mirror of
https://github.com/photonstorm/phaser
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206 lines
6.5 KiB
JavaScript
206 lines
6.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@phaser.io>
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* @author Felipe Alfonso <@bitnenfer>
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* @author Matthew Groves <@doormat>
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* @copyright 2013-2024 Phaser Studio Inc.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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/**
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* @namespace Phaser.Renderer.WebGL.Utils
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* @since 3.0.0
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*/
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module.exports = {
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/**
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* Packs four floats on a range from 0.0 to 1.0 into a single Uint32
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*
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* @function Phaser.Renderer.WebGL.Utils.getTintFromFloats
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* @since 3.0.0
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*
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* @param {number} r - Red component in a range from 0.0 to 1.0
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* @param {number} g - Green component in a range from 0.0 to 1.0
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* @param {number} b - Blue component in a range from 0.0 to 1.0
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* @param {number} a - Alpha component in a range from 0.0 to 1.0
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*
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* @return {number} The packed RGBA values as a Uint32.
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*/
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getTintFromFloats: function (r, g, b, a)
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{
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var ur = ((r * 255) | 0) & 0xff;
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var ug = ((g * 255) | 0) & 0xff;
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var ub = ((b * 255) | 0) & 0xff;
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var ua = ((a * 255) | 0) & 0xff;
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return ((ua << 24) | (ur << 16) | (ug << 8) | ub) >>> 0;
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},
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/**
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* Packs a Uint24, representing RGB components, with a Float32, representing
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* the alpha component, with a range between 0.0 and 1.0 and return a Uint32
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*
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* @function Phaser.Renderer.WebGL.Utils.getTintAppendFloatAlpha
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* @since 3.0.0
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*
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* @param {number} rgb - Uint24 representing RGB components
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* @param {number} a - Float32 representing Alpha component
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*
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* @return {number} Packed RGBA as Uint32
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*/
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getTintAppendFloatAlpha: function (rgb, a)
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{
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var ua = ((a * 255) | 0) & 0xff;
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return ((ua << 24) | rgb) >>> 0;
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},
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/**
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* Packs a Uint24, representing RGB components, with a Float32, representing
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* the alpha component, with a range between 0.0 and 1.0 and return a
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* swizzled Uint32
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*
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* @function Phaser.Renderer.WebGL.Utils.getTintAppendFloatAlphaAndSwap
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* @since 3.0.0
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*
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* @param {number} rgb - Uint24 representing RGB components
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* @param {number} a - Float32 representing Alpha component
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*
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* @return {number} Packed RGBA as Uint32
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*/
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getTintAppendFloatAlphaAndSwap: function (rgb, a)
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{
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var ur = ((rgb >> 16) | 0) & 0xff;
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var ug = ((rgb >> 8) | 0) & 0xff;
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var ub = (rgb | 0) & 0xff;
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var ua = ((a * 255) | 0) & 0xff;
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return ((ua << 24) | (ub << 16) | (ug << 8) | ur) >>> 0;
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},
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/**
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* Unpacks a Uint24 RGB into an array of floats of ranges of 0.0 and 1.0
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*
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* @function Phaser.Renderer.WebGL.Utils.getFloatsFromUintRGB
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* @since 3.0.0
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*
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* @param {number} rgb - RGB packed as a Uint24
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*
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* @return {array} Array of floats representing each component as a float
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*/
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getFloatsFromUintRGB: function (rgb)
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{
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var ur = ((rgb >> 16) | 0) & 0xff;
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var ug = ((rgb >> 8) | 0) & 0xff;
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var ub = (rgb | 0) & 0xff;
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return [ ur / 255, ug / 255, ub / 255 ];
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},
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/**
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* Check to see how many texture units the GPU supports in a fragment shader
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* and if the value specific in the game config is allowed.
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*
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* This value is hard-clamped to 16 for performance reasons on Android devices.
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*
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* @function Phaser.Renderer.WebGL.Utils.checkShaderMax
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* @since 3.50.0
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*
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* @param {WebGLRenderingContext} gl - The WebGLContext used to create the shaders.
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* @param {number} maxTextures - The Game Config maxTextures value.
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*
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* @return {number} The number of texture units that is supported by this browser and GPU.
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*/
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checkShaderMax: function (gl, maxTextures)
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{
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// Note: This is the maximum number of TIUs that a _fragment_ shader supports
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// https://www.khronos.org/opengl/wiki/Common_Mistakes#Texture_Unit
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// Hard-clamp this to 16 to avoid run-away texture counts such as on Android
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var gpuMax = Math.min(16, gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS));
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if (!maxTextures || maxTextures === -1)
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{
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return gpuMax;
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}
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else
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{
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return Math.min(gpuMax, maxTextures);
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}
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},
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/**
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* Checks the given Fragment Shader Source for `%count%` and `%forloop%` declarations and
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* replaces those with GLSL code for setting `texture = texture2D(uMainSampler[i], outTexCoord)`.
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*
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* @function Phaser.Renderer.WebGL.Utils.parseFragmentShaderMaxTextures
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* @since 3.50.0
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*
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* @param {string} fragmentShaderSource - The Fragment Shader source code to operate on.
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* @param {number} maxTextures - The number of maxTextures value.
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*
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* @return {string} The modified Fragment Shader source.
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*/
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parseFragmentShaderMaxTextures: function (fragmentShaderSource, maxTextures)
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{
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if (!fragmentShaderSource)
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{
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return '';
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}
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var src = '';
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for (var i = 0; i < maxTextures; i++)
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{
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if (i > 0)
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{
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src += '\n\telse ';
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}
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if (i < maxTextures - 1)
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{
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src += 'if (outTexId < ' + i + '.5)';
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}
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src += '\n\t{';
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src += '\n\t\ttexture = texture2D(uMainSampler[' + i + '], outTexCoord);';
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src += '\n\t}';
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}
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fragmentShaderSource = fragmentShaderSource.replace(/%count%/gi, maxTextures.toString());
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return fragmentShaderSource.replace(/%forloop%/gi, src);
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},
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/**
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* Takes the Glow FX Shader source and parses out the __SIZE__ and __DIST__
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* consts with the configuration values.
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*
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* @function Phaser.Renderer.WebGL.Utils.setGlowQuality
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* @since 3.60.0
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*
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* @param {string} shader - The Fragment Shader source code to operate on.
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* @param {Phaser.Game} game - The Phaser Game instance.
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* @param {number} [quality] - The quality of the glow (defaults to 0.1)
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* @param {number} [distance] - The distance of the glow (defaults to 10)
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*
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* @return {string} The modified Fragment Shader source.
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*/
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setGlowQuality: function (shader, game, quality, distance)
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{
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if (quality === undefined)
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{
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quality = game.config.glowFXQuality;
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}
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if (distance === undefined)
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{
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distance = game.config.glowFXDistance;
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}
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shader = shader.replace(/__SIZE__/gi, (1 / quality / distance).toFixed(7));
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shader = shader.replace(/__DIST__/gi, distance.toFixed(0) + '.0');
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return shader;
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}
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};
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