DisplacementFXPipeline
The Displacement FX Pipeline.
The displacement effect is a visual technique that alters the position of pixels in an image
or texture based on the values of a displacement map. This effect is used to create the illusion
of depth, surface irregularities, or distortion in otherwise flat elements. It can be applied to
characters, objects, or backgrounds to enhance realism, convey movement, or achieve various
stylistic appearances.
A Displacement effect is added to a Game Object via the FX component:
const sprite = this.add.sprite();
sprite.postFX.addDisplacement();
Constructor
new DisplacementFXPipeline(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/DisplacementFXPipeline.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
glTexture
glTexture: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper
Description:
The underlying texture used for displacement.
Source: src/renderer/webgl/pipelines/fx/DisplacementFXPipeline.js#L68
Since: 3.60.0
x
x: number
Description:
The amount of horizontal displacement to apply.
Source: src/renderer/webgl/pipelines/fx/DisplacementFXPipeline.js#L50
Since: 3.60.0
y
y: number
Description:
The amount of vertical displacement to apply.
Source: src/renderer/webgl/pipelines/fx/DisplacementFXPipeline.js#L59
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