WebGL Pipeline Updates
If you use a custom WebGL Pipeline in your game, you must update in order to use Phaser 3.50.
Due to the huge amount of work that has taken place in this area, all of the pipelines have been renamed. If you extend any of these pipelines or use them in your game code (referenced by name), then please update accordingly. The name changes are:
TextureTintPipeline
is now called theMultiPipeline
.TextureTintStripPipeline
is now called theRopePipeline
.ForwardDiffuseLightPipeline
is now called theLightPipeline
.
To match the new pipeline names, the shader source code has also been renamed.
ForwardDiffuse.frag
is now calledLight.frag
.TextureTint.frag
is now calledMulti.frag
.TextureTint.vert
is now calledMulti.vert
.
Other pipeline changes are as follows:
Types.Renderer.WebGL.WebGLPipelineConfig
is a new TypeDef that helps you easily configure your own Custom Pipeline when using TypeScript and also provides better JSDocs.Types.Renderer.WebGL.WebGLPipelineAttributesConfig
is a new TypeDef that helps you easily configure the attributes for your own Custom Pipelines when using TypeScript and also provides better JSDocs.- All pipelines will now work out the
renderer
property automatically, so it's no longer required in the config. - All pipelines will now work out the
gl
property automatically, so it's no longer required in the config. - All pipelines will now extract the
name
property from the config, allowing you to set it externally. - All pipelines will now extract the
vertexCapacity
property from the config, allowing you to set it externally. - All pipelines will now extract the
vertexSize
property from the config, allowing you to set it externally. - All pipelines will now extract the
vertexData
property from the config, allowing you to set it externally. - All pipelines will now extract the
attributes
property from the config, allowing you to set it externally. - All pipelines will now extract the
topology
property from the config, allowing you to set it externally.
Single Pipeline
There is also a new pipeline called SinglePipeline
, created to emulate the old TextureTintPipeline
. This special pipeline uses just a single texture and makes things a lot easier if you wish to create a custom pipeline, but not have to recode your shaders to work with multiple textures. Instead, just extend SinglePipeline
, where-as before you extended the TextureTintPipeline
and you won't have to change any of your shader code. However, if you can, you should update it to make it perform faster, but that choice is left up to you.
WebGL Multi-Texture Rendering
The Multi Pipeline (previously the Texture Tint Pipeline) has had its core flow rewritten to eliminate the need for constantly creating batch
objects. Instead, it now supports the new multi-texture shader, vastly increasing rendering performance, especially on draw call-bound systems.
All of the internal functions, such as batchQuad
and batchSprite
have been updated to use the new method of texture setting. The method signatures all remain the same unless indicated below.
Config.render.maxTextures
is a new game config setting that allows you to control how many texture units will be used in WebGL.WebGL.Utils.checkShaderMax
is a new function, used internally by the renderer, to determine the maximum number of texture units the GPU + browser supports.- The property
WebGLRenderer.currentActiveTextureUnit
has been renamed tocurrentActiveTexture
. WebGLRenderer.startActiveTexture
is a new read-only property contains the current starting active texture unit.WebGLRenderer.maxTextures
is a new read-only property that contains the maximum number of texture units WebGL can use.WebGLRenderer.textureIndexes
is a new read-only array that contains all of the available WebGL texture units.WebGLRenderer.tempTextures
is a new read-only array that contains temporary WebGL textures.- The
WebGLRenderer.currentTextures
property has been removed, as it's no longer used. TextureSource.glIndex
is a new property that holds the currently assigned texture unit for the Texture Source.TextureSource.glIndexCounter
is a new property that holds the time the index was assigned to the Texture Source.WebGLRenderer.currentTextures
has been removed, as it's no longer used internally.WebGLRenderer.setBlankTexture
no longer has aforce
parameter, as it's set by default.- The Mesh Game Object WebGL Renderer function has been updated to support multi-texture units.
- The Blitter Game Object WebGL Renderer function has been updated to support multi-texture units.
- The Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
- The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
- The Particle Emitter Game Object WebGL Renderer function has been updated to support multi-texture units.
