- Source: src/renderer/webgl/typedefs/index.js (Line 7)
Type Definitions
-
RenderTargetConfig
-
Type:
- object
- Since: 3.50.0
- Source: src/renderer/webgl/typedefs/RenderTargetConfig.js (Line 1)
Properties:
Name Type Argument Default Description scale
number <optional>
1 A value between 0 and 1. Controls the size of this Render Target in relation to the Renderer. A value of 1 matches it. 0.5 makes the Render Target half the size of the renderer, etc.
minFilter
number <optional>
0 The minFilter mode of the texture. 0 is
LINEAR
, 1 isNEAREST
.autoClear
boolean <optional>
true Controls if this Render Target is automatically cleared (via
gl.COLOR_BUFFER_BIT
) during the bind. -
WebGLConst
-
Type:
- object
- Since: 3.50.0
- Source: src/renderer/webgl/typedefs/WebGLConst.js (Line 1)
Properties:
Name Type Description enum
GLenum The data type of the attribute, i.e.
gl.BYTE
,gl.SHORT
,gl.UNSIGNED_BYTE
,gl.FLOAT
, etc.size
number The size, in bytes, of the data type.
-
WebGLPipelineAttribute
-
Type:
- object
- Since: 3.50.0
- Source: src/renderer/webgl/typedefs/WebGLPipelineAttribute.js (Line 1)
Properties:
Name Type Description name
string The name of the attribute as defined in the vertex shader.
size
number The number of components in the attribute, i.e. 1 for a float, 2 for a vec2, 3 for a vec3, etc.
type
GLenum The data type of the attribute. Either
gl.BYTE
,gl.SHORT
,gl.UNSIGNED_BYTE
,gl.UNSIGNED_SHORT
orgl.FLOAT
.offset
number The offset, in bytes, of this attribute data in the vertex array. Equivalent to
offsetof(vertex, attrib)
in C.normalized
boolean Should the attribute data be normalized?
enabled
boolean You should set this to
false
by default. The pipeline will enable it on boot.location
number You should set this to
-1
by default. The pipeline will set it on boot. -
WebGLPipelineAttributesConfig
-
Type:
- object
- Since: 3.50.0
- Source: src/renderer/webgl/typedefs/WebGLPipelineAttributesConfig.js (Line 1)
Properties:
Name Type Argument Default Description name
string The name of the attribute as defined in the vertex shader.
size
number The number of components in the attribute, i.e. 1 for a float, 2 for a vec2, 3 for a vec3, etc.
type
Phaser.Types.Renderer.WebGL.WebGLConst The data type of the attribute, one of the
WEBGL_CONST
values, i.e.WEBGL_CONST.FLOAT
,WEBGL_CONST.UNSIGNED_BYTE
, etc.normalized
boolean <optional>
false Should the attribute data be normalized?
-
WebGLPipelineConfig
-
Type:
- object
- Since: 3.50.0
- Source: src/renderer/webgl/typedefs/WebGLPipelineConfig.js (Line 1)
Properties:
Name Type Argument Default Description game
Phaser.Game The Phaser.Game instance that owns this pipeline.
name
string <optional>
The name of the pipeline.
topology
GLenum <optional>
gl.TRIANGLES How the primitives are rendered. The default value is GL_TRIANGLES. Here is the full list of rendering primitives: (https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants).
vertShader
string <optional>
The source code, as a string, for the vertex shader. If you need to assign multiple shaders, see the
shaders
property.fragShader
string <optional>
The source code, as a string, for the fragment shader. Can include
%count%
and%forloop%
declarations for multi-texture support. If you need to assign multiple shaders, see theshaders
property.batchSize
number <optional>
The number of quads to hold in the batch. Defaults to
RenderConfig.batchSize
. This amount * 6 gives the vertex capacity.vertexSize
number <optional>
The size, in bytes, of a single entry in the vertex buffer. Defaults to Float32Array.BYTES_PER_ELEMENT * 6 + Uint8Array.BYTES_PER_ELEMENT * 4.
vertices
Array.<number> | Float32Array <optional>
An optional Array or Typed Array of pre-calculated vertices data that is copied into the vertex data.
attributes
Phaser.Types.Renderer.WebGL.WebGLPipelineAttributesConfig <optional>
An array of shader attribute data. All shaders bound to this pipeline must use the same attributes.
shaders
Array.<Phaser.Types.Renderer.WebGL.WebGLPipelineShaderConfig> <optional>
An array of shaders, all of which are created for this one pipeline. Uses the
vertShader
,fragShader
,attributes
anduniforms
properties of this object as defaults.forceZero
boolean <optional>
false Force the shader to use just a single sampler2d? Set for anything that extends the Single Pipeline.
renderTarget
boolean | number | Array.<Phaser.Types.Renderer.WebGL.RenderTargetConfig> <optional>
Create Render Targets for this pipeline. Can be a number, which determines the quantity, a boolean (sets quantity to 1), or an array of Render Target configuration objects.
-
WebGLPipelineShaderConfig
-
Type:
- object
- Since: 3.50.0
- Source: src/renderer/webgl/typedefs/WebGLPipelineShaderConfig.js (Line 1)
Properties:
Name Type Argument Description name
string <optional>
The name of the shader. Doesn't have to be unique, but makes shader look-up easier if it is.
vertShader
string <optional>
The source code, as a string, for the vertex shader. If not given, uses the
Phaser.Types.Renderer.WebGL.WebGLPipelineConfig.vertShader
property instead.fragShader
string <optional>
The source code, as a string, for the fragment shader. Can include
%count%
and%forloop%
declarations for multi-texture support. If not given, uses thePhaser.Types.Renderer.WebGL.WebGLPipelineConfig.fragShader
property instead.attributes
Phaser.Types.Renderer.WebGL.WebGLPipelineAttributesConfig <optional>
An array of shader attribute data. All shaders bound to this pipeline must use the same attributes.
-
WebGLPipelineUniformsConfig
-
Type:
- object
- Since: 3.50.0
- Source: src/renderer/webgl/typedefs/WebGLPipelineUniformsConfig.js (Line 1)
Properties:
Name Type Description name
string The name of the uniform as defined in the shaders.
location
WebGLUniformLocation The pipeline will set it when the program is linked.
value1
any The cached value1.
value2
any The cached value2.
value3
any The cached value3.
value4
any The cached value4.