Camera
A RenderNode responsible for executing the full rendering pipeline for a single Phaser Camera. It orchestrates every stage of camera output: filling the background color, rendering the list of visible children via the ListCompositor, applying post-render effects (flash and fade), and then compositing the result into the parent drawing context.
When the camera requires isolation — because it has a non-opaque alpha, active internal or external filter chains, or forceComposite is set — the node allocates a temporary framebuffer from the drawing context pool and renders into that instead of directly into the parent context. Internal filters are applied to the camera contents before compositing, while external filters expand the coverage area and are applied after the camera output has been placed into the scene coordinate space. The final composited image is then batched back to the parent context using the BatchHandlerQuadSingle node, with the camera's alpha and pixel-rounding settings respected.
Constructor
new Camera(manager)
Parameters
| name | type | optional | description |
|---|---|---|---|
| manager | Phaser.Renderer.WebGL.RenderNodes.RenderNodeManager | No | The manager that owns this RenderNode. |
Scope: static
Extends
Source: src/renderer/webgl/renderNodes/Camera.js#L21
Since: 4.0.0
Inherited Members
From Phaser.Renderer.WebGL.RenderNodes.RenderNode:
Public Members
batchHandlerQuadSingleNode
batchHandlerQuadSingleNode: Phaser.Renderer.WebGL.RenderNodes.BatchHandlerQuad
Description:
The RenderNode that handles batching quads. This is used when a camera is rendering to a framebuffer, and the framebuffer needs to be drawn to the parent context.
Source: src/renderer/webgl/renderNodes/Camera.js#L54
Since: 4.0.0
fillCameraNode
fillCameraNode: Phaser.Renderer.WebGL.RenderNodes.FillCamera
Description:
The RenderNode that handles filling the camera with a flat color. This is used to render the camera background, flash effects, and fade effects.
Source: src/renderer/webgl/renderNodes/Camera.js#L65
Since: 4.0.0
listCompositorNode
listCompositorNode: Phaser.Renderer.WebGL.RenderNodes.ListCompositor
Description:
The RenderNode that handles rendering lists of children.
Source: src/renderer/webgl/renderNodes/Camera.js#L76
Since: 4.0.0
Inherited Methods
From Phaser.Renderer.WebGL.RenderNodes.RenderNode:
Public Methods
run
<instance> run(drawingContext, children, camera, [parentTransformMatrix], [forceFramebuffer], [renderStep])
Description:
Executes the full rendering pipeline for the given camera. This includes drawing the camera background color, rendering all child Game Objects via the ListCompositor, applying any post-render flash and fade effects, and then compositing the result into the parent drawing context.
If the camera requires a framebuffer (due to active filters, a non-opaque alpha, or forceComposite being set), a temporary context is allocated from the drawing context pool. Internal filters are applied to the camera contents within that framebuffer, and external filters are applied after the output has been transformed into scene space. The final image is batched back to the parent context, with camera alpha and pixel-rounding applied as appropriate.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| drawingContext | Phaser.Renderer.WebGL.DrawingContext | No | The context currently in use. | |
| children | Array.<Phaser.GameObjects.GameObject> | No | The list of children to render. | |
| camera | Phaser.Cameras.Scene2D.Camera | No | Current Camera. | |
| parentTransformMatrix | Phaser.GameObjects.Components.TransformMatrix | Yes | This transform matrix is defined if the camera is focused on a filtered object. | |
| forceFramebuffer | boolean | Yes | false | Should the camera always draw to a new framebuffer? This will also be activated if the camera has filters enabled. |
| renderStep | number | Yes | 0 | Which step of the rendering process is this? This is the index of the currently running function in a list of functions. |
Overrides: Phaser.Renderer.WebGL.RenderNodes.RenderNode#run
Source: src/renderer/webgl/renderNodes/Camera.js#L97
Since: 4.0.0