This will hook onto the renderer's contextChange
and prerender
signals.
Name | Type | Description |
---|---|---|
renderer |
PIXI.Renderer |
The renderer this works for. |
Extends
Members
-
PIXI.AbstractBatchRenderer._drawCallPool Array.<PIXI.BatchDrawCall> static
-
Pool of
BatchDrawCall
objects thatflush
used to create "batches" of the objects being rendered.These are never re-allocated again. Shared between all batch renderers because it can be only one "flush" working at the moment.
-
PIXI.AbstractBatchRenderer._textureArrayPool Array.<PIXI.BatchTextureArray> static
-
Pool of
BatchDrawCall
objects thatflush
used to create "batches" of the objects being rendered.These are never re-allocated again. Shared between all batch renderers because it can be only one "flush" working at the moment.
-
_shader PIXI.Shader protected
-
This shader is generated by
this.shaderGenerator
.It is generated specifically to handle the required number of textures being batched together.
-
The class that represents the geometry of objects that are going to be batched with this.
- Default Value:
- PIXI.BatchGeometry
-
Maximum number of textures that can be uploaded to the GPU under the current context. It is initialized properly in
this.contextChange
. -
renderer PIXI.Renderer inherited
-
The renderer this manager works for.
-
shaderGenerator PIXI.BatchShaderGenerator protected
-
This is used to generate a shader that can color each vertex based on a
aTextureId
attribute that points to an texture inuSampler
.This enables the objects with different textures to be drawn in the same draw call.
You can customize your shader by creating your custom shader generator.
-
The number of bufferable objects before a flush occurs automatically.
- Default Value:
- settings.SPRITE_BATCH_SIZE * 4
-
state PIXI.State readonly
-
The WebGL state in which this renderer will work.
-
Size of data being buffered per vertex in the attribute buffers (in floats). By default, the batch-renderer plugin uses 6:
aVertexPosition 2 aTextureCoords 2 aColor 1 aTextureId 1
Methods
-
Bind textures for current rendering
Name Type Description texArray
PIXI.BatchTextureArray -
Populating drawcalls for rendering
Name Type Description texArray
PIXI.BatchTextureArray start
number finish
number -
Handles the
contextChange
signal.It calculates
this.MAX_TEXTURES
and allocating the packed-geometry object pool. -
destroy () overrides
-
Destroys this
AbstractBatchRenderer
. It cannot be used again. -
flush () overrides
-
Renders the content now and empties the current batch.
-
Makes sure that static and dynamic flush pooled objects have correct dimensions
-
Handles the
prerender
signal.It ensures that flushes start from the first geometry object again.
-
Takes the four batching parameters of
element
, interleaves and pushes them into the batching attribute/index buffers given.It uses these properties:
vertexData
uvs
,textureId
andindicies
. It also uses the "tint" of the base-texture, if present.Name Type Description element
PIXI.Sprite element being rendered
attributeBuffer
PIXI.ViewableBuffer attribute buffer.
indexBuffer
Uint16Array index buffer
aIndex
number number of floats already in the attribute buffer
iIndex
number number of indices already in
indexBuffer
-
render (element) overrides
-
Buffers the "batchable" object. It need not be rendered immediately.
Name Type Description element
PIXI.DisplayObject the element to render when using this renderer
-
start () overrides
-
Starts a new sprite batch.
-
Stops and flushes the current batch.