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Version: Phaser v4.0.0-rc.6

WebGLRenderer

WebGLRenderer is a class that contains the needed functionality to keep the

WebGLRenderingContext state clean. The main idea of the WebGLRenderer is to keep track of

any context change that happens for WebGL rendering inside of Phaser. This means

if raw webgl functions are called outside the WebGLRenderer of the Phaser WebGL

rendering ecosystem they might pollute the current WebGLRenderingContext state producing

unexpected behavior. It's recommended that WebGL interaction is done through

WebGLRenderer and/or built-in RenderNodes.

Persistent WebGL objects are stored in "wrappers" which are created by the WebGLRenderer.

Wrappers contain WebGL objects and metadata about those objects.

This can be used to recreate the WebGL state after a context loss.

Prefer to pass references to the wrappers, rather than the raw WebGL objects,

as the raw objects may be destroyed or replaced at any time.

Extract them only when needed.

WebGL state, such as blend mode or texture units, is managed by the WebGLRenderer.

Use WebGLRenderer.glWrapper to manage the current state

rather than setting it directly on the WebGLRenderingContext.

The state wrapper will ensure that the state is only set if it has changed,

and can restore the state after a context loss or external render call.

Constructor

new WebGLRenderer(game)

Parameters

nametypeoptionaldescription
gamePhaser.GameNoThe Game instance which owns this WebGL Renderer.

Scope: static

Extends

Phaser.Events.EventEmitter

Source: src/renderer/webgl/WebGLRenderer.js#L50
Since: 3.0.0

Public Members

baseDrawingContext

baseDrawingContext: Phaser.Renderer.WebGL.DrawingContext

Description:

The DrawingContext used for the base canvas.

Source: src/renderer/webgl/WebGLRenderer.js#L328
Since: 4.0.0


blankTexture

blankTexture: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper

Description:

A blank 32x32 transparent texture, as used by the Graphics system where needed.

This is set in the boot method.

Source: src/renderer/webgl/WebGLRenderer.js#L532
Since: 3.12.0


blendModes

blendModes: Array.<Phaser.Types.Renderer.WebGL.WebGLBlendParameters>

Description:

An array of blend modes supported by the WebGL Renderer.

This array includes the default blend modes as well as any custom blend modes added through #addBlendMode.

Source: src/renderer/webgl/WebGLRenderer.js#L204
Since: 3.0.0


cameraRenderNode

cameraRenderNode: Phaser.Renderer.WebGL.RenderNodes.RenderNode

Description:

The RenderNode to use for rendering individual cameras.

This will be populated during the boot method.

Source: src/renderer/webgl/WebGLRenderer.js#L155
Since: 4.0.0


canvas

canvas: HTMLCanvasElement

Description:

The canvas which this WebGL Renderer draws to.

Source: src/renderer/webgl/WebGLRenderer.js#L195
Since: 3.0.0


compression

compression: Phaser.Types.Renderer.WebGL.WebGLTextureCompression

Description:

Stores the WebGL texture compression formats that this device and browser supports.

Support for using compressed texture formats was added in Phaser version 3.60.

Source: src/renderer/webgl/WebGLRenderer.js#L511
Since: 3.8.0


config

config: object

Description:

The local configuration settings of this WebGL Renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L106
Since: 3.0.0


contextLost

contextLost: boolean

Description:

This property is set to true if the WebGL context of the renderer is lost.

Source: src/renderer/webgl/WebGLRenderer.js#L216
Since: 3.0.0


contextLostHandler

contextLostHandler: function

Description:

The handler to invoke when the context is lost.

This should not be changed and is set in the boot method.

Source: src/renderer/webgl/WebGLRenderer.js#L356
Since: 3.19.0


contextRestoredHandler

contextRestoredHandler: function

Description:

The handler to invoke when the context is restored.

This should not be changed and is set in the boot method.

Source: src/renderer/webgl/WebGLRenderer.js#L366
Since: 3.19.0


currentViewCamera

currentViewCamera: Phaser.Cameras.Scene2D.Camera

Description:

The camera currently being rendered by render.

Source: src/renderer/webgl/WebGLRenderer.js#L337
Since: 4.0.0


drawingBufferHeight

drawingBufferHeight: number

Description:

Cached drawing buffer height to reduce gl calls.

Source: src/renderer/webgl/WebGLRenderer.js#L522
Since: 3.11.0


drawingContextPool

drawingContextPool: Phaser.Renderer.WebGL.DrawingContextPool

Description:

A pool of DrawingContexts which can be reused.

Source: src/renderer/webgl/WebGLRenderer.js#L347
Since: 4.0.0


extensions

extensions: object

Description:

The WebGL Extensions loaded into the current context.

Source: src/renderer/webgl/WebGLRenderer.js#L490
Since: 3.0.0


game

game: Phaser.Game

Description:

The Game instance which owns this WebGL Renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L127
Since: 3.0.0


genericQuadIndexBuffer

genericQuadIndexBuffer: Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper

Description:

A generic quad index buffer. This is a READ-ONLY buffer.

It describes the four corners of a quad,

a structure which is used in several places in the renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L316
Since: 4.0.0


gl

gl: WebGLRenderingContext

Description:

The underlying WebGL context of the renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L396
Since: 3.0.0


glBufferWrappers

glBufferWrappers: Array.<Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper>

Description:

A list of all WebGLBufferWrappers that have been created by this renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L271
Since: 3.80.0


glFormats

glFormats: array

Description:

Stores the current WebGL component formats for further use.

This array is populated in the init method.

Source: src/renderer/webgl/WebGLRenderer.js#L500
Since: 3.2.0


glFramebufferWrappers

glFramebufferWrappers: Array.<Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper>

Description:

A list of all WebGLFramebufferWrappers that have been created by this renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L298
Since: 3.80.0


glProgramWrappers

glProgramWrappers: Array.<Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper>

Description:

A list of all WebGLProgramWrappers that have been created by this renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L280
Since: 3.80.0


glTextureUnits

glTextureUnits: Phaser.Renderer.WebGL.Wrappers.WebGLTextureUnitsWrapper

Description:

The current WebGL texture units in use.

