The manager that owns this RenderNode.
The default configuration object for this RenderNode. This is used to ensure all required properties are present, so it must be complete.
Optionalconfig: BatchHandlerConfig
The configuration object for this RenderNode.
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.
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 topology to use for the batch handler. This is the GL topology to use for the draw call.
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 an instance to the batch. Game objects call this method to add themselves to the batch. This method should be overridden by subclasses.
Arguments to pass to the batch handler. These will vary depending on the handler.
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.
This method should be overridden by subclasses.
The current drawing context.
Additional arguments to pass to the batch handler.
Enables or disables debug reporting for this node.
When enabled, the run method is replaced with a wrapper that pushes
the node's name onto the manager's debug stack before execution and pops
it afterwards, allowing the renderer to track which nodes are active.
The original run implementation is preserved in _run.
When disabled, the original run method is restored and _run is cleared.
Whether to report debug information.
Update the number of parallel texture units available 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: number
The new number of parallel texture units available per batch. If undefined, the maximum number of texture units is used.
A Batch Handler Render Node. This is a base class used for other Batch Handler Render Nodes.
A batch handler buffers data for a batch of objects to be rendered together. It is responsible for the vertex buffer layout and shaders used to render the batched items.
This class is not meant to be used directly, but to be extended by other classes.