phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @namespace Phaser.Renderer.WebGL.Utils
* @since 3.0.0
*/
module.exports = {
/**
* [description]
*
* @function Phaser.Renderer.WebGL.Utils.getTintFromFloats
* @since 3.0.0
*
* @param {number} r - [description]
* @param {number} g - [description]
* @param {number} b - [description]
* @param {number} a - [description]
*
* @return {number} [description]
*/
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;
},
/**
* [description]
*
* @function Phaser.Renderer.WebGL.Utils.getTintAppendFloatAlpha
* @since 3.0.0
*
* @param {number} rgb - [description]
* @param {number} a - [description]
*
* @return {number} [description]
*/
getTintAppendFloatAlpha: function (rgb, a)
{
var ua = ((a * 255.0)|0) & 0xFF;
return ((ua << 24) | rgb) >>> 0;
},
/**
* [description]
*
* @function Phaser.Renderer.WebGL.Utils.getTintAppendFloatAlphaAndSwap
* @since 3.0.0
*
* @param {number} rgb - [description]
* @param {number} a - [description]
*
* @return {number} [description]
*/
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;
},
/**
* [description]
*
* @function Phaser.Renderer.WebGL.Utils.getFloatsFromUintRGB
* @since 3.0.0
*
* @param {number} rgb - [description]
*
* @return {number} [description]
*/
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 ];
},
/**
* [description]
*
* @function Phaser.Renderer.WebGL.Utils.getComponentCount
* @since 3.0.0
*
* @param {number} attributes - [description]
* @param {WebGLRenderingContext} glContext - [description]
*
* @return {number} [description]
*/
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;
}
};