@rendley/sdk - v1.12.6
    Preparing search index...

    Class BatchRenderer

    Renderer dedicated to drawing and batching sprites.

    This is the default batch renderer. It buffers objects with texture-based geometries and renders them in batches. It uploads multiple textures to the GPU to reduce to the number of draw calls.

    PIXI

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    maxTextures: number

    Maximum number of textures that can be uploaded to the GPU under the current context. It is initialized properly in this.contextChange.

    PIXI.BatchRenderer#contextChange

    size: number

    The number of bufferable objects before a flush occurs automatically.

    PIXI.BatchRenderer.defaultBatchSize * 4
    
    state: State

    The WebGL state in which this renderer will work.

    _drawCallPool: BatchDrawCall[]

    Pool of BatchDrawCall objects that flush 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.

    _textureArrayPool: BatchTextureArray[]

    Pool of BatchDrawCall objects that flush 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.

    defaultBatchSize: number

    The default sprite batch size.

    The default aims to balance desktop and mobile devices.

    Accessors

    • get MAX_TEXTURES(): number

      Returns number

      PIXI.BatchRenderer#maxTextures

      since 7.1.0

    • get canUploadSameBuffer(): boolean

      Can we upload the same buffer in a single frame?

      Returns boolean

    • set canUploadSameBuffer(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get defaultFragmentTemplate(): string

      The default fragment shader source

      Returns string

    • get defaultMaxTextures(): number

      The maximum textures that this device supports.

      Returns number

      32
      
    • set defaultMaxTextures(value: number): void

      Parameters

      • value: number

      Returns void

    • get defaultVertexSrc(): string

      The default vertex shader source

      Returns string

    Methods

    • Populating drawcalls for rendering

      Parameters

      Returns void

    • Returns void

    • Handles the contextChange signal.

      It calculates this.maxTextures and allocating the packed-geometry object pool.

      Returns void

    • Destroys this BatchRenderer. It cannot be used again.

      Returns void

    • Returns void

    • Renders the content now and empties the current batch.

      Returns void

    • Fetches an attribute buffer from this._aBuffers that can hold atleast size floats.

      Parameters

      • size: number

        minimum capacity required

      Returns ViewableBuffer

      • buffer than can hold atleast size floats
    • Fetches an index buffer from this._iBuffers that can have at least size capacity.

      Parameters

      • size: number

        minimum required capacity

      Returns Uint16Array

      • buffer that can fit size indices.
    • Makes sure that static and dynamic flush pooled objects have correct dimensions.

      Returns void

    • Handles the prerender signal. It ensures that flushes start from the first geometry object again.

      Returns void

    • 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 and indicies. It also uses the "tint" of the base-texture, if present.

      Parameters

      • element: IBatchableElement

        element being rendered

      • attributeBuffer: 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

      Returns void

    • Set the shader generator.

      Parameters

      • Optionaloptions: { fragment?: string; vertex?: string }
        • Optionalfragment?: string

          Fragment shader template

        • Optionalvertex?: string

          Vertex shader source

      Returns void

    • Stops and flushes the current batch.

      Returns void

    • Returns void