- The Texture Tint vertex and fragment shaders have been updated to support the
inTexId
float attribute and dynamic generation. - The Texture Tint Pipeline has a new attribute,
inTexId
which is agl.FLOAT
. TextureTintPipeline.bind
is a new method that sets theuMainSampler
uniform.- The
TextureTintPipeline.requireTextureBatch
method has been removed, as it's no longer required. - The
TextureTintPipeline.pushBatch
method has been removed, as it's no longer required. - The
TextureTintPipeline.maxQuads
property has been removed, as it's no longer required. - The
TextureTintPipeline.batches
property has been removed, as it's no longer required. TextureTintPipeline.flush
has been rewritten to support multi-textures.TextureTintPipeline.flush
no longer creates a sub-array if the batch is full, but instead usesbufferData
for speed.WebGLPipeline.currentUnit
is a new property that holds the most recently assigned texture unit. Treat as read-only.WebGLRenderer.setTextureSource
is a new method, used by pipelines and Game Objects, that will assign a texture unit to the given Texture Source.- The
WebGLRenderer.setTexture2D
method has been updated to use the new texture unit assignment. It no longer takes thetextureUnit
orflush
parameters and these have been removed from its method signature. WebGLRenderer.setTextureZero
is a new method that activates texture zero and binds the given texture to it. Useful for fbo backed game objects.WebGLRenderer.clearTextureZero
is a new method that clears the texture that was bound to unit zero.WebGLRenderer.textureZero
is a new property that holds the currently bound unit zero texture.WebGLRenderer.normalTexture
is a new property that holds the currently bound normal map (texture unit one).WebGLRenderer.setNormalMap
is a new method that sets the current normal map texture.WebGLRenderer.clearNormalMap
is a new method that clears the current normal map texture.WebGLRenderer.resetTextures
is a new method that flushes the pipeline, resets all textures back to the temporary ones, and resets the active texture counter.WebGLPipeline.boot
will now check all of the attributes and store the pointer location within the attribute entry.WebGLPipeline.bind
no longer looks-up and enables every attribute, every frame. Instead, it uses the cached pointer location stored in the attribute entry, cutting down on redundant WebGL operations.WebGLRenderer.isNewNormalMap
is a new method that returns a boolean if the given parameters are not currently used.WebGLPipeline.forceZero
is a new property that informs Game Objects if the pipeline requires a zero bound texture unit.WebGLPipeline.setAttribPointers
is a new method that will set the vertex attribute pointers for the pipeline.WebGLRenderer.unbindTextures
is a new method that will activate and then null bind all WebGL textures.Renderer.WebGL.Utils.parseFragmentShaderMaxTextures
is a new function that will take fragment shader source and search it for%count%
and%forloop%
declarations, replacing them with the required GLSL for multi-texture support, returning the modified source.
Light Pipeline Changes
The Light Pipeline (previously called the Forward Diffuse Light Pipeline), which is responsible for rendering lights under WebGL, has been rewritten to work with the new Multi Pipeline features. Lots of redundant code has been removed and the following changes and improvements took place:
- The pipeline now works with Game Objects that do not have a normal map. They will be rendered using the new default normal map, which allows for a flat light effect to pass over them and merge with their diffuse map colors.
- Fixed a bug in the way lights were handled that caused Tilemaps to render one tile at a time, causing massive slow down. They're now batched properly, making a combination of lights and tilemaps possible again.
- The Bitmap Text (Static and Dynamic) Game Objects now support rendering with normal maps.
- The TileSprite Game Objects now support rendering with normal maps.
- Mesh and Quad Game Objects now support rendering with normal maps.
- The Graphics Game Objects now support rendering in Light2d. You can even use normal map textures for the texture fills.
- Particle Emitter Game Object now supports rendering in Light2d.
- All Shape Game Objects (Rectangle, IsoBox, Star, Polygon, etc) now support rendering in Light2d.
- The Text Game Object now supports rendering in Light2d, no matter which font, stroke or style it is using.
- Both Static and Dynamic Tilemap Layer Game Objects now support the Light2d pipeline, with or without normal maps.
- The pipeline will no longer look-up and set all of the light uniforms unless the
Light
is dirty. - The pipeline will no longer reset all of the lights unless the quantity of lights has changed.
