The renderer this System works for.
Draws a filter.
The filter to draw.
The input render target.
The target to output to.
Binds a renderTexture with corresponding filterFrame
, clears it if mode corresponds.
renderTexture to bind, should belong to filter pool or filter stack
Multiply input normalized coordinates to this matrix to get sprite texture normalized coordinates.
Use outputMatrix * vTextureCoord
in the shader.
The matrix to output to.
The sprite to map to.
The mapped matrix.
Destroys this Filter System.
Empties the texture pool.
Gets extra render texture to use inside current filter To be compliant with older filters, you can use params in any order
Gets a Power-of-Two render texture or fullScreen texture
The minimum width of the render texture in real pixels.
The minimum height of the render texture in real pixels.
The new render texture.
Pops off the filter and applies it.
Pushes a set of filters to be applied later to the system. This will redirect further rendering into an input render-texture for the rest of the filtering pipeline.
The target of the filter to render.
The filters to apply.
calls texturePool.resize()
, affects fullScreen renderTextures
Frees a render texture back into the pool.
The renderTarget to free
Generated using TypeDoc
System plugin to the renderer to manage filters.
Pipeline
The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its filters in series, and the last filter outputs into the final render-target.
The filter-frame is the rectangle in world space being filtered, and those contents are mapped into
(0, 0, filterFrame.width, filterFrame.height)
into the filter render-texture. The filter-frame is also called the source-frame, as it is used to bind the filter render-textures. The last filter outputs to thefilterFrame
in the final render-target.Usage
{@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process:
PIXI