Source: src/renderer/webgl/WebGLRenderer.js#L416
Since: 4.0.0


glTextureWrappers

glTextureWrappers: Array.<Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper>

Description:

A list of all WebGLTextureWrappers that have been created by this renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L289
Since: 3.80.0


glVAOWrappers

glVAOWrappers: Array.<Phaser.Renderer.WebGL.Wrappers.WebGLVAOWrapper>

Description:

A list of all WebGLVAOWrappers that have been created by this renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L307
Since: 4.0.0


glWrapper

glWrapper: Phaser.Renderer.WebGL.Wrappers.WebGLGlobalWrapper

Description:

The current WebGLRenderingContext state.

Source: src/renderer/webgl/WebGLRenderer.js#L406
Since: 4.0.0


height

height: number

Description:

The height of the canvas being rendered to.

This is populated in the onResize event handler.

Source: src/renderer/webgl/WebGLRenderer.js#L185
Since: 3.0.0


instancedArraysExtension

instancedArraysExtension: ANGLE_instanced_arrays

Description:

If the browser supports the ANGLE_instanced_arrays extension, this property will hold

a reference to the glExtension for it.

This is populated in the setExtensions method.

Source: src/renderer/webgl/WebGLRenderer.js#L437
Since: 3.50.0


isBooted

isBooted: boolean

Description:

Has this renderer fully booted yet?

Source: src/renderer/webgl/WebGLRenderer.js#L609
Since: 3.50.0


maxTextures

maxTextures: number

Description:

The maximum number of textures the GPU can handle. The minimum under the WebGL1 spec is 8.

This is set via the Game Config maxTextures property and should never be changed after boot.

Source: src/renderer/webgl/WebGLRenderer.js#L250
Since: 3.50.0


mipmapFilter

mipmapFilter: GLenum

Description:

The mipmap magFilter to be used when creating textures.

You can specify this as a string in the game config, i.e.:

render: { mipmapFilter: 'NEAREST_MIPMAP_LINEAR' }

The 6 options for WebGL1 are, in order from least to most computationally expensive:

NEAREST (for pixel art)

LINEAR (the default)

NEAREST_MIPMAP_NEAREST

LINEAR_MIPMAP_NEAREST

NEAREST_MIPMAP_LINEAR

LINEAR_MIPMAP_LINEAR

Mipmaps only work with textures that are fully power-of-two in size.

For more details see https://webglfundamentals.org/webgl/lessons/webgl-3d-textures.html

As of v3.60 no mipmaps will be generated unless a string is given in

the game config. This saves on VRAM use when it may not be required.

To obtain the previous result set the property to LINEAR in the config.

Source: src/renderer/webgl/WebGLRenderer.js#L579
Since: 3.21.0


normalTexture

normalTexture: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper

Description:

A blank 1x1 #7f7fff texture, a flat normal map,

as used by the Graphics system where needed.

This is set in the boot method.

Source: src/renderer/webgl/WebGLRenderer.js#L543
Since: 3.80.0


parallelShaderCompileExtension

parallelShaderCompileExtension: KHR_parallel_shader_compile

Description:

If the browser supports the KHR_parallel_shader_compile extension,

this property will hold a reference to the glExtension for it.

This is populated in the setExtensions method.

Source: src/renderer/webgl/WebGLRenderer.js#L450
Since: 4.0.0


previousContextLostHandler

previousContextLostHandler: function

Description:

The previous contextLostHandler that was in use.

This is set when setContextHandlers is called.

Source: src/renderer/webgl/WebGLRenderer.js#L376
Since: 3.85.0


previousContextRestoredHandler

previousContextRestoredHandler: function

Description:

The previous contextRestoredHandler that was in use.

This is set when setContextHandlers is called.

Source: src/renderer/webgl/WebGLRenderer.js#L386
Since: 3.85.0


projectionFlipY

projectionFlipY: boolean

Description:

The cached flipY state of the Projection matrix.

This is usually false, preserving WebGL coordinate space.

Source: src/renderer/webgl/WebGLRenderer.js#L645
Since: 4.0.0


projectionHeight

projectionHeight: number

Description:

The cached height of the Projection matrix.

Source: src/renderer/webgl/WebGLRenderer.js#L636
Since: 3.50.0


projectionMatrix

projectionMatrix: Phaser.Math.Matrix4

Description:

The global game Projection matrix, used by shaders as 'uProjectionMatrix' uniform.

Source: src/renderer/webgl/WebGLRenderer.js#L618
Since: 3.50.0


projectionWidth

projectionWidth: number

Description:

The cached width of the Projection matrix.

Source: src/renderer/webgl/WebGLRenderer.js#L627
Since: 3.50.0


renderNodes

renderNodes: Phaser.Renderer.WebGL.RenderNodes.RenderNodeManager

Description:

An instance of the RenderNodeManager class which handles all

RenderNodes used by the WebGLRenderer.

Source: src/renderer/webgl/WebGLRenderer.js#L145
Since: 4.0.0


shaderProgramFactory

shaderProgramFactory: Phaser.Renderer.WebGL.ShaderProgramFactory

Description:

The shader program factory for managing variant shaders.

Source: src/renderer/webgl/WebGLRenderer.js#L166
Since: 4.0.0


shaderSetters

shaderSetters: Phaser.Renderer.WebGL.Wrappers.WebGLShaderSetterWrapper

Description:

Internal gl function mapping for uniform and attribute look-up.

https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniform

https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer

Source: src/renderer/webgl/WebGLRenderer.js#L566
Since: 4.0.0


snapshotState

snapshotState: Phaser.Types.Renderer.Snapshot.SnapshotState

Description:

Details about the currently scheduled snapshot.

If a non-null callback is set in this object, a snapshot of the canvas will be taken after the current frame is fully rendered.

Source: src/renderer/webgl/WebGLRenderer.js#L226
Since: 3.0.0


spector

spector: function

Description:

An instance of SpectorJS used for WebGL Debugging.

Only available in the Phaser Debug build.

Source: src/renderer/webgl/WebGLRenderer.js#L656
Since: 3.60.0


standardDerivativesExtension

standardDerivativesExtension: OES_standard_derivatives

Description:

If the browser supports the OES_standard_derivatives extension,

and the smoothPixelArt config option is true,

this property will hold a reference to the glExtension for it.

This is populated in the setExtensions method.

Source: src/renderer/webgl/WebGLRenderer.js#L463
Since: 4.0.0


supportedExtensions

supportedExtensions: Array.<string>

Description:

Array of strings that indicate which WebGL extensions are supported by the browser.

This is populated in the setExtensions method.

Source: src/renderer/webgl/WebGLRenderer.js#L426
Since: 3.0.0


textureUnitIndices

textureUnitIndices: Array.<number>

Description:

A list containing the indices of all available texture units.

This is populated during the init method.

It is used internally to connect texture units to shaders.

Source: src/renderer/webgl/WebGLRenderer.js#L260
Since: 4.0.0


type

type: number

Description:

A constant which allows the renderer to be easily identified as a WebGL Renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L136
Since: 3.0.0


vaoExtension

vaoExtension: OES_vertex_array_object

Description:

If the browser supports the OES_vertex_array_object extension, this property will hold

a reference to the glExtension for it.

This is populated in the setExtensions method.

Source: src/renderer/webgl/WebGLRenderer.js#L477
Since: 3.50.0


whiteTexture

whiteTexture: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper

Description:

A pure white 4x4 texture, as used by the Graphics system where needed.

This is set in the boot method.

Source: src/renderer/webgl/WebGLRenderer.js#L555
Since: 3.50.0


width

width: number

Description:

The width of the canvas being rendered to.

This is populated in the onResize event handler.

Source: src/renderer/webgl/WebGLRenderer.js#L175
Since: 3.0.0


Inherited Methods

From Phaser.Events.EventEmitter:


Public Methods

addBlendMode

<instance> addBlendMode(func, equation)

Description:

Creates a new custom blend mode for the renderer.

See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Blending_modes

Parameters:

nametypeoptionaldescription
funcArray.<GLenum>NoAn array containing the WebGL functions to use for the source and the destination blending factors, respectively. See the possible constants for {@link WebGLRenderingContext#blendFunc()}.
equationGLenumNoThe equation to use for combining the RGB and alpha components of a new pixel with a rendered one. See the possible constants for {@link WebGLRenderingContext#blendEquation()}.

Returns: number - The index of the new blend mode, used for referencing it in the future.

Source: src/renderer/webgl/WebGLRenderer.js#L1563
Since: 3.0.0


canvasToTexture

<instance> canvasToTexture(srcCanvas, [dstTexture], [noRepeat], [flipY])

Description:

Creates a new WebGL Texture based on the given Canvas Element.

If the dstTexture parameter is given, the WebGL Texture is updated, rather than created fresh.

Parameters:

nametypeoptionaldefaultdescription
srcCanvasHTMLCanvasElementNoThe Canvas to create the WebGL Texture from
dstTexturePhaser.Renderer.WebGL.Wrappers.WebGLTextureWrapperYesThe destination WebGLTextureWrapper to set.
noRepeatbooleanYesfalseShould this canvas be allowed to set REPEAT (such as for Text objects?)
flipYbooleanYestrueShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y?

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper - The newly created, or updated, WebGLTextureWrapper.

Source: src/renderer/webgl/WebGLRenderer.js#L2288
Since: 3.0.0


captureFrame

<instance> captureFrame([quickCapture], [fullCapture])

Description:

This method is only available in the Debug Build of Phaser, or a build with the

WEBGL_DEBUG flag set in the Webpack Config.

Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector

that allows for live inspection of your WebGL calls. Although it's easy to add the Spector

extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile

browsers too, making it a powerful tool for debugging WebGL games on mobile devices where

extensions are not permitted.

See https://github.com/BabylonJS/Spector.js for more details.

This method will capture the current WebGL frame and send it to the Spector.js tool for inspection.

Parameters:

nametypeoptionaldefaultdescription
quickCapturebooleanYesfalseIf true thumbnails are not captured in order to speed up the capture.
fullCapturebooleanYesfalseIf true all details are captured.

Source: src/renderer/webgl/WebGLRenderer.js#L1082
Since: 3.60.0


captureNextFrame

<instance> captureNextFrame()

Description:

This method is only available in the Debug Build of Phaser, or a build with the

WEBGL_DEBUG flag set in the Webpack Config.

Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector

that allows for live inspection of your WebGL calls. Although it's easy to add the Spector

extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile

browsers too, making it a powerful tool for debugging WebGL games on mobile devices where

extensions are not permitted.

See https://github.com/BabylonJS/Spector.js for more details.

This method will capture the next WebGL frame and send it to the Spector.js tool for inspection.

Source: src/renderer/webgl/WebGLRenderer.js#L1115
Since: 3.60.0


clearFramebuffer

<instance> clearFramebuffer([color], [stencil], [depth])

Description:

Clear the current framebuffer to the given color.

Parameters:

nametypeoptionaldescription
colorArray.<number>YesThe color to clear to. Four values in the range 0.0 - 1.0.
stencilnumberYesThe stencil value to clear to.
depthnumberYesThe depth value to clear to. Currently, this is not set, and only determines whether the depth buffer is cleared.

Source: src/renderer/webgl/WebGLRenderer.js#L1643
Since: 4.0.0


createCanvasTexture

<instance> createCanvasTexture(srcCanvas, [noRepeat], [flipY])

Description:

Creates a new WebGL Texture based on the given Canvas Element.

Parameters:

nametypeoptionaldefaultdescription
srcCanvasHTMLCanvasElementNoThe Canvas to create the WebGL Texture from.
noRepeatbooleanYesfalseShould this canvas be allowed to set REPEAT (such as for Text objects?)
flipYbooleanYestrueShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y?

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper - The newly created WebGLTextureWrapper.

Source: src/renderer/webgl/WebGLRenderer.js#L2342
Since: 3.20.0


createFramebuffer

<instance> createFramebuffer(renderTexture, [addStencilBuffer], [addDepthBuffer])

Description:

Creates a WebGL Framebuffer object and optionally binds a depth stencil render buffer.

This will unbind any currently bound framebuffer.

Parameters:

nametypeoptionaldefaultdescription
renderTexturePhaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper | Array.<Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper>nullNo
addStencilBufferbooleanYesfalseCreate a Renderbuffer for the stencil?
addDepthBufferbooleanYesfalseCreate a Renderbuffer for the depth?