- The
ForwardDiffuseLightPipeline.defaultNormalMap
property has changed, it's now an object with aglTexture
property that maps to the pipelines default normal map. - The
ForwardDiffuseLightPipeline.boot
method has been changed to now generate a default normal map. - The
ForwardDiffuseLightPipeline.onBind
method has been removed as it's no longer required. - The
ForwardDiffuseLightPipeline.setNormalMap
method has been removed as it's no longer required. ForwardDiffuseLightPipeline.bind
is a new method that handles setting-up the shader uniforms.- The
ForwardDiffuseLightPipeline.batchTexture
method has been rewritten to use the Texture Tint Pipeline function instead. - The
ForwardDiffuseLightPipeline.batchSprite
method has been rewritten to use the Texture Tint Pipeline function instead. ForwardDiffuseLightPipeline.lightCount
is a new property that stores the previous number of lights rendered.ForwardDiffuseLightPipeline.getNormalMap
is a new method that will look-up and return a normal map for the given object.
Lights
Light.dirty
is a new property that controls if the light is dirty, or not, and needs its uniforms updating.Light
has been recoded so that all of its properties are now setters that activate itsdirty
flag.LightsManager.destroy
will now clear thelightPool
array when destroyed, where-as previously it didn't.LightsManager.cull
now takes the viewport height from the renderer instead of the game config (thanks zenwaichi)
WebGL ModelViewProjection API Changes
The ModelViewProjection
object contained a lot of functions that Phaser never used internally. These have now been
moved to external functions, which can be easily excluded from Custom builds to save space.
If you used any of them in your code, please update to the new function names below:
Phaser.Renderer.WebGL.MVP
is a new namespace under which the Model View Projection functions now live.projIdentity
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ProjectIdentity
projPersp
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ProjectPerspective
modelRotateX
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.RotateX
modelRotateY
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.RotateY
modelRotateZ
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.RotateZ
viewLoad
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ViewLoad
viewRotateX
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ViewRotateX
viewRotateY
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ViewRotateY
viewRotateZ
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ViewRotateZ
viewScale
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ViewScale
viewTranslate
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ViewTranslate
modelIdentity
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.Identity
modelScale
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.Scale
modelTranslate
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.Translate
viewIdentity
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ViewIdentity
viewLoad2D
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ViewLoad2D
projOrtho
is now available as a stand-alone functionPhaser.Renderer.WebGL.MVP.ProjectOrtho
Phaser.Renderer.WebGL.MVP.SetIdentity
is a new function the others use, to save on space.
BitmapText New Features, Updates and API Changes
BitmapText.setCharacterTint
is a new method that allows you to set a tint color (either additive or fill) on a specific range of characters within a static Bitmap Text. You can specify the start and length offsets and per-corner tint colors.BitmapText.setWordTint
is a new method that allows you to set a tint color (either additive or fill) on all matching words within a static Bitmap Text. You can specify the word by string, or numeric offset, and the number of replacements to tint.BitmapText.setDropShadow
is a new method that allows you to apply a drop shadow effect to a Bitmap Text object. You can set the horizontal and vertical offset of the shadow, as well as the color and alpha levels. Call this method with no parameters to clear a shadow.BitmapTextWebGLRenderer
has been rewritten from scratch to make use of the new pre-cached WebGL uv texture and character location data generated byGetBitmapTextSize
. This has reduced the number of calculations made in the function dramatically, as it no longer has work out glyph advancing or offsets during render, but only when the text content updates.BitmapText.getCharacterAt
is a new method that will return the character data from the BitmapText at the givenx
andy
coordinates. The character data includes the code, position, dimensions, and glyph information.- The
BitmapTextSize
object returned byBitmapText.getTextBounds
has a new property calledcharacters
which is an array that contains the scaled position coordinates of each character in the BitmapText, which you could use for tasks such as determining which character in the BitmapText was clicked. ParseXMLBitmapFont
will now calculate the WebGL uv data for the glyphs during parsing. This avoids it having to be done during rendering, saving CPU cycles on an operation that never changes.ParseXMLBitmapFont
will now create a Frame object for each glyph. This means you could, for example, create a Sprite using the BitmapText texture and the glyph as the frame key, i.e.:this.add.sprite(x, y, fontName, 'A')
.BitmapTextWord
,BitmapTextCharacter
andBitmapTextLines
are three new type defs that are now part of theBitmapTextSize
