

        The texture to render.

      • renderOptions: object

        The current render options.

      Returns number

    • Finalize the texture count for the current sub-batch. This is called automatically when the render is run. It requests a shader program with the necessary number of textures, if that is less than the maximum allowed. This reduces the number of textures the GPU must handle, which can improve performance.

      Parameters

      • count: number

        The total number of textures in the batch.

      Returns void

    • 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.

      Parameters

      Returns void

    • 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.

      Parameters

      Returns void

    • Set new dimensions for the renderer. This should be overridden by subclasses.

      This is called automatically when the renderer is resized.

      Parameters

      • width: number

        The new width of the renderer.

      • height: number

        The new height of the renderer.

      Returns void

    • 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.

      Parameters

      Returns void

    • Set whether the node should report debug information. It wraps the run method with additional debug information.

      Parameters

      • debug: boolean

        Whether to report debug information.

      Returns void

    • Update the number of draw calls per batch. This rebuilds the shader program with the new draw call count. The minimum number of draw calls is 1, and the maximum is the number of texture units defined in the renderer. Rebuilding the shader may be expensive, so use this sparingly.

      If this runs during a batch, and the new count is less than the number of textures in the current batch entry, the batch will be flushed before the shader program is rebuilt, so none of the textures are skipped.

      This is usually called automatically by a listener for the Phaser.Renderer.Events.SET_PARALLEL_TEXTURE_UNITS event, triggered by the RenderNodeManager.

      Parameters

      • Optionalcount: number

        The new number of draw calls per batch. If undefined, the maximum number of texture units is used.

      Returns void