'use strict'; var Extensions = require('../../../../extensions/Extensions.js'); var State = require('../../shared/state/State.js'); var mapWebGLBlendModesToPixi = require('./mapWebGLBlendModesToPixi.js'); "use strict"; const BLEND = 0; const OFFSET = 1; const CULLING = 2; const DEPTH_TEST = 3; const WINDING = 4; const DEPTH_MASK = 5; const _GlStateSystem = class _GlStateSystem { constructor() { this.gl = null; this.stateId = 0; this.polygonOffset = 0; this.blendMode = "none"; this._blendEq = false; this.map = []; this.map[BLEND] = this.setBlend; this.map[OFFSET] = this.setOffset; this.map[CULLING] = this.setCullFace; this.map[DEPTH_TEST] = this.setDepthTest; this.map[WINDING] = this.setFrontFace; this.map[DEPTH_MASK] = this.setDepthMask; this.checks = []; this.defaultState = State.State.for2d(); } contextChange(gl) { this.gl = gl; this.blendModesMap = mapWebGLBlendModesToPixi.mapWebGLBlendModesToPixi(gl); this.reset(); } /** * Sets the current state * @param {*} state - The state to set. */ set(state) { state = state || this.defaultState; if (this.stateId !== state.data) { let diff = this.stateId ^ state.data; let i = 0; while (diff) { if (diff & 1) { this.map[i].call(this, !!(state.data & 1 << i)); } diff = diff >> 1; i++; } this.stateId = state.data; } for (let i = 0; i < this.checks.length; i++) { this.checks[i](this, state); } } /** * Sets the state, when previous state is unknown. * @param {*} state - The state to set */ forceState(state) { state = state || this.defaultState; for (let i = 0; i < this.map.length; i++) { this.map[i].call(this, !!(state.data & 1 << i)); } for (let i = 0; i < this.checks.length; i++) { this.checks[i](this, state); } this.stateId = state.data; } /** * Sets whether to enable or disable blending. * @param value - Turn on or off WebGl blending. */ setBlend(value) { this._updateCheck(_GlStateSystem._checkBlendMode, value); this.gl[value ? "enable" : "disable"](this.gl.BLEND); } /** * Sets whether to enable or disable polygon offset fill. * @param value - Turn on or off webgl polygon offset testing. */ setOffset(value) { this._updateCheck(_GlStateSystem._checkPolygonOffset, value); this.gl[value ? "enable" : "disable"](this.gl.POLYGON_OFFSET_FILL); } /** * Sets whether to enable or disable depth test. * @param value - Turn on or off webgl depth testing. */ setDepthTest(value) { this.gl[value ? "enable" : "disable"](this.gl.DEPTH_TEST); } /** * Sets whether to enable or disable depth mask. * @param value - Turn on or off webgl depth mask. */ setDepthMask(value) { this.gl.depthMask(value); } /** * Sets whether to enable or disable cull face. * @param {boolean} value - Turn on or off webgl cull face. */ setCullFace(value) { this.gl[value ? "enable" : "disable"](this.gl.CULL_FACE); } /** * Sets the gl front face. * @param {boolean} value - true is clockwise and false is counter-clockwise */ setFrontFace(value) { this.gl.frontFace(this.gl[value ? "CW" : "CCW"]); } /** * Sets the blend mode. * @param {number} value - The blend mode to set to. */ setBlendMode(value) { if (!this.blendModesMap[value]) { value = "normal"; } if (value === this.blendMode) { return; } this.blendMode = value; const mode = this.blendModesMap[value]; const gl = this.gl; if (mode.length === 2) { gl.blendFunc(mode[0], mode[1]); } else { gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); } if (mode.length === 6) { this._blendEq = true; gl.blendEquationSeparate(mode[4], mode[5]); } else if (this._blendEq) { this._blendEq = false; gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); } } /** * Sets the polygon offset. * @param {number} value - the polygon offset * @param {number} scale - the polygon offset scale */ setPolygonOffset(value, scale) { this.gl.polygonOffset(value, scale); } // used /** Resets all the logic and disables the VAOs. */ reset() { this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); this.forceState(this.defaultState); this._blendEq = true; this.blendMode = ""; this.setBlendMode("normal"); } /** * Checks to see which updates should be checked based on which settings have been activated. * * For example, if blend is enabled then we should check the blend modes each time the state is changed * or if polygon fill is activated then we need to check if the polygon offset changes. * The idea is that we only check what we have too. * @param func - the checking function to add or remove * @param value - should the check function be added or removed. */ _updateCheck(func, value) { const index = this.checks.indexOf(func); if (value && index === -1) { this.checks.push(func); } else if (!value && index !== -1) { this.checks.splice(index, 1); } } /** * A private little wrapper function that we call to check the blend mode. * @param system - the System to perform the state check on * @param state - the state that the blendMode will pulled from */ static _checkBlendMode(system, state) { system.setBlendMode(state.blendMode); } /** * A private little wrapper function that we call to check the polygon offset. * @param system - the System to perform the state check on * @param state - the state that the blendMode will pulled from */ static _checkPolygonOffset(system, state) { system.setPolygonOffset(1, state.polygonOffset); } /** * @ignore */ destroy() { this.gl = null; this.checks.length = 0; } }; /** @ignore */ _GlStateSystem.extension = { type: [ Extensions.ExtensionType.WebGLSystem ], name: "state" }; let GlStateSystem = _GlStateSystem; exports.GlStateSystem = GlStateSystem; //# sourceMappingURL=GlStateSystem.js.map