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pixi.js / src / core / renderers / webgl / managers / StencilManager.js
@Mat Groves Mat Groves on 21 Jan 2016 3 KB tweak
var WebGLManager = require('./WebGLManager'),
    utils = require('../../../utils');

/**
 * @class
 * @memberof PIXI
 * @param renderer {PIXI.WebGLRenderer} The renderer this manager works for.
 */
function WebGLMaskManager(renderer)
{
    WebGLManager.call(this, renderer);
    this.stencilMaskStack = null;
}

WebGLMaskManager.prototype = Object.create(WebGLManager.prototype);
WebGLMaskManager.prototype.constructor = WebGLMaskManager;
module.exports = WebGLMaskManager;

/**
 * Changes the mask stack that is used by this manager.
 *
 * @param stencilMaskStack {PIXI.StencilMaskStack} The mask stack
 */
WebGLMaskManager.prototype.setMaskStack = function ( stencilMaskStack )
{
    this.stencilMaskStack = stencilMaskStack;

    var gl = this.renderer.gl;

    if (stencilMaskStack.stencilStack.length === 0)
    {
        gl.disable(gl.STENCIL_TEST);
    }
    else
    {
        gl.enable(gl.STENCIL_TEST);
    }
};

/**
 * Applies the Mask and adds it to the current filter stack. @alvin
 *
 * @param graphics {PIXI.Graphics}
 * @param webGLData {any[]}
 */
WebGLMaskManager.prototype.pushStencil = function (graphics)
{
    this.renderer._activeRenderTarget.attachStencilBuffer();

    var gl = this.renderer.gl,
        sms = this.stencilMaskStack;

    if (sms.stencilStack.length === 0)
    {
        gl.enable(gl.STENCIL_TEST);
        gl.clear(gl.STENCIL_BUFFER_BIT);
        sms.reverse = true;
        sms.count = 0;
    }

    sms.stencilStack.push(graphics);

    gl.colorMask(false, false, false, false);


    gl.stencilFunc(gl.ALWAYS,1,1);
    gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);

    this.renderer.plugins.graphics.render(graphics)

    gl.stencilFunc(gl.NOTEQUAL,0, sms.stencilStack.length);
    
    gl.colorMask(true, true, true, true);
    gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);

    sms.count++;
};

/**
 * TODO @alvin
 * @param graphics {PIXI.Graphics}
 * @param webGLData {any[]}
 */
WebGLMaskManager.prototype.popStencil = function (graphics)
{
    var gl = this.renderer.gl,
        sms = this.stencilMaskStack;

    sms.stencilStack.pop();

    sms.count--;

    if (sms.stencilStack.length === 0)
    {
        // the stack is empty!
        gl.disable(gl.STENCIL_TEST);
    }
    else
    {
        var level = sms.count;

        gl.colorMask(false, false, false, false);

       
        gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);

        this.renderer.plugins.graphics.render(graphics)
 
        gl.stencilFunc(gl.NOTEQUAL,0,sms.stencilStack.length);

        gl.colorMask(true, true, true, true);
        gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
    }
};

/**
 * Destroys the mask stack.
 *
 */
WebGLMaskManager.prototype.destroy = function ()
{
    WebGLManager.prototype.destroy.call(this);

    this.stencilMaskStack.stencilStack = null;
};

/**
 * Applies the Mask and adds it to the current filter stack.
 *
 * @param maskData {any[]} The mask data structure to use
 */
WebGLMaskManager.prototype.pushMask = function (maskData)
{
    this.renderer.setObjectRenderer(this.renderer.plugins.graphics);
    this.pushStencil(maskData)
};

/**
 * Removes the last filter from the filter stack and doesn't return it.
 *
 * @param maskData {any[]}
 */
WebGLMaskManager.prototype.popMask = function (maskData)
{
    this.popStencil(maskData)
};