RopePipeline
The Rope Pipeline is a variation of the Multi Pipeline that uses a TRIANGLE_STRIP for
its topology, instead of TRIANGLES. This is primarily used by the Rope Game Object,
or anything that extends it.
Prior to Phaser v3.50 this pipeline was called the TextureTintStripPipeline.
The fragment shader it uses can be found in shaders/src/Multi.frag.
The vertex shader it uses can be found in shaders/src/Multi.vert.
The default shader attributes for this pipeline are:
inPosition (vec2, offset 0)
inTexCoord (vec2, offset 8)
inTexId (float, offset 16)
inTintEffect (float, offset 20)
inTint (vec4, offset 24, normalized)
The default shader uniforms for this pipeline are:
uProjectionMatrix (mat4)
uResolution (vec2)
uMainSampler (sampler2D, or sampler2D array)
The pipeline is structurally identical to the Multi Pipeline and should be treated as such.
Constructor
new RopePipeline(config)
Parameters
| name | type | optional | description |
|---|---|---|---|
| config | Phaser.Types.Renderer.WebGL.WebGLPipelineConfig | No | The configuration options for this pipeline. |
Scope: static
Extends
Source: src/renderer/webgl/pipelines/RopePipeline.js#L11
Since: 3.50.0
Inherited Members
From Phaser.Renderer.WebGL.Pipelines.MultiPipeline:
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
Inherited Methods
From Phaser.Events.EventEmitter:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
From Phaser.Renderer.WebGL.Pipelines.MultiPipeline:
- batchFillPath
- batchFillRect
- batchFillTriangle
- batchLine
- batchSprite
- batchStrokePath
- batchStrokeTriangle
- batchTexture
- batchTextureFrame
- boot
- destroy
From Phaser.Renderer.WebGL.WebGLPipeline:
- addTextureToBatch
- batchQuad
- batchTri
- batchVert
- bind
- bindRenderTarget
- bindTexture
- createBatch
- drawFillRect
- flipProjectionMatrix
- flush
- getShaderByName
- onActive
- onAfterFlush
- onBatch
- onBeforeFlush
- onBind
- onBoot
- onDraw
- onPostBatch
- onPostRender
- onPreBatch
- onPreRender
- onRebind
- onRender
- onResize
- postBatch
- 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