config object, as returned bygetTextBounds
. This improves the TypeScript defs and JS Docs for this object.- The signature of the
ParseXMLBitmapFont
function has changed. Theframe
parameter is no longer optional, and is now the second parameter in the list, instead of being the 4th. If you call this function directly, please update your code. - The
BitmapText.getTextBounds
method was being called every frame, even if the bounds didn't change, potentially costing a lot of CPU time depending on the text length and quantity of them. It now only updates the bounds if they change. - The
GetBitmapTextSize
function usedMath.round
on the values, if theround
parameter wastrue
, which didn't create integers. It now usesMath.ceil
instead to give integer results. - The
GetBitmapTextSize
function has a new boolean parameterupdateOrigin
, which will adjust the origin of the parent BitmapText if set, based on the new bounds calculations. BitmapText.preDestroy
is a new method that will tidy-up all of the BitmapText data during object destruction.BitmapText.dropShadowX
is a new property that controls the horizontal offset of the drop shadow on the Bitmap Text.BitmapText.dropShadowY
is a new property that controls the vertical offset of the drop shadow on the Bitmap Text.BitmapText.dropShadowColor
is a new property that sets the color of the Bitmap Text drop shadow.BitmapText.dropShadowAlpha
is a new property that sets the alpha of the Bitmap Text drop shadow.BatchChar
is a new internal private function for batching a single character of a Bitmap Text to the pipeline.- If you give an invalid Bitmap Font key, the Bitmap Text object will now issue a
console.warn
. - Setting the
color
value in theDynamicBitmapText.setDisplayCallback
would inverse the red and blue channels if the color was not properly encoded for WebGL. It is now encoded automatically, meaning you can pass normal hex values as the colors in the display callback. Fix #5225 (thanks @teebarjunk) - If you apply
setSize
to the Dynamic BitmapText the scissor is now calculated based on the parent transforms, not just the local ones, meaning you can crop Bitmap Text objects that exist within Containers. Fix #4653 (thanks @lgibson02) ParseXMLBitmapFont
has a new optional parametertexture
. If defined, this Texture is populated with Frame data, one frame per glyph. This happens automatically when loading Bitmap Text data in Phaser.
New Features
Geom.Intersects.GetLineToLine
is a new function that will return a Vector3 containing the point of intersection between 2 line segments, with thez
property holding the distance value.Geom.Intersects.GetLineToPolygon
is a new function that checks for the closest point of intersection between a line segment and an array of polygons.Geom.Intersects.GetLineToPoints
is a new function that checks for the closest point of intersection between a line segment and an array of points, where each pair of points form a line segment.Geom.Intersects.GetRaysFromPointToPolygon
is a new function that emits rays out from the given point and detects for intersection against all given polygons, returning the points of intersection in the results array.Geom.Polygon.Translate
is a new function that allows you to translate all the points of a polygon by the given values.Geom.Polygon.Simplify
is a new function that takes a polygon and simplifies the points by running them through a combination of Douglas-Peucker and Radial Distance algorithms, potentially dramatically reducing the number of points while retaining its shape.WebGLRenderer.setInt1iv
will allow you to look-up and set a 1iv uniform on the given shader.Phaser.Types.Math.Vector3Like
is a new data type representing as Vector 3 like object.Phaser.Types.Math.Vector4Like
is a new data type representing as Vector 4 like object.Transform.getLocalPoint
is a new method, available on all Game Objects, that takes anx
/y
pair and translates them into the local space of the Game Object, factoring in parent transforms and display origins.- The
KeyboardPlugin
will now track the key code and timestamp of the previous key pressed and compare it to the current event. If they match, it will skip the event. On some systems, if you were to type quickly, you would sometimes get duplicate key events firing (the exact same event firing more than once). This is now prevented from happening. Display.Color.GetColorFromValue
is a new function that will take a hex color value and return it as an integer, for use in WebGL. This is now used internally by the Tint component and other classes.Utils.String.RemoveAt
is a new function that will remove a character from the given index in a string and return the new string.Frame.setUVs
is a new method that allows you to directly set the canvas and UV data for a frame. Use this if you need to override the values set automatically during frame creation.TweenManager.getTweensOf
has a new parameterincludePending
. If set, it will also check the pending tweens for the given targets and return those in the results as well. Fix #5260 (thanks @pcharest2000)WebGLPipeline.hasBooted
is a new boolean property that tracks if the pipeline has been booted or not, which is now far more important in 3.5 than in previous versions. This is checked in theWebGLRenderer.addPipeline
method, and if not set, the pipeline is booted. Fix #5251 #5255 (thanks @telinc1 @rexrainbow)- The WebGL Renderer will now add the pipelines during the
boot
method, instead ofinit
.