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper - Wrapped framebuffer which is safe to use with the renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L1766
Since: 3.0.0


createIndexBuffer

<instance> createIndexBuffer(initialDataOrSize, bufferUsage)

Description:

Wrapper for creating a vertex buffer.

Parameters:

nametypeoptionaldescription
initialDataOrSizeArrayBufferNoEither ArrayBuffer or an integer indicating the size of the vbo.
bufferUsagenumberNoHow the buffer is used. gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW.

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper - Wrapped index buffer

Source: src/renderer/webgl/WebGLRenderer.js#L1837
Since: 3.0.0


createProgram

<instance> createProgram(vertexShader, fragmentShader)

Description:

Creates a WebGLProgram instance based on the given vertex and fragment shader source.

Then compiles, attaches and links the program before wrapping and returning it.

Parameters:

nametypeoptionaldescription
vertexShaderstringNoThe vertex shader source code as a single string.
fragmentShaderstringNoThe fragment shader source code as a single string.

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper - The wrapped, linked WebGLProgram created from the given shader source.

Source: src/renderer/webgl/WebGLRenderer.js#L1798
Since: 3.0.0


createTexture2D

<instance> createTexture2D(mipLevel, minFilter, magFilter, wrapT, wrapS, format, pixels, width, height, [pma], [forceSize], [flipY])

Description:

A wrapper for creating a WebGLTextureWrapper. If no pixel data is passed it will create an empty texture.

Parameters:

nametypeoptionaldefaultdescription
mipLevelnumberNoMip level of the texture.
minFilternumberNoFiltering of the texture.
magFilternumberNoFiltering of the texture.
wrapTnumberNoWrapping mode of the texture.
wrapSnumberNoWrapping mode of the texture.
formatnumberNoWhich format does the texture use.
pixelsobjectNopixel data.
widthnumberNoWidth of the texture in pixels. If not supplied, it must be derived from pixels.
heightnumberNoHeight of the texture in pixels. If not supplied, it must be derived from pixels.
pmabooleanYestrueDoes the texture have premultiplied alpha?
forceSizebooleanYesfalseIf true it will use the width and height passed to this method, regardless of the pixels dimension.
flipYbooleanYestrueSets the UNPACK_FLIP_Y_WEBGL flag the WebGL Texture uses during upload.

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper - The WebGLTextureWrapper that was created.

Source: src/renderer/webgl/WebGLRenderer.js#L1733
Since: 3.0.0


createTextureFromSource

<instance> createTextureFromSource(source, width, height, scaleMode, [forceClamp], [flipY])

Description:

Creates a texture from an image source. If the source is not valid it creates an empty texture.

Parameters:

nametypeoptionaldefaultdescription
sourceobjectNoThe source of the texture.
widthnumberNoThe width of the texture.
heightnumberNoThe height of the texture.
scaleModenumberNoThe scale mode to be used by the texture.
forceClampbooleanYesfalseForce the texture to use the CLAMP_TO_EDGE wrap mode, even if a power of two?
flipYbooleanYestrueSets the UNPACK_FLIP_Y_WEBGL flag the WebGL Texture uses during upload.

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper - The WebGLTextureWrapper that was created, or null if it couldn't be created.

Source: src/renderer/webgl/WebGLRenderer.js#L1673
Since: 3.0.0


createUint8ArrayTexture

<instance> createUint8ArrayTexture(data, width, height, [pma], [flipY])

Description:

Create a WebGLTexture from a Uint8Array.

The Uint8Array is assumed to be RGBA values, one byte per color component.

The texture will be filtered with gl.NEAREST and will not be mipped.

Parameters:

nametypeoptionaldefaultdescription
dataUint8ArrayNoThe Uint8Array to create the texture from.
widthnumberNoThe width of the texture.
heightnumberNoThe height of the texture.
pmabooleanYestrueShould the texture be set as having premultiplied alpha?
flipYbooleanYestrueShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y?

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper - The newly created WebGLTextureWrapper.

Source: src/renderer/webgl/WebGLRenderer.js#L2478
Since: 3.80.0


createVAO

<instance> createVAO(program, indexBuffer, attributeBufferLayouts)

Description:

Wrapper for creating a vertex array object.

This manages a vertex attribute binding state.

Parameters:

nametypeoptionaldescription
programPhaser.Renderer.WebGL.Wrappers.WebGLProgramWrapperNoThe program to bind the VAO to.
indexBufferPhaser.Renderer.WebGL.Wrappers.WebGLBufferWrapperNoThe index buffer.
attributeBufferLayoutsArray.<Phaser.Types.Renderer.WebGL.WebGLAttributeBufferLayout>NoThe attribute buffer layouts.

Source: src/renderer/webgl/WebGLRenderer.js#L1856
Since: 4.0.0


createVertexBuffer

<instance> createVertexBuffer(initialDataOrSize, bufferUsage)

Description:

Wrapper for creating a vertex buffer.

Parameters:

nametypeoptionaldescription
initialDataOrSizeArrayBufferNoIt's either ArrayBuffer or an integer indicating the size of the vbo
bufferUsagenumberNoHow the buffer is used. gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper - Wrapped vertex buffer

Source: src/renderer/webgl/WebGLRenderer.js#L1818
Since: 3.0.0


createVideoTexture

<instance> createVideoTexture(srcVideo, [noRepeat], [flipY])

Description:

Creates a new WebGL Texture based on the given HTML Video Element.

Parameters:

nametypeoptionaldefaultdescription
srcVideoHTMLVideoElementNoThe Video to create the WebGL Texture from
noRepeatbooleanYesfalseShould this canvas be allowed to set REPEAT?
flipYbooleanYestrueShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y?

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper - The newly created WebGLTextureWrapper.

Source: src/renderer/webgl/WebGLRenderer.js#L2437
Since: 3.20.0


deleteBuffer

<instance> deleteBuffer(vertexBuffer)

Description:

Deletes a WebGLBuffer from the GL instance.

Parameters:

nametypeoptionaldescription
vertexBufferPhaser.Renderer.WebGL.Wrappers.WebGLBufferWrapperNoThe WebGLBuffer to be deleted.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L1936
Since: 3.0.0


deleteFramebuffer

<instance> deleteFramebuffer(framebuffer)

Description:

Deletes a Framebuffer from the GL instance.

Parameters:

nametypeoptionaldescription
framebufferPhaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper | nullNoThe Framebuffer to be deleted.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L1894
Since: 3.0.0


deleteProgram

<instance> deleteProgram(program)

Description:

Deletes a WebGLProgram from the GL instance.

Parameters:

nametypeoptionaldescription
programPhaser.Renderer.WebGL.Wrappers.WebGLProgramWrapperNoThe shader program to be deleted.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L1915
Since: 3.0.0


deleteTexture

<instance> deleteTexture(texture)

Description:

Removes a texture from the GPU.

Parameters:

nametypeoptionaldescription
texturePhaser.Renderer.WebGL.Wrappers.WebGLTextureWrapperNoThe WebGL Texture to be deleted.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L1873
Since: 3.0.0


destroy

<instance> destroy()

Description:

Destroy this WebGLRenderer, cleaning up all related resources such as wrappers, native textures, etc.

Overrides: Phaser.Events.EventEmitter#destroy

Source: src/renderer/webgl/WebGLRenderer.js#L2622
Since: 3.0.0


dispatchContextLost

<instance> dispatchContextLost(event)

Description:

This method is called when the WebGL context is lost. By default this is bound to the property WebGLRenderer.contextLostHandler.

If you override the context loss handler via the setContextHandlers method then be sure to invoke this method in due course.

Parameters:

nametypeoptionaldescription
eventWebGLContextEventNoThe WebGL context lost Event.

Source: src/renderer/webgl/WebGLRenderer.js#L993
Since: 3.85.0


dispatchContextRestored

<instance> dispatchContextRestored(event)

Description:

This method is called when the WebGL context is restored. By default this is bound to the property WebGLRenderer.contextRestoredHandler.

If you override the context restored handler via the setContextHandlers method then be sure to invoke this method in due course.

Parameters:

nametypeoptionaldescription
eventWebGLContextEventNoThe WebGL context restored Event.

Source: src/renderer/webgl/WebGLRenderer.js#L1016
Since: 3.85.0


drawElements

<instance> drawElements(drawingContext, textures, program, vao, count, offset, topology)

Description:

Draw a number of vertices to a drawing context.

This draws the vertices using an index buffer. The buffer should be

bound to the VAO. Vertices are drawn as a TRIANGLE_STRIP by default.

This is the primary render method. It requires all the WebGL resources

necessary to render the vertices, so they don't have to be set up

ad-hoc elsewhere.

It does not upload vertex data to buffers. Ensure that this is done

before calling this method.

Parameters:

nametypeoptionaldescription
drawingContextPhaser.Renderer.WebGL.DrawingContextNoThe DrawingContext to draw to.
texturesArray.<Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper>NoAn array of textures to bind. Textures are bound to units corresponding to their indices in the array.
programPhaser.Renderer.WebGL.Wrappers.WebGLProgramWrapperNoThe shader program to use.
vaoPhaser.Renderer.WebGL.Wrappers.WebGLVAOWrapperNoThe Vertex Array Object to bind. It must have an index buffer attached.
countnumberNoThe number of vertices to draw. Because of the TRIANGLE_STRIP topology, this should be n + 2, where n is the number of triangles to draw, including degenerate triangles.
offsetnumberNoThe offset to start drawing from in the index buffer. This is in bytes, and should be a multiple of 2 (for 16-bit UNSIGNED_SHORT indices).
topologynumberNoThe type of primitives to render. Defaults to TRIANGLE_STRIP.

Source: src/renderer/webgl/WebGLRenderer.js#L2047
Since: 4.0.0


drawInstancedArrays

<instance> drawInstancedArrays(drawingContext, textures, program, vao, first, count, instanceCount)

Description:

Draw a number of instances to a drawing context.

This draws vertices using the ANGLE_instanced_arrays extension.

This typically uses an instance buffer and a vertex buffer.

Both should be bound to the VAO. Vertices are drawn as a TRIANGLE_STRIP by default.

It does not upload vertex data to buffers. Ensure that this is done

before calling this method.

Parameters:

nametypeoptionaldescription
drawingContextPhaser.Renderer.WebGL.DrawingContextNoThe DrawingContext to draw to.
texturesArray.<Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper>NoAn array of textures to bind. Textures are bound to units corresponding to their indices in the array.
programPhaser.Renderer.WebGL.Wrappers.WebGLProgramWrapperNoThe shader program to use.
vaoPhaser.Renderer.WebGL.Wrappers.WebGLVAOWrapperNoThe Vertex Array Object to bind. It does not need an index buffer attached.
firstnumberNoThe starting index in the array of vector points.
countnumberNoThe number of vertices to draw.
instanceCountnumberNoThe number of instances to render.

Source: src/renderer/webgl/WebGLRenderer.js#L2085
Since: 4.0.0


getAspectRatio

<instance> getAspectRatio()

Description:

Gets the aspect ratio of the WebGLRenderer dimensions.

Returns: number - The aspect ratio of the WebGLRenderer dimensions.

Source: src/renderer/webgl/WebGLRenderer.js#L1445
Since: 3.50.0


getCompressedTextureName

<instance> getCompressedTextureName(baseFormat, [format])

Description:

Returns a compressed texture format GLenum name based on the given format.

Parameters:

nametypeoptionaldescription
baseFormatstringNoThe Base Format to check.
formatGLenumYesAn optional GLenum format to check within the base format.

Returns: string - The compressed texture format name, as a string.

Source: src/renderer/webgl/WebGLRenderer.js#L1394
Since: 3.60.0


getCompressedTextures

<instance> getCompressedTextures()

Description:

Determines which compressed texture formats this browser and device supports.

Called automatically as part of the WebGL Renderer init process. If you need to investigate

which formats it supports, see the Phaser.Renderer.WebGL.WebGLRenderer#compression property instead.

Returns: Phaser.Types.Renderer.WebGL.WebGLTextureCompression - The compression object.

Source: src/renderer/webgl/WebGLRenderer.js#L1344
Since: 3.60.0


getExtension

<instance> getExtension(extensionName)

Description:

Loads a WebGL extension

Parameters:

nametypeoptionaldescription
extensionNamestringNoThe name of the extension to load.

Returns: object - WebGL extension if the extension is supported

Source: src/renderer/webgl/WebGLRenderer.js#L1541
Since: 3.0.0


getFps

<instance> getFps()

Description:

This method is only available in the Debug Build of Phaser, or a build with the

WEBGL_DEBUG flag set in the Webpack Config.

Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector

that allows for live inspection of your WebGL calls. Although it's easy to add the Spector

extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile

browsers too, making it a powerful tool for debugging WebGL games on mobile devices where

extensions are not permitted.

See https://github.com/BabylonJS/Spector.js for more details.

This method will return the current FPS of the WebGL canvas.

Returns: number - The current FPS of the WebGL canvas.

Source: src/renderer/webgl/WebGLRenderer.js#L1142
Since: 3.60.0


getMaxTextureSize

<instance> getMaxTextureSize()

Description:

Returns the largest texture size (either width or height) that can be created.

Note that VRAM may not allow a texture of any given size, it just expresses

hardware / driver support for a given size.

Returns: number - The maximum supported texture size.

Source: src/renderer/webgl/WebGLRenderer.js#L2607
Since: 3.8.0


hasExtension

<instance> hasExtension(extensionName)

Description:

Checks if a WebGL extension is supported

Parameters:

nametypeoptionaldescription
extensionNamestringNoName of the WebGL extension

Returns: boolean - true if the extension is supported, otherwise false.

Source: src/renderer/webgl/WebGLRenderer.js#L1526
Since: 3.0.0


init

<instance> init(config)

Description:

Creates a new WebGLRenderingContext and initializes all internal state.

Parameters:

nametypeoptionaldescription
configobjectNoThe configuration object for the renderer.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L680
Since: 3.0.0


log

<instance> log(arguments)

Description:

This method is only available in the Debug Build of Phaser, or a build with the

WEBGL_DEBUG flag set in the Webpack Config.

Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector

that allows for live inspection of your WebGL calls. Although it's easy to add the Spector

extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile

browsers too, making it a powerful tool for debugging WebGL games on mobile devices where

extensions are not permitted.

See https://github.com/BabylonJS/Spector.js for more details.

This method adds a command with the name value in the list. This can be filtered in the search.

All logs can be filtered searching for "LOG".

Parameters:

nametypeoptionaldescription
arguments*NoThe arguments to log to Spector.

Returns: string - The current log.

Source: src/renderer/webgl/WebGLRenderer.js#L1169
Since: 3.60.0


onResize

<instance> onResize(gameSize, baseSize)

Description:

The event handler that manages the resize event dispatched by the Scale Manager.

Parameters:

nametypeoptionaldescription
gameSizePhaser.Structs.SizeNoThe default Game Size object. This is the un-modified game dimensions.
baseSizePhaser.Structs.SizeNoThe base Size object. The game dimensions. The canvas width / height values match this.

Source: src/renderer/webgl/WebGLRenderer.js#L1291
Since: 3.16.0


postRender

<instance> postRender()

Description:

The post-render step happens after all Cameras in all Scenes have been rendered.

Fires: Phaser.Renderer.Events#event:POST_RENDER

Source: src/renderer/webgl/WebGLRenderer.js#L2022
Since: 3.0.0


preRender

<instance> preRender()

Description:

Clears the base DrawingContext and readies it for use.

Fires: Phaser.Renderer.Events#event:PRE_RENDER_CLEAR, Phaser.Renderer.Events#event:PRE_RENDER

Source: src/renderer/webgl/WebGLRenderer.js#L1954
Since: 3.0.0


removeBlendMode

<instance> removeBlendMode(index)

Description:

Removes a custom blend mode from the renderer.

Any Game Objects still using this blend mode will error, so be sure to clear them first.

Parameters:

nametypeoptionaldescription
indexnumberNoThe index of the custom blend mode to be removed.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L1622
Since: 3.0.0


render

<instance> render(scene, children, camera)

Description:

The core render step for a Scene Camera.

Iterates through the given array of Game Objects and renders them with the given Camera.

This is called by the CameraManager.render method. The Camera Manager instance belongs to a Scene, and is invoked

by the Scene Systems.render method.

This method is not called if Camera.visible is false, or Camera.alpha is zero.

Parameters:

nametypeoptionaldescription
scenePhaser.SceneNoThe Scene to render.
childrenArray.<Phaser.GameObjects.GameObject>NoAn array of filtered Game Objects that can be rendered by the given Camera.
cameraPhaser.Cameras.Scene2D.CameraNoThe Scene Camera to render with.

Fires: Phaser.Renderer.Events#event:RENDER

Source: src/renderer/webgl/WebGLRenderer.js#L1991
Since: 3.0.0


resetProjectionMatrix

<instance> resetProjectionMatrix()

Description:

Resets the Projection Matrix back to this renderers width and height.

This is called during endCapture, should the matrix have been changed

as a result of the capture process.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L1510
Since: 3.50.0


resize

<instance> resize([width], [height])

Description:

Resizes the drawing buffer to match that required by the Scale Manager.

Parameters:

nametypeoptionaldescription
widthnumberYesThe new width of the renderer.
heightnumberYesThe new height of the renderer.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Fires: Phaser.Renderer.Events#event:RESIZE

Source: src/renderer/webgl/WebGLRenderer.js#L1309
Since: 3.0.0


setContextHandlers

<instance> setContextHandlers([contextRestored])

Description:

Sets the handlers that are called when WebGL context is lost or restored by the browser.

The default handlers are referenced via the properties WebGLRenderer.contextLostHandler and WebGLRenderer.contextRestoredHandler.

By default, these map to the methods WebGLRenderer.dispatchContextLost and WebGLRenderer.dispatchContextRestored.

You can override these handlers with your own via this method.

If you do override them, make sure that your handlers invoke the methods WebGLRenderer.dispatchContextLost and WebGLRenderer.dispatchContextRestored in due course, otherwise the renderer will not be able to restore itself fully.

Parameters:

nametypeoptionaldescription
contextRestoredfunctionYesCustom handler for responding to the WebGL context restored event. Set as undefined to use the default handler.

Source: src/renderer/webgl/WebGLRenderer.js#L941
Since: 3.85.0

  • @param {function} [contextLost] - Custom handler for responding to the WebGL context lost event. Set as undefined to use the default handler.

setExtensions

<instance> setExtensions()

Description:

Queries the GL context to get the supported extensions.

Then sets them into the supportedExtensions, instancedArraysExtension and vaoExtension properties.

Called automatically during the init method.

Source: src/renderer/webgl/WebGLRenderer.js#L853
Since: 3.85.2


setProjectionMatrix

<instance> setProjectionMatrix(width, height, [flipY])

Description:

Sets the Projection Matrix of this renderer to the given dimensions.

Parameters:

nametypeoptionaldefaultdescription
widthnumberNoThe new width of the Projection Matrix.
heightnumberNoThe new height of the Projection Matrix.
flipYbooleanYesfalseShould the Y axis be flipped?

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L1458
Since: 3.50.0


setProjectionMatrixFromDrawingContext

<instance> setProjectionMatrixFromDrawingContext(drawingContext)

Description:

Sets the Projection Matrix of this renderer to match the given drawing context.

Parameters:

nametypeoptionaldescription
drawingContextPhaser.Renderer.WebGL.DrawingContextNoThe drawing context to set the projection matrix from.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L1491
Since: 4.0.0


setTextureFilter

<instance> setTextureFilter(texture, filter)

Description:

Sets the minification and magnification filter for a texture.

Parameters:

nametypeoptionaldescription
texturePhaser.Renderer.WebGL.Wrappers.WebGLTextureWrapperNoThe texture to set the filter for.
filternumberNoThe filter to set. 0 for linear filtering, 1 for nearest neighbor (blocky) filtering.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGL Renderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L2514
Since: 3.0.0


setTextureWrap

<instance> setTextureWrap(glTextureWrapper, wrapModeS, wrapModeT)

Description:

Sets the wrap mode for a texture.

The wrap mode can be one of the following:

  • Phaser.Textures.WrapMode.CLAMP_TO_EDGE

  • Phaser.Textures.WrapMode.REPEAT

  • Phaser.Textures.WrapMode.MIRRORED_REPEAT

Note that only CLAMP_TO_EDGE is supported for non-power of two textures.

If another wrap mode is specified for such a texture, it will be ignored.

Parameters:

nametypeoptionaldescription
glTextureWrapperPhaser.Renderer.WebGL.Wrappers.WebGLTextureWrapperNoThe WebGL Texture Wrapper to set the wrap mode for.
wrapModeSPhaser.Textures.WrapModeNoThe wrap mode for the S (horizontal) axis.
wrapModeTPhaser.Textures.WrapModeNoThe wrap mode for the T (vertical) axis.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGL Renderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L2552
Since: 4.0.0


snapshot

<instance> snapshot(callback, [type], [encoderOptions])

Description:

Schedules a snapshot of the entire game viewport to be taken after the current frame is rendered.

To capture a specific area see the snapshotArea method. To capture a specific pixel, see snapshotPixel.

Only one snapshot can be active per frame. If you have already called snapshotPixel, for example, then

calling this method will override it.

Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer into an ArrayBufferView.

It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,

which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,

which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.

Parameters:

nametypeoptionaldefaultdescription
callbackPhaser.Types.Renderer.Snapshot.SnapshotCallbackNoThe Function to invoke after the snapshot image is created.
typestringYes"'image/png'"The format of the image to create, usually image/png or image/jpeg.
encoderOptionsnumberYes0.92The image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGL Renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L2120
Since: 3.0.0


snapshotArea

<instance> snapshotArea(x, y, width, height, callback, [type], [encoderOptions])

Description:

Schedules a snapshot of the given area of the game viewport to be taken after the current frame is rendered.

To capture the whole game viewport see the snapshot method. To capture a specific pixel, see snapshotPixel.

Only one snapshot can be active per frame. If you have already called snapshotPixel, for example, then

calling this method will override it.

Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer into an ArrayBufferView.

It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,

which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,

which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.

Parameters:

nametypeoptionaldefaultdescription
xnumberNoThe x coordinate to grab from. This is based on the game viewport, not the world.
ynumberNoThe y coordinate to grab from. This is based on the game viewport, not the world.
widthnumberNoThe width of the area to grab.
heightnumberNoThe height of the area to grab.
callbackPhaser.Types.Renderer.Snapshot.SnapshotCallbackNoThe Function to invoke after the snapshot image is created.
typestringYes"'image/png'"The format of the image to create, usually image/png or image/jpeg.
encoderOptionsnumberYes0.92The image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGL Renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L2147
Since: 3.16.0


snapshotFramebuffer

<instance> snapshotFramebuffer(framebuffer, bufferWidth, bufferHeight, callback, [getPixel], [x], [y], [width], [height], [type], [encoderOptions])

Description:

Takes a snapshot of the given area of the given frame buffer.

Unlike the other snapshot methods, this one is processed immediately and doesn't wait for the next render.

Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer into an ArrayBufferView.

It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,

which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,

which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.

Parameters:

nametypeoptionaldefaultdescription
framebufferPhaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapperNoThe framebuffer to grab from.
bufferWidthnumberNoThe width of the framebuffer.
bufferHeightnumberNoThe height of the framebuffer.
callbackPhaser.Types.Renderer.Snapshot.SnapshotCallbackNoThe Function to invoke after the snapshot image is created.
getPixelbooleanYesfalseGrab a single pixel as a Color object, or an area as an Image object?
xnumberYes0The x coordinate to grab from. This is based on the framebuffer, not the world.
ynumberYes0The y coordinate to grab from. This is based on the framebuffer, not the world.
widthnumberYes"bufferWidth"The width of the area to grab.
heightnumberYes"bufferHeight"The height of the area to grab.
typestringYes"'image/png'"The format of the image to create, usually image/png or image/jpeg.
encoderOptionsnumberYes0.92The image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGL Renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L2220
Since: 3.19.0


snapshotPixel

<instance> snapshotPixel(x, y, callback)

Description:

Schedules a snapshot of the given pixel from the game viewport to be taken after the current frame is rendered.

To capture the whole game viewport see the snapshot method. To capture a specific area, see snapshotArea.

