/** * @author Richard Davey * @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 * @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)|0) & 0xFF; var ug = ((g * 255.0)|0) & 0xFF; var ub = ((b * 255.0)|0) & 0xFF; var ua = ((a * 255.0)|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)|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)|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 / 255.0, ug / 255.0, ub / 255.0 ]; }, /** * 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; // We'll force any other type to be 32 bit. for now } } 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; } };