Updates and API Changes
- Earcut, used for polygon triangulation, has been updated from 2.1.4 to 2.2.2.
Config.batchSize
has been increased from 2000 to 4096.- Removed the Deferred Diffuse fragment and vertex shaders from the project, as they're not used.
StaticTilemapLayer.upload
will now set the vertex attributes and buffer the data, and handles internal checks more efficiently.StaticTilemapLayer
now includes theModelViewProjection
mixin, so it doesn't need to modify the pipeline during rendering.WebGLRenderer.textureFlush
is a new property that keeps track of the total texture flushes per frame.- The
TextureTintStripPipeline
now extendsTextureTintPipeline
and just changes the topolgy, vastly reducing the filesize. TransformMatrix.getXRound
is a new method that will return the X component, optionally passed viaMath.round
.TransformMatrix.getYRound
is a new method that will return the Y component, optionally passed viaMath.round
.- The
KeyboardPlugin
no longer emitskeydown_
events. These were replaced withkeydown-
events in v3.15. The previous event string was deprecated in v3.20. - The
KeyboardPlugin
no longer emitskeyup_
events. These were replaced withkeyup-
events in v3.15. The previous event string was deprecated in v3.20. - The
ScaleManager.updateBounds
method is now called every time the browser fires a 'resize' or 'orientationchange' event. This will update the offset of the canvas element Phaser is rendering to, which is responsible for keeping input positions correct. However, if you change the canvas position, or visibility, via any other method (i.e. via an Angular route) you should call theupdateBounds
method directly, yourself. - The constant
Phaser.Renderer.WebGL.BYTE
value has been removed as it wasn't used internally. - The constant
Phaser.Renderer.WebGL.SHORT
value has been removed as it wasn't used internally. - The constant
Phaser.Renderer.WebGL.UNSIGNED_BYTE
value has been removed as it wasn't used internally. - The constant
Phaser.Renderer.WebGL.UNSIGNED_SHORT
value has been removed as it wasn't used internally. - The constant
Phaser.Renderer.WebGL.FLOAT
value has been removed as it wasn't used internally.
Bug Fixes
RenderTexture.resize
(which is called fromsetSize
) wouldn't correctly set theTextureSource.glTexture
property, leading tobindTexture: attempt to use a deleted object
errors under WebGL.RenderTexture.fill
would fail to fill the correct area under WebGL if the RenderTexture wasn't the same size as the Canvas. It now fills the given region properly.- The
MatterAttractors
plugin, which enables attractors between bodies, has been fixed. The original plugin only worked if the body with the attractor was first in the world bodies list. It can now attract any body, no matter where in the world list it is. Fix #5160 (thanks @strahius) - The
KeyboardManager
andKeyboardPlugin
were both still checking for theInputManager.useQueue
property, which was removed several versions ago. - In Arcade Physics, Dynamic bodies would no longer hit walls when riding on horizontally moving platforms. The horizontal (and vertical) friction is now re-applied correctly in these edge-cases. Fix #5210 (thanks @Dercetech @samme)
- Calling
Rectangle.setSize()
wouldn't change the underlying geometry of the Shape Game Object, causing any stroke to be incorrectly rendered after a size change. - The
ProcessQueue
was emitting the wrong events internally. It now emits 'add' and 'remove' correctly (thanks @halilcakar)
Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs: