var mapWebGLBlendModesToPixi = require('./utils/mapWebGLBlendModesToPixi');
var WebGLState = function(gl)
{
this.activeState = new Uint8Array(16);
this.defaultState = new Uint8Array(16);
// default blend mode..
this.defaultState[0] = 1;
this.stackIndex = 0;
this.stack = [];
this.gl = gl;
this.maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
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')
);
};
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;
WebGLState.prototype.pop = function()
{
var state = this.state[--this.stackIndex];
this.setState(state);
};
WebGLState.prototype.setState = function(state)
{
this.setBlend(state[BLEND]);
this.setDepthTest(state[DEPTH_TEST]);
this.setDepthTest(state[FRONT_FACE]);
this.setDepthTest(state[CULL_FACE]);
this.setDepthTest(state[BLEND_FUNC]);
};
WebGLState.prototype.setBlendMode = function()
{
};
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);
}
};
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]);
};
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);
}
};
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);
}
};
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);
}
};
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
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;