Files
nothoughts/node_modules/pixi.js/lib/rendering/renderers/gl/state/GlStateSystem.mjs
2025-08-04 18:57:35 +02:00

210 lines
6.0 KiB
JavaScript

import { ExtensionType } from '../../../../extensions/Extensions.mjs';
import { State } from '../../shared/state/State.mjs';
import { mapWebGLBlendModesToPixi } from './mapWebGLBlendModesToPixi.mjs';
"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.for2d();
}
contextChange(gl) {
this.gl = gl;
this.blendModesMap = 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: [
ExtensionType.WebGLSystem
],
name: "state"
};
let GlStateSystem = _GlStateSystem;
export { GlStateSystem };
//# sourceMappingURL=GlStateSystem.mjs.map