The manager that owns this RenderNode.
Optionalconfig: BatchHandlerConfig
The 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.
The default configuration object for this handler.
This is merged with the config object passed in the constructor.
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 render options currently being built.
The program manager used to create and manage shader programs. This contains shader variants.
The current render options to which the batch is built. These help define the shader.
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 a quad to the batch.
For compatibility with TRIANGLE_STRIP rendering, the vertices are written into the buffer in the order:
The current drawing context.
The texture to render.
The x coordinate of the top-left corner.
The y coordinate of the top-left corner.
The x coordinate of the bottom-left corner.
The y coordinate of the bottom-left corner.
The x coordinate of the top-right corner.
The y coordinate of the top-right corner.
The x coordinate of the bottom-right corner.
The y coordinate of the bottom-right corner.
The left u coordinate (0-1).
The top v coordinate (0-1).
The width of the texture (0-1).
The height of the texture (0-1).
The tint mode to use.
The top-left tint color.
The bottom-left tint color.
The top-right tint color.
The bottom-right tint color.
Optional render features.
Optionaltint2TL: number
The secondary tint color for the top-left corner.
Optionaltint2BL: number
The secondary tint color for the bottom-left corner.
Optionaltint2TR: number
The secondary tint color for the top-right corner.
Optionaltint2BR: number
The secondary tint color for the bottom-right corner.
Additional arguments for subclasses.
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.
The texture to render.
The current render options.
The texture datum.
Add a quad to the batch, using explicit UV coordinates. This is intended for compatibility with mesh rendering.
For compatibility with TRIANGLE_STRIP rendering, the vertices are written into the buffer in the order:
The current drawing context.
The texture to render.
The x coordinate of the top-left corner.
The y coordinate of the top-left corner.
The x coordinate of the bottom-left corner.
The y coordinate of the bottom-left corner.
The x coordinate of the top-right corner.
The y coordinate of the top-right corner.
The x coordinate of the bottom-right corner.
The y coordinate of the bottom-right corner.
The u coordinate of the top-left corner.
The v coordinate of the top-left corner.
The u coordinate of the bottom-left corner.
The v coordinate of the bottom-left corner.
The u coordinate of the top-right corner.
The v coordinate of the top-right corner.
The u coordinate of the bottom-right corner.
The v coordinate of the bottom-right corner.
The tint mode to use.
The tint color for the top-left corner.
The tint color for the bottom-left corner.
The tint color for the top-right corner.
The tint color for the bottom-right corner.
Optional render features.
Optionaltint2TL: number
The secondary tint color for the top-left corner.
Optionaltint2BL: number
The secondary tint color for the bottom-left corner.
Optionaltint2TR: number
The secondary tint color for the top-right corner.
Optionaltint2BR: number
The secondary tint color for the bottom-right corner.
Additional arguments for subclasses.
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.
The total number of textures in the batch.
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.
Push the current batch entry to the batch entry list, and create a new batch entry for future 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.
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.
Set the texture resolution uniforms for the current shader program.
Specifically, this sets the uMainResolution uniform with the pixel
dimensions of each bound texture. This information is required by shader
features such as smooth pixel art rendering.
This method is called automatically when the batch is run and the
texRes render option is enabled.
The textures to render.
Update the uniforms for the current shader program.
This method is called automatically when the batch is run.
The current drawing context.
Compare the incoming render options against the currently active options
and stage any differences into nextRenderOptions. Sets
_renderOptionsChanged to true if any option has changed, signalling
that the current batch should be flushed and the shader rebuilt via
updateShaderConfig before the next draw.
The new render options.
Update the shader configuration based on render options. This is called automatically when the render options change.
Update the maximum number of textures per batch. This rebuilds the shader program with the new texture count. The minimum number of textures 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.
Optionalcount: number
The new maximum number of textures per batch. If undefined, the maximum number of texture units is used.
The primary batch rendering node in Phaser's WebGL pipeline. It draws textured quads (used by Image, Sprite, BitmapText, TileSprite, and other Game Objects) in large batches for performance. Supports multi-texturing, normal-map-based lighting, and smooth pixel art rendering. Game Objects are accumulated into a vertex buffer and flushed to the GPU in a single draw call whenever possible.