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Hierarchy

  • Filter
    • NightPixiFilter

Index

Methods

  • apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clearMode?: CLEAR_MODES, _currentState?: FilterState): void
  • Applies the filter

    Parameters

    • filterManager: FilterSystem

      The renderer to retrieve the filter from

    • input: RenderTexture

      The input render target.

    • output: RenderTexture

      The target to output to.

    • Optional clearMode: CLEAR_MODES
    • Optional _currentState: FilterState

    Returns void

  • checkUniformExists(name: string, group: UniformGroup<Dict<any>>): boolean
  • Parameters

    • name: string
    • group: UniformGroup<Dict<any>>

    Returns boolean

  • destroy(): void
  • Returns void

  • from(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict<any>): Shader
  • A short hand function to create a shader based of a vertex and fragment shader

    Parameters

    • Optional vertexSrc: string
    • Optional fragmentSrc: string
    • Optional uniforms: Dict<any>

    Returns Shader

    an shiny new Pixi shader!

Properties

autoFit: boolean
enabled: boolean
legacy: boolean

Legacy filters use position and uvs from attributes (set by filter system)

readonly
multisample: MSAA_QUALITY
padding: number
program: Program
resolution: number
state: State
uniformGroup: UniformGroup<Dict<any>>
SOURCE_KEY_MAP: Dict<string>

Used for caching shader IDs

static

Accessors

  • get blendMode(): BLEND_MODES
  • set blendMode(value: BLEND_MODES): void
  • Sets the blendmode of the filter

    member

    {number}

    default

    PIXI.BLEND_MODES.NORMAL

    Returns BLEND_MODES

  • Sets the blendmode of the filter

    member

    {number}

    default

    PIXI.BLEND_MODES.NORMAL

    Parameters

    • value: BLEND_MODES

    Returns void

  • get defaultFragmentSrc(): string
  • The default fragment shader source

    static
    constant

    Returns string

  • get defaultVertexSrc(): string
  • The default vertex shader source

    static
    constant

    Returns string

  • get uniforms(): Dict<any>
  • Shader uniform values, shortcut for uniformGroup.uniforms

    readonly
    member

    {object}

    Returns Dict<any>

Constructors

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