Only one snapshot can be active per frame. If you have already called snapshotArea, for example, then

calling this method will override it.

Unlike the other two snapshot methods, this one will return a Color object containing the color data for

the requested pixel. It doesn't need to create an internal Canvas or Image object, so is a lot faster to execute,

using less memory.

Parameters:

nametypeoptionaldescription
xnumberNoThe x coordinate of the pixel to get. This is based on the game viewport, not the world.
ynumberNoThe y coordinate of the pixel to get. This is based on the game viewport, not the world.
callbackPhaser.Types.Renderer.Snapshot.SnapshotCallbackNoThe Function to invoke after the snapshot pixel data is extracted.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGL Renderer.

Source: src/renderer/webgl/WebGLRenderer.js#L2190
Since: 3.16.0


startCapture

<instance> startCapture([commandCount], [quickCapture], [fullCapture])

Description:

This method is only available in the Debug Build of Phaser, or a build with the

WEBGL_DEBUG flag set in the Webpack Config.

Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector

that allows for live inspection of your WebGL calls. Although it's easy to add the Spector

extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile

browsers too, making it a powerful tool for debugging WebGL games on mobile devices where

extensions are not permitted.

See https://github.com/BabylonJS/Spector.js for more details.

This method will start a capture on the Phaser canvas. The capture will stop once it reaches

the number of commands specified as a parameter, or after 10 seconds. If quick capture is true,

the thumbnails are not captured in order to speed up the capture.

Parameters:

nametypeoptionaldefaultdescription
commandCountnumberYes0The number of commands to capture. If zero it will capture for 10 seconds.
quickCapturebooleanYesfalseIf true thumbnails are not captured in order to speed up the capture.
fullCapturebooleanYesfalseIf true all details are captured.

Source: src/renderer/webgl/WebGLRenderer.js#L1201
Since: 3.60.0


stopCapture

<instance> stopCapture()

Description:

This method is only available in the Debug Build of Phaser, or a build with the

WEBGL_DEBUG flag set in the Webpack Config.

Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector

that allows for live inspection of your WebGL calls. Although it's easy to add the Spector

extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile

browsers too, making it a powerful tool for debugging WebGL games on mobile devices where

extensions are not permitted.

See https://github.com/BabylonJS/Spector.js for more details.

This method will stop the current capture and returns the result in JSON. It displays the

result if the UI has been displayed. This returns undefined if the capture has not been completed

or did not find any commands.

Returns: object - The current capture.

Source: src/renderer/webgl/WebGLRenderer.js#L1238
Since: 3.60.0


supportsCompressedTexture

<instance> supportsCompressedTexture(baseFormat, [format])

Description:

Checks if the given compressed texture format is supported, or not.

Parameters:

nametypeoptionaldescription
baseFormatstringNoThe Base Format to check.
formatGLenumYesAn optional GLenum format to check within the base format.

Returns: boolean - True if the format is supported, otherwise false.

Source: src/renderer/webgl/WebGLRenderer.js#L1415
Since: 3.60.0


updateBlendMode

<instance> updateBlendMode(index, func, equation)

Description:

Updates the function bound to a given custom blend mode.

Parameters:

nametypeoptionaldescription
indexnumberNoThe index of the custom blend mode.
funcArray.<GLenum>NoThe function to use for the blend mode. Specify either 2 elements for src and dest, or 4 elements for separate srcRGB, destRGB, srcAlpha, destAlpha.
equationGLenum | Array.<GLenum>NoThe equation to use for the blend mode. This can be either a single equation for both source and destination, or an array containing separate equations for source and destination.

Returns: Phaser.Renderer.WebGL.WebGLRenderer - This WebGLRenderer instance.

Source: src/renderer/webgl/WebGLRenderer.js#L1583
Since: 3.0.0


updateCanvasTexture

<instance> updateCanvasTexture(srcCanvas, dstTexture, [flipY], [noRepeat])

Description:

Updates a WebGL Texture based on the given Canvas Element.

Parameters:

nametypeoptionaldefaultdescription
srcCanvasHTMLCanvasElementNoThe Canvas to update the WebGL Texture from.
dstTexturePhaser.Renderer.WebGL.Wrappers.WebGLTextureWrapperNoThe destination WebGLTextureWrapper to update.
flipYbooleanYestrueShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y?
noRepeatbooleanYesfalseShould this canvas be allowed to set REPEAT (such as for Text objects?)

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper - The updated WebGLTextureWrapper. This is the same wrapper object as dstTexture.

Source: src/renderer/webgl/WebGLRenderer.js#L2362
Since: 3.20.0


updateVideoTexture

<instance> updateVideoTexture(srcVideo, dstTexture, [flipY], [noRepeat])

Description:

Updates a WebGL Texture based on the given HTML Video Element.

Parameters:

nametypeoptionaldefaultdescription
srcVideoHTMLVideoElementNoThe Video to update the WebGL Texture with.
dstTexturePhaser.Renderer.WebGL.Wrappers.WebGLTextureWrapperNoThe destination WebGLTextureWrapper to update.
flipYbooleanYestrueShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y?
noRepeatbooleanYesfalseShould this canvas be allowed to set REPEAT?

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper - The updated WebGLTextureWrapper. This is the same wrapper object as dstTexture.

Source: src/renderer/webgl/WebGLRenderer.js#L2457
Since: 3.20.0


videoToTexture

<instance> videoToTexture(srcVideo, [dstTexture], [noRepeat], [flipY])

Description:

Creates or updates a WebGL Texture based on the given HTML Video Element.

If the dstTexture parameter is given, the WebGL Texture is updated, rather than created fresh.

Parameters:

nametypeoptionaldefaultdescription
srcVideoHTMLVideoElementNoThe Video to create the WebGL Texture from
dstTexturePhaser.Renderer.WebGL.Wrappers.WebGLTextureWrapperYesThe destination WebGLTextureWrapper to set.
noRepeatbooleanYesfalseShould this canvas be allowed to set REPEAT?
flipYbooleanYestrueShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y?

Returns: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper - The newly created, or updated, WebGLTextureWrapper.

Source: src/renderer/webgl/WebGLRenderer.js#L2383
Since: 4.0.0