BokehFXPipeline
The Bokeh FX Pipeline.
Bokeh refers to a visual effect that mimics the photographic technique of creating a shallow depth of field.
This effect is used to emphasize the game's main subject or action, by blurring the background or foreground
elements, resulting in a more immersive and visually appealing experience. It is achieved through rendering
techniques that simulate the out-of-focus areas, giving a sense of depth and realism to the game's graphics.
This effect can also be used to generate a Tilt Shift effect, which is a technique used to create a miniature
effect by blurring everything except a small area of the image. This effect is achieved by blurring the
top and bottom elements, while keeping the center area in focus.
A Bokeh effect is added to a Game Object via the FX component:
const sprite = this.add.sprite();
sprite.postFX.addBokeh();
Constructor
new BokehFXPipeline(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/BokehFXPipeline.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
amount
amount: number
Description:
The amount, or strength, of the bokeh effect. Defaults to 1.
Source: src/renderer/webgl/pipelines/fx/BokehFXPipeline.js#L108
Since: 3.60.0
blurX
blurX: number
Description:
If a Tilt Shift effect this controls the amount of horizontal blur.
Setting this value on a non-Tilt Shift effect will have no effect.
Source: src/renderer/webgl/pipelines/fx/BokehFXPipeline.js#L73
Since: 3.60.0
blurY
blurY: number
Description:
If a Tilt Shift effect this controls the amount of vertical blur.
Setting this value on a non-Tilt Shift effect will have no effect.
Source: src/renderer/webgl/pipelines/fx/BokehFXPipeline.js#L84
Since: 3.60.0
contrast
contrast: number
Description:
The color contrast, or brightness, of the bokeh effect. Defaults to 0.2.
Source: src/renderer/webgl/pipelines/fx/BokehFXPipeline.js#L117
Since: 3.60.0
isTiltShift
isTiltShift: boolean
Description:
Is this a Tilt Shift effect or a standard bokeh effect?
Source: src/renderer/webgl/pipelines/fx/BokehFXPipeline.js#L53
Since: 3.60.0
radius
radius: number
Description:
The radius of the bokeh effect.
This is a float value, where a radius of 0 will result in no effect being applied,
and a radius of 1 will result in a strong bokeh. However, you can exceed this value
for even stronger effects.
Source: src/renderer/webgl/pipelines/fx/BokehFXPipeline.js#L95
Since: 3.60.0
strength
strength: number
Description:
If a Tilt Shift effect this controls the strength of the blur.
Setting this value on a non-Tilt Shift effect will have no effect.
Source: src/renderer/webgl/pipelines/fx/BokehFXPipeline.js#L62
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