var mapWebGLBlendModesToPixi = require('./utils/mapWebGLBlendModesToPixi'); /** * A WebGL state machines * @param gl {WebGLRenderingContext} The current WebGL rendering context */ var WebGLState = function(gl) { /** * The current active state * * @member {Uint8Array} */ this.activeState = new Uint8Array(16); /** * The default state * * @member {Uint8Array} */ this.defaultState = new Uint8Array(16); // default blend mode.. this.defaultState[0] = 1; /** * The current state index in the stack * * @member {number} * @private */ this.stackIndex = 0; /** * The stack holding all the different states * * @member {array} * @private */ this.stack = []; /** * The current WebGL rendering context * * @member {WebGLRenderingContext} */ this.gl = gl; this.maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); this.attribState = {tempAttribState:new Array(this.maxAttribs), attribState:new Array(this.maxAttribs)}; this.blendModes = mapWebGLBlendModesToPixi(gl); // check we have vao.. this.nativeVaoExtension = ( gl.getExtension('OES_vertex_array_object') || gl.getExtension('MOZ_OES_vertex_array_object') || gl.getExtension('WEBKIT_OES_vertex_array_object') ); }; /** * Pushes a new active state */ WebGLState.prototype.push = function() { // next state.. var state = this.state[++this.stackIndex]; if(!state) { state = this.state[this.stackIndex] = new Uint8Array(16); } // copy state.. // set active state so we can force overrides of gl state for (var i = 0; i < this.activeState.length; i++) { this.activeState[i] = state[i]; } }; var BLEND = 0, DEPTH_TEST = 1, FRONT_FACE = 2, CULL_FACE = 3, BLEND_FUNC = 4; /** * Pops a state out */ WebGLState.prototype.pop = function() { var state = this.state[--this.stackIndex]; this.setState(state); }; /** * Sets the current state * @param state {number} */ WebGLState.prototype.setState = function(state) { this.setBlend(state[BLEND]); this.setDepthTest(state[DEPTH_TEST]); this.setFrontFace(state[FRONT_FACE]); this.setCullFace(state[CULL_FACE]); this.setBlendMode(state[BLEND_FUNC]); }; /** * Sets the blend mode ? @mat * @param value {number} */ WebGLState.prototype.setBlend = function(value) { if(this.activeState[BLEND] === value|0) { return; } this.activeState[BLEND] = value|0; var gl = this.gl; if(value) { gl.enable(gl.BLEND); } else { gl.disable(gl.BLEND); } }; /** * Sets the blend mode ? @mat * @param value {number} */ WebGLState.prototype.setBlendMode = function(value) { if(value === this.activeState[BLEND_FUNC]) { return; } this.activeState[BLEND_FUNC] = value; this.gl.blendFunc(this.blendModes[value][0], this.blendModes[value][1]); }; /** * Sets the depth test @mat * @param value {number} */ WebGLState.prototype.setDepthTest = function(value) { if(this.activeState[DEPTH_TEST] === value|0) { return; } this.activeState[DEPTH_TEST] = value|0; var gl = this.gl; if(value) { gl.enable(gl.DEPTH_TEST); } else { gl.disable(gl.DEPTH_TEST); } }; /** * Sets the depth test @mat * @param value {number} */ WebGLState.prototype.setCullFace = function(value) { if(this.activeState[CULL_FACE] === value|0) { return; } this.activeState[CULL_FACE] = value|0; var gl = this.gl; if(value) { gl.enable(gl.CULL_FACE); } else { gl.disable(gl.CULL_FACE); } }; /** * Sets the depth test @mat * @param value {number} */ WebGLState.prototype.setFrontFace = function(value) { if(this.activeState[FRONT_FACE] === value|0) { return; } this.activeState[FRONT_FACE] = value|0; var gl = this.gl; if(value) { gl.frontFace(gl.CW); } else { gl.frontFace(gl.CCW); } }; /** * Disables all the vaos in use */ WebGLState.prototype.resetAttributes = function() { var gl = this.gl; // im going to assume one is always active for performance reasons. for (var i = 1; i < this.maxAttribs; i++) { gl.disableVertexAttribArray(i); } }; //used /** * Resets all the logic and disables the vaos */ WebGLState.prototype.resetToDefault = function() { // unbind any VAO if they exist.. if(this.nativeVaoExtension) { this.nativeVaoExtension.bindVertexArrayOES(null); } // reset all attributs.. this.resetAttributes(); // set active state so we can force overrides of gl state for (var i = 0; i < this.activeState.length; i++) { this.activeState[i] = 2; } this.setState(this.defaultState); }; module.exports = WebGLState;