BloomFXPipeline
The Bloom FX Pipeline.
Bloom is an effect used to reproduce an imaging artifact of real-world cameras.
The effect produces fringes of light extending from the borders of bright areas in an image,
contributing to the illusion of an extremely bright light overwhelming the
camera or eye capturing the scene.
A Bloom effect is added to a Game Object via the FX component:
const sprite = this.add.sprite();
sprite.postFX.addBloom();
Constructor
new BloomFXPipeline(game)
Parameters
| name | type | optional | description |
|---|---|---|---|
| game | Phaser.Game | No | A reference to the Phaser Game instance. |
Scope: static
Extends
Source: src/renderer/webgl/pipelines/fx/BloomFXPipeline.js#L11
Since: 3.60.0
Inherited Members
From Phaser.Renderer.WebGL.Pipelines.PostFXPipeline:
From Phaser.Renderer.WebGL.WebGLPipeline:
- active
- activeBuffer
- activeTextures
- batch
- bytes
- config
- currentBatch
- currentRenderTarget
- currentShader
- currentTexture
- currentUnit
- forceZero
- game
- gl
- glReset
- hasBooted
- height
- isPostFX
- isPreFX
- manager
- name
- projectionHeight
- projectionMatrix
- projectionWidth
- renderer
- renderTargets
- resizeUniform
- shaders
- topology
- vertexBuffer
- vertexCapacity
- vertexCount
- vertexData
- vertexViewF32
- vertexViewU32
- view
- width
Public Members
blurStrength
blurStrength: number
Description:
The strength of the blur process of the bloom effect.
Source: src/renderer/webgl/pipelines/fx/BloomFXPipeline.js#L84
Since: 3.60.0
glcolor
glcolor: Array.<number>
Description:
The internal gl color array.
Source: src/renderer/webgl/pipelines/fx/BloomFXPipeline.js#L102
Since: 3.60.0
offsetX
offsetX: number
Description:
The horizontal offset of the bloom effect.
Source: src/renderer/webgl/pipelines/fx/BloomFXPipeline.js#L66
Since: 3.60.0
offsetY
offsetY: number
Description:
The vertical offset of the bloom effect.
Source: src/renderer/webgl/pipelines/fx/BloomFXPipeline.js#L75
Since: 3.60.0
steps
steps: number
Description:
The number of steps to run the Bloom effect for.
This value should always be an integer.
It defaults to 4. The higher the value, the smoother the Bloom,
but at the cost of exponentially more gl operations.
Keep this to the lowest possible number you can have it, while
still looking correct for your game.
Source: src/renderer/webgl/pipelines/fx/BloomFXPipeline.js#L49
Since: 3.60.0
strength
strength: number
Description:
The strength of the blend process of the bloom effect.
Source: src/renderer/webgl/pipelines/fx/BloomFXPipeline.js#L93
Since: 3.60.0
Inherited Methods
From Phaser.Events.EventEmitter:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
From Phaser.Renderer.WebGL.Pipelines.PostFXPipeline:
- bindAndDraw
- blendFrames
- blendFramesAdditive
- blitFrame
- bootFX
- clearFrame
- copyFrame
- copyFrameRect
- copySprite
- copyToGame
- destroy
- drawFrame
- getController
- postBatch
From Phaser.Renderer.WebGL.WebGLPipeline:
- addTextureToBatch
- batchQuad
- batchTri
- batchVert
- bind
- bindRenderTarget
- bindTexture
- boot
- createBatch
- drawFillRect
- flipProjectionMatrix
- flush
- getShaderByName
- onActive
- onAfterFlush
- onBatch
- onBeforeFlush
- onBind
- onBoot
- onDraw
- onPostBatch
- onPostRender
- onPreBatch
- onPreRender
- onRebind
- onRender
- onResize
- preBatch
- pushBatch
- rebind
- resize
- restoreContext
- set1f
- set1fv
- set1i
- set1iv
- set2f
- set2fv
- set2i
- set2iv
- set3f
- set3fv
- set3i
- set3iv
- set4f
- set4fv
- set4i
- set4iv
- setBoolean
- setGameObject
- setMatrix2fv
- setMatrix3fv
- setMatrix4fv
- setProjectionMatrix
- setShader
- setShadersFromConfig
- setTexture2D
- setTime
- setVertexBuffer
- shouldFlush
- unbind
- updateProjectionMatrix
- vertexAvailable