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Copy pathUtils.js
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247 lines (217 loc) · 7.05 KB
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/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @author Matthew Groves <@doormat>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Generate shader source to test maximum ifs.
*
* @private
* @ignore
* @param {number} maxIfs - The number of if statements to generate
*/
function GenerateSrc (maxIfs)
{
var src = '';
for (var i = 0; i < maxIfs; ++i)
{
if (i > 0)
{
src += '\nelse ';
}
if (i < maxIfs - 1)
{
src += 'if(test == ' + i + '.0){}';
}
}
return src;
}
/**
* @namespace Phaser.Renderer.WebGL.Utils
* @since 3.0.0
*/
module.exports = {
/**
* Packs four floats on a range from 0.0 to 1.0 into a single Uint32
*
* @function Phaser.Renderer.WebGL.Utils.getTintFromFloats
* @since 3.0.0
*
* @param {number} r - Red component in a range from 0.0 to 1.0
* @param {number} g - Green component in a range from 0.0 to 1.0
* @param {number} b - Blue component in a range from 0.0 to 1.0
* @param {number} a - Alpha component in a range from 0.0 to 1.0
*
* @return {number} The packed RGBA values as a Uint32.
*/
getTintFromFloats: function (r, g, b, a)
{
var ur = ((r * 255) | 0) & 0xff;
var ug = ((g * 255) | 0) & 0xff;
var ub = ((b * 255) | 0) & 0xff;
var ua = ((a * 255) | 0) & 0xff;
return ((ua << 24) | (ur << 16) | (ug << 8) | ub) >>> 0;
},
/**
* Packs a Uint24, representing RGB components, with a Float32, representing
* the alpha component, with a range between 0.0 and 1.0 and return a Uint32
*
* @function Phaser.Renderer.WebGL.Utils.getTintAppendFloatAlpha
* @since 3.0.0
*
* @param {number} rgb - Uint24 representing RGB components
* @param {number} a - Float32 representing Alpha component
*
* @return {number} Packed RGBA as Uint32
*/
getTintAppendFloatAlpha: function (rgb, a)
{
var ua = ((a * 255) | 0) & 0xff;
return ((ua << 24) | rgb) >>> 0;
},
/**
* Packs a Uint24, representing RGB components, with a Float32, representing
* the alpha component, with a range between 0.0 and 1.0 and return a
* swizzled Uint32
*
* @function Phaser.Renderer.WebGL.Utils.getTintAppendFloatAlphaAndSwap
* @since 3.0.0
*
* @param {number} rgb - Uint24 representing RGB components
* @param {number} a - Float32 representing Alpha component
*
* @return {number} Packed RGBA as Uint32
*/
getTintAppendFloatAlphaAndSwap: function (rgb, a)
{
var ur = ((rgb >> 16) | 0) & 0xff;
var ug = ((rgb >> 8) | 0) & 0xff;
var ub = (rgb | 0) & 0xff;
var ua = ((a * 255) | 0) & 0xff;
return ((ua << 24) | (ub << 16) | (ug << 8) | ur) >>> 0;
},
/**
* Unpacks a Uint24 RGB into an array of floats of ranges of 0.0 and 1.0
*
* @function Phaser.Renderer.WebGL.Utils.getFloatsFromUintRGB
* @since 3.0.0
*
* @param {number} rgb - RGB packed as a Uint24
*
* @return {array} Array of floats representing each component as a float
*/
getFloatsFromUintRGB: function (rgb)
{
var ur = ((rgb >> 16) | 0) & 0xff;
var ug = ((rgb >> 8) | 0) & 0xff;
var ub = (rgb | 0) & 0xff;
return [ ur / 255, ug / 255, ub / 255 ];
},
/**
* Counts how many attributes of 32 bits a vertex has
*
* @function Phaser.Renderer.WebGL.Utils.getComponentCount
* @since 3.0.0
*
* @param {array} attributes - Array of attributes
* @param {WebGLRenderingContext} glContext - WebGLContext used for check types
*
* @return {number} Count of 32 bit attributes in vertex
*/
getComponentCount: function (attributes, glContext)
{
var count = 0;
for (var index = 0; index < attributes.length; ++index)
{
var element = attributes[index];
if (element.type === glContext.FLOAT)
{
count += element.size;
}
else
{
count += 1;
}
}
return count;
},
/**
* Check to see how many texture units the GPU supports, based on the given config value.
* Then tests this against the maximum number of iterations GLSL can support.
*
* @function Phaser.Renderer.WebGL.Utils.checkShaderMax
* @since 3.50.0
*
* @param {WebGLRenderingContext} gl - The WebGLContext used to create the shaders.
* @param {number} maxTextures - The Game Config maxTextures value.
*
* @return {number} The number of texture units that is supported by this browser and GPU.
*/
checkShaderMax: function (gl, maxTextures)
{
if (!maxTextures || maxTextures === -1)
{
maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
}
var shader = gl.createShader(gl.FRAGMENT_SHADER);
var fragTemplate = [
'precision mediump float;',
'void main(void){',
'float test = 0.1;',
'%forloop%',
'gl_FragColor = vec4(0.0);',
'}'
].join('\n');
// eslint-disable-next-line no-constant-condition
while (true)
{
var fragmentSrc = fragTemplate.replace(/%forloop%/gi, GenerateSrc(maxTextures));
gl.shaderSource(shader, fragmentSrc);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
{
maxTextures = (maxTextures / 2) | 0;
}
else
{
// valid!
break;
}
}
return maxTextures;
},
/**
* Checks the given Fragment Shader Source for `%count%` and `%forloop%` declarations and
* replaces those with GLSL code for setting `texture = texture2D(uMainSampler[i], outTexCoord)`.
*
* @function Phaser.Renderer.WebGL.Utils.parseFragmentShaderMaxTextures
* @since 3.50.0
*
* @param {string} fragmentShaderSource - The Fragment Shader source code to operate on.
* @param {number} maxTextures - The number of maxTextures value.
*
* @return {string} The modified Fragment Shader source.
*/
parseFragmentShaderMaxTextures: function (fragmentShaderSource, maxTextures)
{
var src = '';
for (var i = 0; i < maxTextures; i++)
{
if (i > 0)
{
src += '\n\telse ';
}
if (i < maxTextures - 1)
{
src += 'if (outTexId < ' + i + '.5)';
}
src += '\n\t{';
src += '\n\t\ttexture = texture2D(uMainSampler[' + i + '], outTexCoord);';
src += '\n\t}';
}
fragmentShaderSource = fragmentShaderSource.replace(/%count%/gi, maxTextures.toString());
return fragmentShaderSource.replace(/%forloop%/gi, src);
}
};